Ratling Trapper: Difference between revisions
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(Created page with "{{Template:PRIM Header}} {{Template:ToDo}} ==Ratling Trapper== More patient than the rest of the warren, a Trapper doesn't rush into a fight it can rig instead. It reads a corridor the way other ratlings read a meal, always looking for the spot where a Hero will have to slow down, and it's usually already there waiting by the time one does. {{Template:Monster |Name = Ratling Trapper |Health = 5 |Reaction = 0-2 Threatening, 3-5 Aggressive, 6+ Cautious |AttWhi...") |
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| Line 15: | Line 15: | ||
|AttBlue = 0 | |AttBlue = 0 | ||
|AttPurple = 0 | |AttPurple = 0 | ||
|AttThreat = Roll 1d6 on a 5 | |AttThreat = Roll 1d6: on a 5-6, Snare Trap, a spring-loaded loop of wire catches the Hero's leg; test Reflex(2) or lose your next Attack struggling free | ||
|DefWhite = 2 +[[Brace]] | |DefWhite = 2 +[[Brace]] | ||
|DefRed = 0 | |DefRed = 0 | ||
| Line 23: | Line 23: | ||
|DefBlue = 0 | |DefBlue = 0 | ||
|DefPurple = 0 | |DefPurple = 0 | ||
|DefThreat = | |DefThreat = Roll 1d6: on a 5-6, Reset the Snare, after surviving an attack it quietly resets its trap; the next Hero to act in this room this combat must also test Reflex(2) or lose their next Attack | ||
|Keyword = | |Keyword = | ||
}} | }} | ||
Latest revision as of 13:52, 16 July 2026
| Dicey Dangers, Primordial Periodical | Game by Joel Hills |
Ratling Trapper
More patient than the rest of the warren, a Trapper doesn't rush into a fight it can rig instead. It reads a corridor the way other ratlings read a meal, always looking for the spot where a Hero will have to slow down, and it's usually already there waiting by the time one does.
| Ratling Trapper | Health 5 | ||||||
|---|---|---|---|---|---|---|---|
| Reaction | 0-2 Threatening, 3-5 Aggressive, 6+ Cautious | ||||||
| Attack | 2 +Cleave | 0 | 0 | 0 | 0 | 0 | 0 |
| Threat Roll 1d6: on a 5-6, Snare Trap, a spring-loaded loop of wire catches the Hero's leg; test Reflex(2) or lose your next Attack struggling free | |||||||
| Defence | 2 +Brace | 0 | 0 | 0 | 0 | 0 | 0 |
| Threat Roll 1d6: on a 5-6, Reset the Snare, after surviving an attack it quietly resets its trap; the next Hero to act in this room this combat must also test Reflex(2) or lose their next Attack | |||||||
| Keywords | |||||||