Clank Petard
AdversaryDH ARCH · p.34 · 3p
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!dh-import --name|Clank Petard --HP|4 --Stress|3 --Difficulty|11 --Thresholds|Major 5 / Severe 10 --Attack_Dice|1d20+1 --Damage|1d6+3 --Experiences|Infiltration +3 --Special_1|**Explosive (Actions):** Countdown (3). Once per scene, place an explosive and activate the countdown. The countdown can be ended with a successful Finesse Roll (14) while in Melee range of the explosive. When it triggers, all creatures within Very Close range must make an Agility Reaction Roll. Targets who fail take 3d4+10 magic damage. Targets who succeed take half damage. --Special_2|**Infiltrator (Reactions):** When the Clank makes a successful attack, you can mark a Stress to become Hidden until after the Clank's next action or a PC succeeds on an Instinct Roll (14) to find them. The roll is made with advantage if the Clank has any HP marked due to loose parts exposing their location. --Special_3|**Dead Man's Switch (Reactions):** When the Clank marks their last HP and hasn't used their Explosive feature, activate the Explosive feature with a countdown of 1.Tier 1 · Skulk
A humanoid clank with a compartment containing explosives.
ATK ·Dagger: Melee| phy(+1 to hit)
Motives & Tactics: Infiltrate, set charges, detonate
Experience: Infiltration +3
Explosive Action Countdown (3). Once per scene, place an explosive and activate the countdown. The countdown can be ended with a successful Finesse Roll (14) while in Melee range of the explosive. When it triggers, all creatures within Very Close range must make an Agility Reaction Roll. Targets who fail take magic damage. Targets who succeed take half damage.
Infiltrator Reaction When the Clank makes a successful attack, you can mark a Stress to become Hidden until after the Clank's next action or a PC succeeds on an Instinct Roll (14) to find them. The roll is made with advantage if the Clank has any HP marked due to loose parts exposing their location.
Dead Man's Switch Reaction When the Clank marks their last HP and hasn't used their Explosive feature, activate the Explosive feature with a countdown of 1.
Clank Petard
Tier 1 Skulk
A humanoid clank with a compartment containing explosives.
Motives & Tactics: Infiltrate, set charges, detonate
Difficulty: 11 | Thresholds: 5/10 | HP: 4 | Stress: 3
ATK: | Dagger: Melee | phy
Experience: Infiltration
Features
Actions
Explosive: Countdown (3). Once per scene, place an explosive and activate the countdown. The countdown can be ended with a successful Finesse Roll (14) while in Melee range of the explosive. When it triggers, all creatures within Very Close range must make an Agility Reaction Roll. Targets who fail take magic damage. Targets who succeed take half damage.
Reactions
Infiltrator: When the Clank makes a successful attack, you can mark a Stress to become Hidden until after the Clank's next action or a PC succeeds on an Instinct Roll (14) to find them. The roll is made with advantage if the Clank has any HP marked due to loose parts exposing their location.
Dead Man's Switch: When the Clank marks their last HP and hasn't used their Explosive feature, activate the Explosive feature with a countdown of 1.