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v1.3.

2
Faith
Faith cards power the Acolytes abilities. When an ability that needs Faith is played, simply add up all the Faith present (including items, innate abilities, and those drawn from Pray cards) and use this
as the power of the spell. Faith cards can be played for any reason, and need not efect anything to be played (though Treat and AP penalties apply).
Pray
Shufe discard pile and draw 3 cards. All Faith cards drawn are
placed on this card.
Tis Reaction card allows the Acolyte to shufe the discard pile and
draw three cards. Any Faith cards which are drawn are placed on this
card. Any non-Faith cards drawn are returned to the discard pile.
Armor of Faith
Faith. Increase enemy attacks by +1TN per Faith.
Tis Reaction card causes all Enemies on the Realm Tile to add +1 to
their TN to hit the Heroes for every Faith the Acolyte spends.
Tis card also supplies a Faith.
Angelic Word
Holy. Damages 1 Target. Faith adds +1
a
to hit. Nullies
Resurrect.
Tis Action card allows the Acolyte to target a single enemy within
3 squares and cause 2 damage. For every Faith generated, roll an
additional 1
a
when rolling to hit. Tis ability can be played while
moving, but grants extra damage if the Acolyte stands still. If the
target has the Resurrect ability, they do not make a Resurrect roll.
Consuming Fire
Fire. Creates a pillar of re dealing damage to 1 target causing re
DoT. Fire DoT: 1 Damage per refresh Phase per Faith.
Tis Action card allows the Acolyte to cause 1 damage to a single
target within 3 squares. Tis ability also causes 1 damage in the
Refresh Phase. How many Refresh Phases this DoT lasts has to do
with how much extra Faith was generated. For every Faith over 1,
the DoT lasts another round. Like most Acolyte spells, this ability
benefts greatly from standing still when it is cast.
Righteous Fury
Faith. Hero attack Actions do +1 Damage. 1 Hero per Faith.
Tis Reaction card allows the Acolyte to increase the damage of a
Hero (or Heroes). For every Faith generated, 1 Hero within 4 squares
of the Acolyte adds +1 damage to their attacks for the remainder of
this Hero Cycle.
Tis card also supplies a Faith.
Last Rites
Holy. Targets are hit with Holy power. Range extends out in a cross,
1 square per Faith. Nullies Resurrect.
Tis Action card allows the Acolyte to select a target square within 4
squares of the Acolyte playing this card. Following the template seen
on this card, additional squares are targeted based on the number of
Faith calculated, radiating out clockwise in a cross pattern. Continue
defning which squares are hit until the number of squares (excluding
the initial center square) equals the number of Faith generated. All
targets who fall under the template sufer a single damage. If the
target has the Resurrect ability, they do not make a Resurrect roll. Last Rites benefts greatly from
standing still but CAN be cast with an Aggressive Move such as Hustle. Tis can greatly increase
the range of this spell at the cost of it hitting fewer targets.
Attend the Weak
Faith, Heal. Restores 2 Vitality x Faith on 1 Target.
Adds 3 Threat.
Tis Action card allows the Acolyte to restore Vitality equal to the
Faith spent x2 to a single target (which may be the Acolyte) within 5
squares. Note that this ability increases the Acolytes Treat by 3.
Tis card also supplies a Faith.
Hand of the Father
Faith, Heal. Restores 3 Vitality and +1
a
to a Hero. 1 Hero per
Faith. Adds 4 Threat.
Tis Action card allows the Acolyte to restore +3 Vitality to multiple
Heroes on this Realm Tile. In addition, Heroes healed by Hand of the
Father receive +1
a
to their Dice Pool this Hero Cycle. Te amount
of Faith the Acolyte generates afects the number of Heroes Hand of
the Father can afect. A minimum of 1 Hero will always be afected
because of the Acolytes base Faith of 1. Regardless of the amount of
Faith, each Hero may only be afected once. Note that this ability
increases the Acolytes Treat by 4.
Tis card also supplies a Faith.
Feet of the Saints
Faith. Reduces AP usage of all Heroes attack Actions by -1AP.
Tis Reaction card allows the Acolyte to reduce the AP by -1 for all
Heroes when they make an attack Action for this Hero Cycle.
Tis card also supplies a Faith.
Blessings of the Dawn
Faith. Adds +1
b
for attack Actions per Faith.
Tis Reaction card allows the Acolyte to cause all other Heroes on
the Realm Tile to gain 1
b
for each Faith generated this Hero Cycle.
Heros gain this bonus when making attack Actions only.
Tis card also supplies a Faith.
v1.3.2
Smite
(Optional: Guided by the Light.)
Deals damage to 1 Target within weapon range. Smite becomes an
Interrupt card if played after Guided by the Light.
