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BOOMER—BOMBER Ranged Difficulty: Medium

Boomer’s strength lies in her ranged, Grenade-throwing abilities. Therefore, her usefulness is founded on her ability to find the parts she needs
to construct those grenades. With booms in hand, she can be an incredible asset to your party’s overall Damage output. With hard hits that hurt
multiple Baddies from a distance as well as some very useful crowd control, Boomer can easily level enemy lines if you manage her grenades
well. At the start, she’ll need more Health so focus on that early on. After that, increase her Attack stat. With those in hand, you can always
improve her Dexterity, Defense, or HP as they are all good options. Skill-wise, grenades are Boomer’s bread and butter, but you need the
components to make them so roll her component skill dice early and often and work on activating her Body Search skill. Frag is a good all-
around grenade. Big Boom deals less Damage but to more Baddies. Bigger Boom will help boost the Damage. Consider Smoke Screen for
peace of mind.

Grenade Part 1 (1-3) Grenade Part 2 (1-3) Grenade Part 3 (1-3) Grenade Counter (0-3)
Small Explosion Grenade Controlled Blast Grenade Smoke Screen Defense Negative Effect Remover
Baddie Loses Turn Napalm Baddie Loses Skills Multi-Use Parts, Grenades
HP, Loot, Grenade Parts Increase Grenade Damage Grenades, Create MOAB MOAB Damage

Innate: Starts with Skills #1-4: Element, Casing, and Fuse as well as the Boom Counter (which is set to 0).
Innate+1: Boomer may add +1 to every Element, Casing, and Fuse roll (including upgrading a bone to a 1 and still
using the bone for the Backup Plan).

Backup Plan 1: Deal 1 damage to a target of normal attack dice.


Backup Plan 2: Re-roll and one scavenging die (Element, Casing, or Fuse).
Backup Plan 3: Reposition any unit on the Battle Mat to an orthogonally adjacent position.
Backup Plan 4: Deal 3 damage to a target of normal attack dice.
Backup Plan 5: Place Untargetable effect die on Boomer (good until the start of Boomer’s next turn).

