diff --git a/glossary.tex b/glossary.tex index fb8f8f7956721894b7c6c5416831937a4bdef4be..0c2a2843eb4c044a1f44f392edb52dd667251b7a 100644 --- a/glossary.tex +++ b/glossary.tex @@ -550,6 +550,28 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa The winner deals $1D6+$ Damage + Strength Bonus, and every +4 Damage converts to $1D6$}, } +\longnewglossaryentry{statblock}{ + name={Statblocks}, + text={statblock}, + prefix={a\space}, + parent={combat}, + type={mech}, + description={for \glsfmtplural{npc} have the standard combat stats already worked out at the bottom. + This leaves you free to make use of unique \glsentrytext{attribute} + \glsentrytext{skill} combinations, or rely on the defaults. + The {\scshape Att} number shows the \glsentrytext{tn} players need to roll above in combat. + Any number listed beside the \glsentrytext{dr} shows the number required for \glsfmtplural{vitalShot}. + \setcounter{wounds}{1} + + \ifodd\value{r3}% + \humansoldier + \else% + \dwarvensoldier + \fi% + + Each creature has tick-boxes to track \glsfmtplural{hp}, with some marked the current \glsentrytext{weight} carried. + This \glsentrytext{npc} can take \arabic{freeHP} more \glsentrytext{weight} before penalties begin}, + } + \longnewglossaryentry{retreat}{ name={Retreat}, text={retreat},