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 Diving - 2AP


To dive, a character must be in water. Make a Basic Dexterity Roll and consult the table below.

SuccessReceive 1 Underwater Counter.
FailNo Effect.
CriticalReceive 2 Underwater Counter.
FumbleLoSe 1 Life Point.


For each Underwater Counter a character has, it gains +2 PROTECTION. A character must reMove all Underwater Counters when it makes another action.

If a character starts an activation with any number of Underwater Counters, you may reMove the counters and immediately Move the character up to 4”, as long as it stays in the water.


If it has the water Creature special rule, it may Move up to 8” instead.

FAQ Clarification: When a water Creature starts an activation with any number of Underwater Counters, you may reMove the counters and immediately Move the character up to 8” for each Underwater Counter, as long as it stays in water. That means it can Move up to 16” if it gets a Critical on its Dive action!

FAQ Clarification: The movement from Dive will cause and Attack Of Opportunity if it is used to disengage from or charge an enemy.