Sunteți pe pagina 1din 2

TINK—ROBOTICS ENGINEER Melee-Ranged Difficulty: Advanced

Tink’s fame originates with his Bots, which many write off as a nuisance but in fact turn out to be very effective
combatants. Tink can have at most 1 active Bot on the Battlemat at any one time. Both he and his Bot are Melee units
even though Tink can choose a starting position on the Ranged row. Best of all, both Tink and his active Bot are
independent of one another. Each selects their own target and performs their own attack. On your turn, you choose an
available Bot (Spiderbot 1, 2, or 3) and place it in your Prep Area with its teal Battery Power side face-up (+1 if Tink
has upgraded to Innate+1). You may roll (or reroll) your Build 1.0 or 2.0 Die at a cost of 1 Dexterity, and rotate it to
choose a number of optional Attachments (up to 2 Attachments for Spiderbots 1 and 2 and up to 3 Attachments for
Spiderbot 3). Once per turn, you may also spend 1 Dexterity to increase your Bot’s battery power by 1. When you’re
ready, exhaust any Build die that you used for Attachments, and spend 1 Dexterity to deploy your Bot Die (leaving its
Attachments in your prep area) to a position that’s orthogonally or diagonally adjacent to Tink along with its HP
designated by the heart icon. Once deployed, your Bot is treated as an ally and may be targeted by Baddies. To use
your Bot, first decrease its Battery Power by 1. (Once the Bot’s power is depleted, it remains on the Battle Mat but
cannot be used. When the Bot’s HP falls to 0, exhaust the Bot Die and all of its Attachments.) You may spend Dex to
first move your Bot. When attacking, your Bot automatically deals Damage equal to its Attack Stat (do not roll Attack
dice). When using your Bot, you may also roll any of its Attachments (at the normal Dex cost), but they are not
exhausted when used. While you are only able to have 1 active Bot on the Battle Mat at a time, you can still use your
prep area to work on building and outfitting a second Bot (since you only have 2 Build dice, you can only build 2 Bots
at most). Bots are immune to Poison, Weaken, Terrify, Stun, and Fatigue! Keep in mind that Tink and his active bot
share one turn.

Enemy Loses Skills Bot Defense Hit My Bot, Not Me Hide


Push a Baddie Build 1.0 or 2.0 Boost Bot Battery Baddie Loses Turn
Bot Teleportation Ranged Attack Daily Scouting Heal Bot
Spiderbot 1.0 Spiderbot 2.0 Build 1.0 or 2.0 Spiderbot 3.0
Starts with Skills #6 (Build 1.0) and #13 (Spiderbot 1.0).

Innate: In battle, spend 1 Dex to (re-)roll a Build Die for new Attachments or to increase Bot Power (once per turn).
Innate+1: All Bots start with +1 Battery Power (Spiderbot 1.0 starts with 2, 2.0 starts with 3, and 3.0 starts with 4).

Backup Plan 1: Heal your orthogonally or diagonally adjacent Bot for 1 HP or exhaust 1 Attachment on your
orthogonally or diagonally adjacent Bot and add 1 other Attachment.
Backup Plan 2: Reset your orthogonally or diagonally adjacent Bot to its starting Battery Power, or have your Bot deal
1 Damage to all units orthogonally adjacent to it.
Backup Plan 3: Your Bot deals 3 Damage to all units orthogonally adjacent to it and then is immediately exhausted.
Backup Plan 4: Deal 3 Damage to a Baddie that’s orthogonally adjacent to Tink or heal an orthogonally or diagonally
adjacent Bot for 3 HP.
Backup Plan 5: Select Spiderbot 3.0, and place it on your mat. It is now available for use.

Red Bones
These bones must be used in your Backup Plan.
(BP)

Skill Disable Place the Skill Disable die on a 1 or 5-Point Baddie that is adjacent to Tink’s active Bot. That Baddie’s
(Bot/I) skills will be suspended until the start of your next turn.

