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ROLL DUR/FIN RANGE 5x5 : 6 ROLL DUR/FIN RANGE Side ROLL DUR/FIN RANGE Speed + 2
[EACH HIT] = 1 DMG [EACH HIT] = 1 DMG < Move to Target >
< Apply [Burning] > [EACH TRIPLE] = +1 Direct DMG [EACH HIT] = 1 DMG
_ < Apply [Corroding] > [EACH DOUBLE] = +1 DMG
BLAZE _ ACID _ BLAZE _
element _ element _ element _
X ALTERNATE X ! INTERVENTION ! V CHANCE V
ROLL DUR/FIN RANGE 3T : 6 ROLL N/A RANGE 8 ROLL N/A RANGE N/A
[EACH HIT] = 1 DMG < Apply [Charged] > { IF : You Boosted this Phase }
< Apply [Freezing] > < Deal 4 Direct DMG > < Add +1 Dice for each Boost taken >
_ _ < MAX +6 Dice >
CRYO _ SHOCK _ N/A _
element _ element _ element _
Rules Reminders
◘ Only the Bottom Ability of an Intervention ◘ While Shields Up can help you Negate DMG, ◘ Your Squire MEC's Frame has the Grounded
Stratagem is an Intervention that can be done it can never Negate Direct DMG. So if you're Upgrade! Meaning if you have an [Effect]
at any time! The Top Ability still costs an Action. [Burning] better pull it off fast! Applied to you, you gain 2 SYN instantly!
◘ The Bottom Ability of a Chance Stratagem ◘ Spending Synergy is instant and can be ◘ Remember to count all the Evens you Roll
only occurs if the Top Ability is used and the done at any time. However, if you're locked into and announce it to the Table so that your
Chance's conditions are met. an Enemy Clash Action you can't Boost away! Allies can gain Synergy!