Red Bones
These bones must be used in your Backup Plan.
(BP)
You found this number of Elements, necessary to make a Grenade (see below). You are not forced to lock
Element
the die; instead, you can wait and try rolling again later in hopes of getting a better result. Countdown as
(I/L/Ctr)
necessary. When reduced to 0, the die is exhausted.
You found this number of Casings, necessary to make a Grenade (see below). You are not forced to lock
Casing
the die; instead, you can wait and try rolling again later in hopes of getting a better result. Countdown as
(I/L/Ctr)
necessary. When reduced to 0, the die is exhausted.
You found this number of Fuses, necessary to make a Grenade (see below). You are not forced to lock the
Fuse
die; instead, you can wait and try rolling again later in hopes of getting a better result. Countdown as
(I/L/Ctr)
necessary. When reduced to 0, the die is exhausted.
This die remains on the player mat. It reflects the number of Grenades that Boomer has made. Increasing
Boom Counter this value requires that you use (decrease) 1 Element, 1 Casing, and 1 Fuse. Boomer is limited to carrying 3
(Ctr) Grenades. Countdown as necessary when you actually throw a Grenade (e.g., Frag, Big Boom, Napalm,
etc.). When reduced to 0, the die remains in place on the mat.
Direct this Grenade at any space on the Battle Mat. If the selected space is occupied by a unit, deal the
amount of Damage shown to that unit. Also, deal ½ the amount of Damage shown (rounded down) to all
units orthogonally adjacent to the selected space. This can be used against a unit other than your target.
Small Explosion (I)
Reduce the Boom Counter die by 1 when you use this Skill. Then exhaust this die. Grenades can be thrown
at Baddies that are untargetable (e.g., Flying, Shrouded), and they do not count as an ‘attack’ (i.e., they
ignore the Terrify effect).
Deal the amount of Damage shown to all Baddies on the Battle Mat. If a Skull icon is visible, deal the 2nd
amount of Damage shown to all Gearlocs including Boomer. This can be used against a unit other than
Controlled Blast (I) your target. Reduce the Boom Counter die by 1 when you use this Skill. Then exhaust this die. Grenades
can be thrown onto Baddies that are otherwise untargetable (e.g., Flying, Shrouded), and they do not count
as an 'attack' (i.e., they ignore the Terrify effect).
Place a Stun Effect die on the targeted Baddie if its point value is equal to or less than the number. This can
Stunner be used against a unit other than your target. Reduce the Boom Counter die by 1 when you use this Skill.
(I) Then exhaust this die. Grenades can be thrown at Baddies that are untargetable (e.g., Flying, Shrouded),
and they do not count as an ‘attack’ (i.e., they ignore the Terrify effect).
At the start of this Baddie’s turn, it is dealt the first number shown in Damage over the course of the
second number shown in rounds. Countdown as necessary. When reduced to 0, the die is exhausted. This
Napalm
can be used against a unit other than your target. Reduce the Boom Counter die by 1 when you use this
(BA/Ctr)
Skill. Then exhaust this die. Grenades can be thrown at Baddies that are untargetable (e.g., Flying,
Shrouded), and they do not count as an ‘attack’ (i.e., they ignore the Terrify effect).
The next number of times shown that a Baddie targets the selected unit with an attack and/or a Skill effect,
the Baddie misses and no Damage is dealt. This can be used against a unit other than your target. Reduce
Smoke
the Boom Counter die by 1 when you use this Skill. Then exhaust this die. Grenades can be thrown at
(A/AA/Ctr)
Baddies that are untargetable (e.g., Flying, Shrouded), and they do not count as an ‘attack’ (i.e., they ignore
the Terrify effect).
While Cleanse is in an Active slot, remove all negative Effect dice from all Gearlocs and prevent new
negative Effect dice from being applied to a member of the party. Countdown as necessary at the start of
Cleanse Boomer’s turn. When reduced to 0, the die is exhausted. This can be used against a unit other than your
(I/A/Ctr) target. Reduce the Boom Counter die by 1 when you use this Skill. Then exhaust this die. Grenades can be
thrown at Baddies that are untargetable (e.g., Flying, Shrouded), and they do not count as an ‘attack’ (i.e.,
they ignore the Terrify effect).
Place a Disable Effect die on the targeted Baddie if its point value is equal to or less than the number
Disable shown. This can be used against a unit other than your target. Reduce the Boom Counter die by 1 when
(I) you use this Skill. Then exhaust this die. Grenades can be thrown at Baddies that are untargetable (e.g.,
Flying, Shrouded), and they do not count as an ‘attack’ (i.e., they ignore the Terrify effect).
Add the number shown to the Prep Area of your player mat. When taking damage, remove from this Buff
Buff HP
HP first. When Buff reaches 0 (or is removed for any reason), the die is exhausted (and any remaining Buff
(A)
HP is removed). The Body Search die cannot be rolled until at least 1 Baddie has been defeated.
Loot Immediately draw the number of Loot cards shown. Discard as necessary to meet Loot card limit of 4. This
(I) die cannot be rolled until at least 1 Baddie has been defeated.
This die can be used as one or more wild components (Element, Casing, or Fuse) toward making a
Multi-Use Parts Grenade (can even use a value-3 die to increase Boom Counter by 1). Countdown as necessary. When
(I/L/Ctr) reduced to 0, the die is exhausted. The Body Search die cannot be rolled until at least 1 Baddie has been
defeated.
Bigger Boom Roll this die along with a Frag and/or Big Boom Grenade die. Increase the Damage dealt by these
(I) Grenades by the number shown, even if they’re rolled simultaneously.

Intact Grenade
Increase your Boom Counter by 1 if its value is less than 3.
(I)
Make Holy Hand
Grenade Add the Holy Hand Grenade consumable die to your player mat. Then exhaust this die.
(I)
Element 325 Apply to the Holy Hand Grenade immediately before throwing it. This element remains available as long
(L) as it stays in a locked slot.
This die can be used as one or more wild components (Element, Casing, or Fuse) toward making a
Multi-Use Parts
Grenade (can even use a value-3 die to increase Boom Counter by 1). Countdown as necessary. When
(I/L/Ctr)
reduced to 0, the die is exhausted.
Deal the white number shown in damage if Element 325 is not used. Deal the teal number shown in
Holy Hand Gren.
damage if Element 325 is used. Deal the damage shown to a unit in a selected space and do ½ the amount
Small Explosion
of damage shown (rounded down) to all units orthogonally adjacent to the selected space. Do not decrease
(I)
your Boom Counter when you use the HHG.
Holy Hand Gren. Deal the white number shown in damage if Element 325 is not used. Deal the teal number shown in
Controlled Blast damage if Element 325 is used. Deal the damage shown to all Baddies on the Battle Mat. Do not decrease
(I) your Boom Counter when you use the HHG.

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