Bot Defense Place this die on Tink’s active Bot. It will block the amount of Damage shown. Countdown as necessary.
(Bot/Ctr) When reduced to 0, the die is exhausted.
This causes Tink’s active Bot to intercept attack or effect damage dealt to the selected Gearloc for the next
Intercept n attacks targeting that Gearloc (the Bot does not need to be adjacent for this to work). Decrease this die as
(Bot/A/AA/Ctr) a counter for each intercepted attack. When reduced to 0, the die is exhausted. If the Heart icon is visible,
heal the Bot for the number of HP shown.
Push a Baddie adjacent to Tink’s active Bot to an empty adjacent position further away from that Bot, if
Displace available. If the Baddie was successfully displaced, the Bot moves into the Baddie’s previous position.
(Bot/I) Whether or not the Bot was able to displace the Baddie, it deals the amount of Damage shown to the
Baddie.
Battery Boost
Increase Tink’s active Bot’s battery by the number shown. Also, heal the Bot for the number of HP shown.
(Bot/I)

Leap
Move Tink’s active Bot to any empty position on the Battle Mat. The Bot may then select a new target.
(Bot/I)

Firing Arm
Deal the amount of Damage shown to any Baddie who is not adjacent to the Tink’s active Bot.
(Bot/I)
Place this die and a Bot Die (set at its current power) in 2 available Locked slots. At the start of every day,
Baddie Sensor you may scout a Baddie whose level is less than or equal to the number shown. You may then move the
(Bot/L) Baddie to the bottom of the stack if you wish. Reduce the Bot’s Battery Power by 1 after each scouting,
and exhaust both dice when the Battery Power reaches 0.
Place this die in Skill Slot 6 and roll it. Then rotate the die to point to attachments you want to be available
Bot Build 1.0 for your next Bot build. Once the Bot is deployed, exhaust this die. Build 2.0 works in a similar fashion but
(Bot) offers a greater range of attachments to choose from. Note that Tink’s Bots are immune to Poison,
Weaken, Terrify, Stun, and Fatigue.
Place this die in Skill Slot 6 and roll it. Then rotate the die to point to attachments you want to be available
Bot Build 2.0 for your next Bot build. Once the Bot is deployed, exhaust this die. Build 1.0 works in a similar fashion but
(Bot) offers fewer attachments to choose from. Note that Tink’s Bots are immune to Poison, Weaken, Terrify,
Stun, and Fatigue.
On your turn, you may choose a Spiderbot, preset at its starting Battery Power (or +1, if Tink is at
Innate+1). Add any attachments you choose based on the orientation of your rolled Build 1.0 or 2.0 die, up
to the maximum shown by the wrench icon. A Spiderbot does not require a Build die to be deployed;
however, without it, it will not be able to have any attachments. Once per turn (using your innate skill), you
Spiderbot 1.0/2.0/3.0 may spend 1 Dexterity to increase the Bot’s Battery Power by 1. When you’re ready, deploy the Bot at a
(Bot) cost of 1 Dexterity on a free Battle Mat position that is orthogonally or diagonally adjacent to Tink with its
starting HP (you can leave the attachment dice in your prep area). When you deploy the Bot, exhaust the
Build die you used (Build 1.0 or Build 2.0). To use the Spiderbot (once per turn), decrease its Battery by 1,
spend Dexterity to move, and deal the amount of Damage shown to an adjacent enemy unit. Note that
Tink’s Bots are immune to Poison, Weaken, Terrify, Stun, and Fatigue.
Hide
Place an Untargetable Effect Die on Tink.
(I)
Place this die on an adjacent ally, and place an Untargetable Effect Die on Tink. Tink will be untargetable
Hide Behind
as long as he is adjacent to that ally. If either the ally or Tink moves or is knocked out, exhaust this die and
(AA/Bot)
remove the Untargetable Effect Die.
Blunt Object
Place a Stun Effect Die on any 1 or 5-Point Baddie.
(I)

Bot Repair
Heal Tink’s active Bot for the number of HP shown.
(I)

Bot Bot or Attachment


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

S-ar putea să vă placă și