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PATCHES—MEDIC Melee Difficulty: Easy

Patches is first and foremost a combat medic, always trying to heal himself so that he can heal his fellow Gearlocs.
Using a variety of methods, Patches is a master manipulator of health and, with the right skills, can easily sustain a
party through the worst and longest of battles. He also isn’t half bad with a bone saw! Stat-wise, consider improving his
Dexterity and adding another Attack die early on. Enable his Med Kit right from the get-go. Then, work on Nutrients
for more sustainability or Toxins to help his party deal some Damage and to mitigate enemy units with Thick Skin.
Against hard hitting Baddies, Patches’ Stim line is best, though it comes with risks; his line of Medic Skills is safer. Try
to get his Bone Saw to act as a sword, and don’t bother with Zappack unless you’re fortunate enough to gather some E-
Cells. Getting Patches to earn his Innate+1 skill will go a long way toward keeping himself and his allies fully
conscious.

Heal Any Character 1-3 Heal Any Character 2-9 Melee Sword Quick Restore
Reroll Healing Poison Heal Any Character 6-15 Ranged Poison
Extra Healing Extra Attack Revive or Zap w/ E-Cell E-Cells for Revive/Zap*
Reroll Extra Healing Maximum Healing Ongoing Healing Ongoing Extra Healing
*Non-Rolling Die
Innate: At the start of each of his turns, Patches heals himself for 1 HP.
Innate+1: Patches immediately increases his Health Stat by 1 and increases his Health by 1. Also, at the start of each of
his turns, Patches may heal any Gearloc for 1 HP.

Backup Plan 2: Heal any Gearloc for 1 HP


Backup Plan 3: Deal 2 damage to target.
Backup Plan 4: Select a yellow consumable die and place it in its Skill slot. It is immediately available for use.
Backup Plan 5 (Overcharge): Reduce E-Cells by 1, then electrify any Baddie on the Battle Mat for 4 True Damage.

Heal Heal any one Gearloc on the Battle Mat for the number of HP shown (adjacency not
(I) required). Must be used when rolled.
Heal Assist A Heal die result may be multiplied by the number shown. You may place this die in a
(I/L) locked slot and use it when needed the most.
Melee Attack
Damage Deal the amount of damage shown to the current target.
(I)
Heal Heal any one Gearloc on the Battle Mat for the number of HP shown (adjacency not
(I) required). Must be used when rolled.
Neg-i-zap Deal the amount of True Damage shown to any Baddie on the Battle Mat. Reduce the E-
(I) Cells die by 1 when you roll this die.
Pos-i-zap Restore a knocked out Gearloc to the number of HP shown. Reduce the E-Cells die by 1
(I) when you roll this die.
Loot
Immediately draw and keep 1 Loot card.
(I)
A rolled Med Kit or Med Pack die may be rerolled the number of times shown. Exhaust
Reroll Heal
when used. (Note that this is not a counter. If you’re using a Reroll Heal 2 and you get
(I/L)
the result you want after the first reroll, the second reroll is lost.)
Poison
Place a Poison Effect die with the number shown on your target.
(I)
Deal the amount of True Damage shown to Patches, then exhaust the die (unless you
Tainted Mixture
have an option to reroll it). Must be used when rolled. This is the risk Patches takes for
(I)
dealing with potentially toxic chemicals.
Add the number of HP shown to a Gearloc’s Prep Area. When taking damage, remove
Buff HP
from Buff HP first. Countdown as necessary. Then exhaust the die. If Patches is forced to
(A/AA)
remove the Buff HP die, remove all Buff HP and exhaust the die immediately.
Buff Attack Add the number shown to any Gearloc’s Attack Stat. This increase lasts for the entire
(A/AA) battle.
A rolled Stim Kit, Chem Kit, Stim Belt, or Stim Lethal die may be rerolled the number of
Reroll Buff
times shown. May be locked for use on a subsequently rolled die of the type affected
(I/L)
(especially to avoid a Tainted Mixture result).
Add the number of HP shown to a Gearloc’s Prep Area. When taking damage, remove
Buff HP
from Buff HP first. Countdown as necessary. Then exhaust the die. If Patches is forced to
(A/AA)
remove the Buff HP die, remove all Buff HP and exhaust the die immediately.
Select a Gearloc. At the start of each of that Gearloc’s turns, heal the number of Buff HP
Booster Shot
shown (reducing the Buff HP counter accordingly). Exhaust this die when the amount of
(A/AA)
Buff HP has been depleted.
Recover At the start of a selected Gearloc’s turn, that Gearloc heals for the number of HP shown.
(A/AA) This effect lasts for the entire battle.
Perma-HP Buff Permanently increase any Gearloc’s Health Stat (including Patches’) by the number
(I) shown (up to 6) and immediately increase their Health accordingly. This is not a Buff.
Use this die as part of a Dexterity roll. You can immediately restore a knocked out
Revive Gearloc to the number of HP shown or place this die in one of your or an ally’s active
(I/A/AA) slots. When a Gearloc is knocked out and has this die in an active slot, that Gearloc is
revived immediately.
Use this die as part of a Dexterity roll. This must be used when rolled and then returned
Poison Dart
to your dice tray. Place a Poison Effect die with the value shown on any Baddie on the
(I)
Battle Mat.
Immediately roll this die when you acquire it (either via Fortunate Discovery Loot or
E-Cells Backup Plan action), and then place it in a locked slot. Reduce E-Cells by 1 each time
(L/Ctr) you roll your Zappack die or use your Overcharge Backup Plan. Return this to your dice
tray after using your last E-Cell.

I Use Instantly
L Locked Slot
A Active Slot
AA An Ally’s Active Slot
BP Backup Plan
Ctr Counter

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