Shotte¶
Shotte is a family of ranged combat Quirks representing blackpowder weaponry — increasingly common, but still expensive to field in the world of Erda.
Core Shotte Rules¶
- A Shotte Troop may target enemy Troops not adjacent to it.
- Shotte attacks are resolved during the Shotte Subphase of the Warfare Phase.
- Shotte is one-time use per time the Troop is played onto the battlefield, unless the card states otherwise. Once fired, that Troop does not fire again until it leaves and re-enters play.
- When a Shotte ability is used, that Troop's Morale is reduced to 0 until the next Warfare Phase — it is reloading.
- Shotte cannot be used while a Troop is still mustering (the turn it entered the battlefield).
Why one shot
Making Shotte single-use by default removes per-Troop ammunition tracking from the table entirely. Extra shots become something a Gambit card grants, rather than a counter every Shotte Troop has to carry.
Shotte Variants¶
| Quirk | Range | Damage | Special |
|---|---|---|---|
| Shotte | Non-adjacent enemies | Full Vigor | Standard ranged attack |
| Smoothbore Shotte | Non-adjacent enemies | Half Vigor (rounded up) | Reduced damage |
| Blunder Shotte | Adjacent enemies only | Full Vigor | May divide damage between X targets |
| Pointblank Shotte | Adjacent enemies only | Full Vigor | — |
| Braced Shotte | Non-adjacent enemies | Vigor +1 | Cannot be used if the Troop moved this turn |
| Bombard | Non-adjacent enemies | Full Vigor | The target and all Troops adjacent to it cannot move during the next Muster Phase. |
Bombard does not splash damage
Damage goes to the target only, as with a standard Shotte. What spreads is the movement lock — and it locks down every Troop adjacent to the target, including your own.