Tis Action/Reaction card allows the Acolyte to damage 1 target
within weapon range. Smite can also be played after Guided by the
Light as an Interrupt. Tis ability can be played after an Aggressive
Move, but is not as accurate as when the Acolyte remains stationary.
Tis ability uses the Acolytes weapon only.
Hustle
(+2) Move.
Tis Action/Reaction card increases the number of squares a Hero
can move by +2. If this ability is used the Hero is considered to be
Aggressively Moving.
Chant of the Morning
Faith, Heal. Clears all status effects on 1 Hero. +1 Hero per Faith.
Adds 3 Threat.
Tis Reaction card allows the Acolyte to clear all Status Efects from
a single Hero on the same Realm Tile. An additional Hero per Faith
generated also clears Status Efects. Tis ability also increases the
Acolytes Treat by +3.
Dirge of Twilight
Deals damage to 1 Target within Weapon Range. Stuns Captains 1
Activation.
Tis Action card allows the Acolyte to make an attack against 1 target
within weapon range, causing 2 damage. Te Acolyte also gains
additional
b
based on whether or not he moves. If this attack is
made against a Captain and the Captain survives, the Captain also
gains the Stunned Status Efect (Tey may not activate during their
next Activation.)
Guided by the Light
1 Attack on 1 Target within Weapon Range.
Tis Interrupt card allows the Acolyte to attack 1 target. Tis ability
also grants the Acolyte an additional +1
a
and +1
b
when rolling
the attack.
Guardian Angel
Faith. Forces all successful enemy attacks on 1 Target in Hero
Cycle to be rerolled. Adds 2 threat.
Tis Interrupt card allows the Acolyte to select a single Hero. All
attacks made by the enemy against this Hero must be rerolled if they
are successful for the remainder of the Hero Cycle. (Te results of the
second roll made by each enemy must be kept.)
Tis card also supplies a Faith.
Soothe Wounds
Heal. Restores 2 Vitality to target. Adds 2 Threat.
Tis Interrupt card allows the Acolyte to heal +2 Vitality on a single
target within 2 squares. Tis ability increases the Acolytes Treat +2.
Tis healing Interrupt card is very valuable as it allows the Acolyte to
heal during the Darkness Cycle.
Blood of an Overcomer
Faith. Heal. Clears all Status Effects. Adds 1Threat.
Tis Reaction card allows the Acolyte to clear all Status Efects within
3 squares of the Acolyte. Te number of Heroes this ability afects is
based on whether or not the Acolyte moves, and how far. Tis ability
increases the Acolytes Treat by +1.
Tis card also supplies a Faith.
Intercession
Faith. Provides +1
a
bonus to 1 Hero performing non-combat
actions.
Tis Action/Reaction card allows the Acolyte to select a Hero within
5 squares. Tat Hero gains +1
a
to all non-combat actions this
Hero Cycle.
Tis card also supplies a Faith.
Stand Fast
Faith. Grants all Heroes -1TN to Courage tests and +1
a
to Hero
attack Actions
Tis Reaction card allows the Acolyte to grant all Heroes on the same
Realm Tile +1
a
when making attack Actions, as well as -1TN on
all Courage tests this Hero Cycle.
Tis card also supplies a Faith.
Sprint
(+3) Move.
Tis Action card increases the number of squares a Hero can move
by +3. If this ability is used the Hero is considered to be Aggressively
Moving.
v1.3.2
Ongoing
Cards labeled as Ongoing stay out in the Refresh Phase. Tey are not cycled to the discard pile until they are cleared by the Apprentice. Ongoing cards can be played the same round they are cleared, and
need not efect anything to be played (though Treat and AP penalties apply). When Ongoing efects are cleared the Action Spaces they occupied are not available for use until the next Hero Cycle.
Arcane Lance
Arcane. Blasts 1 Target with 1 attack
Tis Action card allows the Apprentice to cause 2 damage to a single
target within 4 squares. Te Apprentices accuracy improves if he does
not move.
Blood of Gaia
Fire. Molten rock erupts from the tile of the target and ows in a
1/3 cone hitting all targets.
Tis Action card allows the Apprentice to target a square up to 3
squares away. Ten, a strip of 3 squares adjacent to the target square
is also afected. Each enemy model or lair under the targeted area
sufers 1 damage. (A Captain or larger model inhabiting multiple
squares does not sufer the attack multiple times.) Te cone direction
can be positioned however the Apprentice chooses.
Heroes caught in the targeted area are damaged by this attack.
Fingers of Ia
Air. Attacks 1 target, then jumps 2 squares away hitting up 1 target
per Ongoing effect cleared.
