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Bow Bow

Associated Stat: StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills.

Required Battle Form: Ranged Weapon IconRanged WeaponRange: Non-adjacent up to Stamina stat. This represents ranged engages using skills such as Bow. Adjacent units cannot be targeted in this form, but range is counted as normal.

Level 1

Snipe

Dice Supply: 4

IconAbility
Instant IconInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.: Deal X damage to your target. Ignore 1 defenseDefenseThe amount of damage prevented each time an engage or ability deals damage to a unit. on your target for this engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both..

Level 2

Volley

Dice Supply: 1

IconAbility
Instant IconInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.: Deal a total of 4 damage, distributed as you choose among enemiesEnemyAll opposing units to the party are considered enemies, regardless of their level. adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. to you. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., placeMove/PlacePlacing a unit is resolved by removing that unit from the map and placing it in a hex as described. yourself in an unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hex 2-4 hexes away from your current hex.
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How does Volley and RiposteRiposte #Each turn, the first time this unit is dealt damage by an adjacent opposing unit, this unit will then deal \# damage back, so long as it was not defeated. interact?

Whether or not units are adjacent is determined at the time the die is resolved, not at the time the damage is applied.

Volley deals damage to an adjacent enemy, so if that enemy has Riposte, Riposte triggers, because it reacts to being dealt damage by an adjacent unit.

Whether you resolve the Riposte damage or the movement first is up to you, but resolving the move first doesn't prevent the Riposte damage, because they were adjacent at the time the damage was dealt.

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Can you place yourself without dealing damage?

No, according to the "Resolving Partial Skills and Abilities" rule, anything before a then is considered to be the cost of the skill.

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How does Volley work with Iron BarkIron BarkWhen this unit is dealt damage by non-adjacent units, its defense is increased by 1 for that engage.?

Any restrictions regarding which units a die can be resolved against (for example, if a result requires adjacency) are assessed at the time the die is resolved, not at the time the damage is applied. Volley damages an adjacent enemy. Therefore the enemy must be adjacent at the time that Volley is resolved - even if that damage is pooled and then later applied after you are no longer adjacent.

Iron Bark wouldn't trigger because you were adjacent when the damage was dealt.

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Acid Spray

Dice Supply: 1

IconAbility
Instant IconInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.: Select up to 3 targetableTargetableA unit is targetable by another unit if it is in range and sight of the unit that would target it and does not have an effect that prevents it from being targeted. enemiesEnemyAll opposing units to the party are considered enemies, regardless of their level.. Roll 2 D6Roll a D6Use the same six-sided dice used for lockpick checks. When rolling one of these dice as a D6 outside of a lockpick check, players cannot use skills or other effects that can manipulate those dice during lockpick checks. for each. Apply a BaneBaneThis unit is dealt 1 true damage at the start of each of its turns. (Bane IconBaneThis unit is dealt 1 true damage at the start of each of its turns.) status die to each enemy for whom you roll a total of 7 or higher.

Level 3

Vinedusk Training

Dice Supply: 2

IconAbility
Active Slot IconActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle.: At the start of your turnAdventurer TurnDuring your turn, you can take a number of actions, including moving, engaging, resolving class abilities, or exploring at a distance., you may exhaust this die to recoverRecoverAn adventurer may only recover a die from their cooldown track. A drained die can only be recovered by an ability that specifically affects drained dice. up to 2 Bow skill dice, or up to 3 if they are all Snipe dice.

Rapid Fire

Dice Supply: 2

IconAbility
Instant IconInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.: Deal 2 damage to your target for each Snipe die in your cooldown track prior to this engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both..
Instant IconInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.: Deal 2 damage to your target for each Snipe die in your cooldown track prior to this engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both.. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., recover those dice, replacing them with light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue)..
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How do two copies of Rapid Fire (recovering side) resolve?

Once the first one is resolved, the second wouldn't do anything because you wouldn't have any Snipe dice in your cooldown track upon resolving it. Just because there are two copies of a die in the supply, doesn't mean they necessarily work when rolled together and getting the same result.

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Arrow Barrage

Dice Supply: 1

IconAbility
Instant IconInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.: Deal 2 damage to your target. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., choose to either roll Arrow Barrage again or exhaust it.
Instant IconInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.: You must resolve this result. You are dealt 2 true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead. unless you drainDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained. all skill dice rolled during this engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both..

Level 4

Scatter Shot

Dice Supply: 1

IconAbility
Instant IconInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.: All damage dealt to your target this engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. mayMayThe word may always indicates a choice. also be dealt to another targetableTargetableA unit is targetable by another unit if it is in range and sight of the unit that would target it and does not have an effect that prevents it from being targeted. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level.. DefenseDefenseThe amount of damage prevented each time an engage or ability deals damage to a unit. ignored as a result of Snipe dice may also be ignored for this enemy.
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Does Scatter Shot count as 'dealing damage' for the purpose of engaging DodgeDodgeWhen this unit is engaged by an opposing unit, prevent damage dealt to this unit equal to the number of rolled skill dice that do not deal damage.?

Scatter Shot counts as a damage-dealing die for the purpose of DodgeDodgeWhen this unit is engaged by an opposing unit, prevent damage dealt to this unit equal to the number of rolled skill dice that do not deal damage. (as long as it actually results in damage being dealt).

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