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== S == ; '''Secret/Private Information''' : Information that does not need to be disclosed to other players. ; [[Sentinel]] : In their Reactive Role, Sentinels may gain +1 Strike when performing an Attack. ; '''Sequence''' : Abbreviation for Activation Sequence (see page 41). One Activation Sequence consists of an Active model activating, performing a Movement, getting reacted to by the Reactive models, performing an Action and resolving the situation. ; [[Shrouded]] : While a model is in this State, it is represented on the field by a Shrouded token. ; [[Slowed]] : A model in this State has halved SPD. ; [[Snipe]] : STK of an Attack using this ability is 1 and cannot be modified. ; '''Soga''' : This faction will allow the commander to quickly bridge the gap to the opponent and in most cases, this is advised as most models of the Empire excel in close combat. Beware of Ranged Attacks and plan your advance around these. Use the advantages of the weapons with longer reach such as polearms or greatswords and the variety of combat arts of the models. THE COALITION OF THENION Thenrin are not familiar with the concept of professional standing armies, which reflects in their play. The coalition’s fighters are the fastest and most mobile, excelling at roguish and guerrilla tactics. They should allow their commander to engage the enemy from multiple directions, and employ all sorts of cunning and stealth against them. Take note, however, that thenian parties are not particularly resilient, which should be taken into account when devising the strategies and tactics. ; [[Soldier]] : Soldiers gain +1 Offense, +1 Defense, +1 Accuracy, +1 Intellect, and +1 Morale for each other Soldier from the same Party within their Awareness that is not in the Incapacitated or Dead State, up to a maximum of +3. ; [[Sorcerer]] : In their Active Role, when casting a Sorcery-Type Spell, a Sorcerer may Reroll up to 1 failed roll. ; [[Special Actions]] : Special Actions are situational actions with their own conditions. ; [[Special Movement]] : Special Movement covers movement types beyond the default. ; [[Spellbound (X)]] : A model or Item with this Trait is enchanted by the Enchantment Spell listed in brackets. ; '''Spellcasting''' : Another word for Casting Spells. ; '''Spellcraft''' : Knowledge of magic and Spells. ; [[Stagger]] : A model that suffers a Hit with this Trait loses 1 Activation Point (until the end of the turn). ; [[Stealth]] : If this model activates or enters an enemy’s Awareness, that enemy cannot declare a Reaction unless it has LoS to this model. ; [[Strategist]] : This model can use two Stratagems of different names in its Strategic Phase. ; '''Strike''' : The number of rolls a model can perform when targeting either a foe or an ally with the Attack or Assist Actions. Oftentimes, when performing an Attack/Assist, the roll itself can also be called a Strike. ; [[Stun]] : A model that suffers at least one Wound with this Trait must perform a T roll. ; [[Summoner]] : A Summoner can start the game with a Tier II or lower summoned creature in its Awareness area, which could be brought to the field by one of the Conjuration Spells available to them (with no roll nor spending of an Activation Point requi… ; [[Surprise Attack]] : An Attack with this Trait halves the target model’s OFF, DEF, ACC, AG, and INT until the end of the Activation Sequence. ; [[Survival (X Environment)]] : This model is unaffected by the X Environment. ; [[Sweep I/II]] : On a successful Attack roll, all models within this model’s LoS and Melee RCH suffer a Hit.
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