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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

  1. A Shotte Troop may target enemy Troops not adjacent to it.
  2. Shotte attacks are resolved during the Shotte Subphase of the Warfare Phase.
  3. 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.
  4. When a Shotte ability is used, that Troop's Morale is reduced to 0 until the next Warfare Phase — it is reloading.
  5. 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.

Interactions

  • Tracker — lets a Shotte Troop target Concealed and Burrowed enemies.
  • Steadfast — prevents the reload Morale penalty, since Steadfast blocks negative Morale modification.