Tis Action card allows the Apprentice to target a single enemy up
to 3 squares away, inficting 1 damage. Ten, the Apprentice may
clear Ongoing efects of of their Hero Board. For every Ongoing
efect cleared, the attack jumps to the next closest target (up to 2
squares away from the last target) and causes 1 damage to each target
efected. Fingers of Ia always hits new targets frst before jumping to
previously hit targerts.
Ongoing efects cleared in this way do not free up Action Spaces.
Glaciers Grip
Ice. Covers a 3x3 area in ice. Double MP cost and -2TN for Hero
ranged attacks on targets caught.
Tis Reaction card allows the Apprentice to place the Glaciers Grip
token on any square up to 4 squares away. All eight adjacent squares
are caught under the spells efect. Models moving through the
targeted area require an extra movement point to move 1 square. In
addition, enemies afected by Glaciers Grip are easier for Heroes to
hit (-2TN) with ranged attacks.
Heroes caught in the spell are afected by Glaciers Grip.
Research
Ongoing. Allows Heroes to reroll any 1
a
per Hero Cycle.
Tis Reaction card allows Heroes, including the Apprentice, within 3
squares, to reroll any 1
a
once per Hero Cycle.
Sphere of Deection
Ongoing. All Heroes in range gain +2TN against all Ranged attacks.
Tis Reaction card allows the Apprentice to afect Heroes, including
the Apprentice, within a 2 square range. Heroes within this range
gain a +2TN to defensive rolls versus ranged attacks against them.
Heroes retain this bonus as long as they remain within 2 squares of
the Apprentice.
Winters Bite
Ice. 1 attack on 1 target. Target is stunned 1 Hero cycle.
Tis Interrupt card allows the Apprentice to attack a single enemy
within 2 squares, causing 1 damage. Te efected target may not
activate until the end of the current Hero Cycle.
Heros Edge
Ongoing. Enhances 1 Hero for 1 Hero Cycle. Can be transferred
to another Hero in the next Hero Cycle. Grants +1
a
to attack
Actions, +1
b
.
Tis Reaction card allows the Apprentice to grant +1
a
and +1
b

to any Hero, including the Apprentice, for attack Actions only. As
long as this ability remains in play, the Apprentice may move this
ability to a new Hero in the Cleanup Step of the Refresh Phase.
Reservoir of the Ancients
Ongoing. Grants +2
a
, +2
b
for all ARCANE attacks.
Tis Reaction card allows the Apprentice to gain +2
a
and +2
b

for every Arcane attack.
The Mountain Crumbles
Earth. Creates a 2 square Earth wave that crushes all targets.
Causes prone on Captains.
Tis Action card allows the Apprentice to target a square within 3
squares and to hit that square and an adjacent square. All enemies
under the two target squares sufer 1 damage, and any Captains hit
by this spell have the Prone Status Efect placed on them.
Heroes caught in the spell are afected by Te Mountain Crumbles.
v1.3.2
Aura of the Elements
Ongoing. Absorb rst point of damage done to this Apprentice per
Hero Cycle.
Tis Reaction card allows the Apprentice to ignore the frst point of
damage done to him each Hero Cycle. Tis efect lasts until cleared
by the Apprentice.
Leech
Arcane. Steals 2 Vitality from 1 Target.
Tis Action/Reaction card allows the Apprentice to target a single
enemy in an adjacent square causing them to sufer up to 2 damage.
Te Apprentice then gains Vitality equal to the damage caused. If the
target only has 1 Vitality, only 1 is healed.
Breath of Heroes
Heroes in range pass all Courage tests for 1 Hero Cycle.
Tis Reaction card allows the Apprentice to cause all Heroes within
4 squares to automatically pass all Courage tests for the remainder of
the current Hero Cycle.
Blink
Teleports 3 Squares. Not considered a Move.
Tis Reaction card allows the Apprentice to move up to 3 squares
away, regardless of enemy models in the way. Because this is not
considered a Move it does not count as an Aggressive Move.
Essentially, by itself, this card counts as remaining stationary for the
purpose of using additional abilities.
Sprint
(+3) Move.
Tis Action card increases the number of squares a Hero can move
by +3. If this ability is used the Hero is considered to be Aggressively
Moving.
Hustle
(+2) Move.
Tis Action/Reaction card increases the number of squares a Hero
can move by +2. If this ability is used the Hero is considered to be
Aggressively Moving.
Riftwalk
Teleports 2 Squares. Not considered a Move.
Tis Interrupt card allows the Apprentice to move up to 2 squares.
Riftwalk is very useful for escaping enemy attacks.
Life Sieve
Arcane, Ongoing, Requires Leech. Dot: Steals Vitality per Refresh
Phase. When target dies, Life Sieve is clear.
Tis Reaction card can be played by the Apprentice after Leech as
been played. After Life Sieve is played the target of the Leech sufers
an additional point of damage during each Refresh phase until they
die. When the target dies, this Ongoing spell is cleared.
