Shawn George
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Toledo
Ohio
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I'm curious as to the reasoning why a firefighter using the Veteran's bonus AP must use all of their AP in order to use the bonus AP.

To clarify, the rulecard claims that if a Generalist were within range of the Veteran, the Generalist would have 6 AP to use instead of 5. But if the Generalist only used 4 AP, he could only bank 1 AP. Why must the bonus AP be the last AP that is used each turn? This seems contrary to other bonus AP, like the ones from the Captain, Rescue Specialist, or CAFS. Was the Veteran too powerful without this change? He feels rather underpowered to me right now.

In addition to that, I have a question: Must a player spend their banked AP before spending the bonus AP as well?

Example: A Generalist is within range of the Veteran and has 3 banked AP. The Generalist uses 6 AP worth of actions. Does the Generalist spend 1 of his banked AP, or is he allowed to use his free AP from the Veteran because he used all 5 of his normal AP already?


My other question is regarding Vicinity. The rulecard states that a firefighter must be within 3 movement spaces of the Veteran, and that those spaces must be free of smoke and fire. Does that include the space that the firefighter is standing on?

Example: A Generalist is within 3 spaces of the Veteran, and is standing next to a space that is on fire. The space that the Generalist is on is clear of smoke and fire. An Advance Fire roll places smoke on the Generalist's space. That smoke will flash over to fire. Is the Generalist allowed to Dodge when this happens, or is he prevented from doing so because his space now has smoke on it?
 
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Travis Worthington
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California
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Question 1: No, you don't have to spend saved AP first.

Question 2: Yes, you have to be able to see the Veteran to get the bonus and standing in a space with Smoke would prevent that.

Thematically the Veteran gets extra effort by directing nearby firefighters in the heat of the moment. Both the Veteran and the Rescue Dog are team players - their strength is not in individual effort but rather how well they can work with others.
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Shawn George
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Thanks for the answers. I might end up houseruling the answer to #2 differently, as I don't see the granted Dodge ability having much use aside from that (other than during a chemical spill), but I'm willing to play the role officially for now at least.
 
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Michael Tyree
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I think the veteran becomes most powerful with a large squad. If you think of a 5 or 6 firefighter team, he could conceivably grant 4-5 AP a turn. Without a limit on this (by making it a use or lose AP) he could become an AP dynamo, just charging up all the others. It is thematic, though a bit wonkier than other roles.
 
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