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Heavy Armor Heavy Armor

Heavy Armor dice are placed in your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn., providing defensive bonuses but eating up valuable space in the cooldown track. When exhausting Heavy Armor skill dice outside of your 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. actions, place them in your cooldown track with a Tenacity IconTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. result showing.

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

Required Battle Form: Defensive IconDefensiveRange: N/a. This form represents using the Combat skill to prevent damage instead of dealing it, or setting up other defensive skills such as Heavy Armor.

Level 1

Resolve

Dice Supply: 2

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn., when you are dealt damage by an 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. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level., you mayMayThe word may always indicates a choice. prevent X damage.

Constitution

Dice Supply: 2

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn., when you are dealt damage by a non-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. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level., you mayMayThe word may always indicates a choice. prevent X damage.

Level 2

Immovable

Dice Supply: 1

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn., after an 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. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. engagesEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value. you, deal that enemy damage equal to the number of availableAvailableAvailable dice are the dice in your attribute rows that you can currently roll. CombatCombatCombat has 1 type of skill die which can be rolled in any battle form except Magic. skill dice you have.
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What is the timing of "...after an adjacent enemy engages you"?

After the enemy has fully resolved the roll for their engage, i.e. after damage has been dealt by the enemy. See the "Units React" step of the Turn Sequence on an Enemy TurnEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value..


Do enemy skills that happen “After this unit's engage” (e.g. BlindBlindAfter this unit's engage, apply a Blind status die to this unit's target.) still trigger, if you defeat an enemy using Immovable?

After the engage does not trigger if the enemy is defeated, it needs to be on the board when the skill would trigger or else it doesn't happen.

Source

Ironclad

Dice Supply: 1

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn., Resolve and Constitution dice in your cooldown track each prevent 1 additional damage.
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Does Ironclad work with Resolve or Constitution dice that are on a tenacity face?

No, Resolve and Constitution need to be showing their proper faces in order for Ironclad to affect them. This is because Ironclad is adding to their damage prevention, it's modifying the effect of these dice, but it's still Resolve and Constitution providing that effect. They need to already be preventing damage in order to add to the damage they are preventing.

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Level 3

Unstoppable

Dice Supply: 1

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn., you may moveMoveMove a number of hexes up to the value of their Stamina. An ability that gives additional hexes of free movement to an adventurer outside of their move action is not treated as a move action. 1 additional hex for each Heavy Armor skill die in your cooldown track, and you may move into hexes occupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. by non-quest unitsQuest UnitQuest units (white chips, brown border) are not mixed into draw bags at setup or after battles. Quest units cannot gain status effects from abilities or rules unless explicitly stated.. When you do, the unit occupying the hex is placedMove/PlacePlacing a unit is resolved by removing that unit from the map and placing it in a hex as described. in the closestClosestWhen a rule or effect refers to the closest hex, feature, or token, it means the route to that feature or token that consists of the fewest hexes between that feature and the component being measured to (or from). unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hex.
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Does Unstoppable work with Heavy Armor dice that are on a tenacity face?

Yes, Unstoppable doesn't care about what face the die is showing, because it's Unstoppable itself that has the effect, and it doesn't specify what face the die needs to have, just that they are Heavy Armor dice.

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Level 4

Juggernaut

Dice Supply: 1

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn., you may gain 1 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). to gain 2 tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. each time you change battle formBattle FormsBattle form icons appear on skill lines, abilities, and weapon items. During an engage action, the adventurer's battle form limits the dice that can be rolled together and sets the adventurer's range..