Picket
Picket
Picket
Picket is a Tank and a Defender of his fellow Gearlocs, who love his condience and the protection he provides. Legend
has it, he was born with a shield in his hands. Increase Picket’s Dexterity as soon as possible, then work to uptick his
Health, Attack, and Defense. Picket’s Damaging strength lies in those Defense Dice (via his Shield Bash and Shield
Shock backup plans) so that stat should be an ongoing priority. Early-on, work on activating his red Captain skills.
Afterwards, focus on his Hero profession to gain even more Defense and therefore Damage. Grab Redshirt if any of
your fellow Gearlocs tend to be fragile in battle.
Innate: At the start of Battle, Picket can roll all of his yellow Defense dice (according to his Defense Stat) and then
move any or all Shield results into active slots (as a result, Picket won’t have to roll these Defense dice in his first
couple of attacks and may use the Dexterity for something else).
Innate+1: Picket can move initially rolled Defense dice into active and locked slots. During Battle, Picket can also
move yellow Defense dice to locked slots as well as active slots. Defense dice placed in locked slots don’t count
against Picket’s Defense Stat the way that Defense dice in active slots do.
Backup Plan 2 (Shield Bash): Convert all newly rolled Defense dice plus all Defense dice in active and locked slots
(including Constant Effect dice) into damage dealt to target. Any Skill dice used in this way must be exhausted.
Backup Plan 3: May reroll any number of dice one time.
Backup Plan 4: Heal for 2 HP and move a 2-Shield Defense die into an active slot.
Backup Plan 5: Perform a Shield Bash (see above). Also, non-Tyrant target is stunned.
Reusable Bones When used as part of a Backup Plan, this die does not have to be exhausted, but instead
(BP) can be returned to your player mat.
At the start of every one of his turns, Picket heals for 1 HP. (Once you roll this symbol,
Constant Regen
you may place this die in a locked slot where it will apply for the rest of the game, unless
(L)
you’re ko’d.)
This reduces by 1 any non-true damage done to Picket. (Once you roll this symbol, you
Constant Defense
may gain the effect in that turn and then you may place this die in a locked slot where it
(L)
will apply for the rest of the game, unless you’re ko’d.)
Any time during his turn, Picket may move up to 2 spaces at no Dexterity cost. (Once
Constant Move 2
you roll this symbol, you may gain the effect in that turn and then you may place this die
(L)
in a locked slot where it will apply for the rest of the game, unless you’re ko’d.)
(L) Increases by 1 any Damage that Picket applies to his target. If Picket applies no
Damage to his target (either because he rolled bones or rolled no attack dice), he still
Constant Damage
increases the Damage to his target from 0 to 1. (Once you roll this symbol, you may gain
(L)
the effect in that turn and then you may place this die in a locked slot where it will apply
for the rest of the game, unless you’re ko’d.)
Forces adjacent enemies to target Picket instead of another Gearloc adjacent to that
Constant Taunt enemy. Picket must exhaust this die to stop using the effect. (Once you roll this symbol,
(L) you may place this die in a locked slot where it will apply for the rest of the game, unless
you’re ko’d.)
This causes Picket to intercept damage (attack or effect damage) done to a selected
Intercept Gearloc for the next n attacks targeting that Gearloc (Picket does not need to be adjacent
(AA/Ctr) for this to work). Decrease this die as a counter for each intercepted attack. When
reduced to 0, the die is exhausted.
This causes Picket to intercept damage (attack or effect damage) done to a selected
Intercept Gearloc for the next n attacks targeting that Gearloc (Picket does not need to be adjacent
(AA/Ctr) for this to work). Decrease this die as a counter for each intercepted attack. When
reduced to 0, the die is exhausted.
Any time during his turn, Picket may swap positions with an adjacent friendly or enemy
unit. If used in conjunction with another Switch die in an active slot, when Picket swaps
Switch (I/A)
with a friendly unit, it’s healed for 3 HP; when Picket swaps with an enemy unit, he deals
it 3 damage. Exhaust after use.
Any time during his turn, Picket may move up 3 spaces at no Dexterity cost. If used in
Rush (I/A) conjunction with another Rush die in an active slot, Picket may also deal 3 damage to a
Baddie adjacent to him after he finishes moving. Exhaust after use.
When Picket is attacked by an adjacent enemy unit, Picket may avoid all attack and
effect damage (including Poison). If used in conjunction with another Riposte die in an
Riposte (A)
active slot, Picket may deal 3 damage to the attacking enemy. Exhaust after use. Can be
used with Intercept to take an attack aimed at a friendly unit and then block the attack.
When Picket is attacked by an adjacent enemy unit, Picket may avoid all attack and
effect damage (including Poison). If used in conjunction with another Riposte die in an
Riposte (A)
active slot, Picket may deal 3 damage to the attacking enemy. Exhaust after use. Can be
used with Intercept to take an attack aimed at a friendly unit and then block the attack.
Advanced This die acts as if it were a standard Defense die, preventing N amount of damage to
Defense Picket (if placed in Picket’s Active slot) or another friendly (if placed in that Gearloc’s
(A/AA/Ctr) Active slot). Countdown as necessary. When reduced to 0, the die is exhausted.
Advanced This die acts as if it were a standard Defense die, preventing N amount of damage to
Defense Picket (if placed in Picket’s Active slot) or another friendly (if placed in that Gearloc’s
(A/AA/Ctr) Active slot). Countdown as necessary. When reduced to 0, the die is exhausted.
Improved Def.
When attempting to increase his Defense Stat, Picket may ignore 1 bone after rerolling.
Training (L)
Advanced This die acts as if it were a standard Defense die, preventing N amount of damage to
Defense Picket (if placed in Picket’s Active slot) or another friendly (if placed in that Gearloc’s
(A/AA/Ctr) Active slot). Countdown as necessary. When reduced to 0, the die is exhausted.
Use this die as part of a Dexterity roll, and set Picket’s Health to 1. Picket’s Health
cannot increase or decrease for the number of turns shown on the die (even true damage
Ale (I/A/Ctr)
has no effect). When reduced to 0, return this to your dice tray. At that point, Picket is 1
HP away from being knocked out.
Use this die as part of a Dexterity roll. Immediately heal for the number of HP shown (2,
Jerky (I)
in this example), then return the die to your dice tray.
I Use Instantly
L Locked Slot
A Active Slot
AA An Ally’s Active Slot
BP Backup Plan
Ctr Counter