Diminish
May choose to remove Ongoing spell effect. Threat reduced by 2
per Ongoing spells removed.
Tis Interrupt card allows the Apprentice to clear any number of
Ongoing spell efects from their Hero Board. Every Ongoing efect
cleared this way reduces the Apprentices Treat by -2.
Attack
Arcane. 1 Attack on 1 Target.
Tis Action card allows the Apprentice to cause 1 damage at the
range of the Apprentices weapon. However, because this attack is also
Arcane, it benefts from abilities that boost Arcane attacks.
Illuminate
Ongoing. Casts light on a tile. Instinct Monsters suffer +1TN to
attacks.
Tis Reaction card allows the Apprentice to afect whatever Realm
Tile the Apprentice is in. Instinct enemies sufer +1 to their TN when
attacking Heroes in that Realm tile.
Chaotic Overow
Arcane. 1 damage per Ongoing effect cleared. Can be combined into 1
massive attack on 1 target or split into multiple single-target attacks.
Tis Action card allows the Apprentice to cause damage equal to the
number of Ongoing efect cards that this Apprentice clears from his
Hero Board. Te spell can either split damage among several targets
within 4 squares, or the Apprentice can combine all of the damage
onto a single target within 4 squares. Tis spell can also only be cast
if the Apprentice is stationary which automatically provides an extra
+2
b
.
Meditate
Heals Vitality on this Apprentice and reduces Threat equal to
Ongoing effects. Clears all Ongoing effects.
Tis Reaction card allows the Apprentice to clear all Ongoing efects
on their Hero Board. Te Apprentice then heals Vitality and reduces
the Treat on his Hero Board equal to the number of Ongoing cards
cleared.
Arcane Sigil
Removes Curse from 1 Hero.
Tis Reaction card allows the Apprentice to remove the Status Efect
Curse from a single Hero on the same Realm Tile as the Apprentice.
v1.3.2
Optional
Tis term means that the ability may be used in conjunction with the ability (or status) listed. Te Optional card must be in play before the current ability is used. Often it means the ability is getting
some sort of bonus and/or gets to carry the Combo bonus through from the previous card to the next.
Arrow
Ammo. Play Arrow in an Action Space. In the Hero Deck phase, it
moves into the Quiver.
Tis Reaction card allows the Archer to play Arrows into Action
Spaces. At the end of the turn (during the Hero Deck Phase), all
Arrows are moved into the Quiver, where they stay until they are
used.
Orions Tears
Requires Ammo. Fires volley at targets in weapon range. 1 enemy
per Ammo card.
Tis Action card allows the Archer to discard any number of Ammo
cards from her quiver to make an attack. Te attack can be split or
combined in any way the Archer chooses. Te Archer gains bonus
b

based on whether or not she moved this Hero Cycle.
Circumvent
(Optional - Ammo) Strike target before attack then disengage 2
Squares. Not considered a Move. Attack misses.
Tis Interrupt card allows the Archer to cancel an attack, make an
attack against the attacking enemy, and then move 2 squares for
free. Te attack that the Archer makes doesnt require Ammo. If the
Archer chooses to attack without using Ammo she can use her base
dice pool, (1
a
and 1
b
) plus any bufs currently afecting her,
instead any weapon bonuses, to make an attack.
Kharons Payment
Requires: Ammo. Fires 1 Attack into a critical location.
Tis Action card allows the Archer to cause 3 damage against a single
target. Te Archer gains bonus
b
based on whether or not she
moved this Hero Cycle.
Fools Errand
Requires: Ammo. Fires 1 attack, drawing enemies to the targeted
location. Location is considered Threat 5. Darkness Meter is
reduced by -2.
Tis Reaction card allows the Archer to target any single empty
square on your Realm Tile. (Place the Fools Errand token on the tile).
Tis ability automatically reduces the Darkness Meter by -2. When
enemies activate during the Darkness Cycle they move toward the
Fools Errand token as though it were a Hero with Treat 5.
Tumble
(Optional - Ammo) Vaults 3 squares and attacks 1 target.
+1Damage if Adjacent. Not Considered a Move.
Tis Reaction card allows the Archer to move 3 squares for free and
then make an attack. If the desired target is at range the Archer must
spend an Ammo card to perform the attack. If the target is adjacent
after the move the Archer adds +1 damage to her attack. Te attack
does not require ammo and can be made with her base dice pool.
Tis card can be used for just the movement component, if there is
nothing to attack.
Through a Needles Eye
Requires: Ammo. 1 Attack on 1 Target using weapon range that
ignores Armor (-2TN)
Tis Action card allows the Archer to discard a single ammo card to
make an attack at the range of the weapon. It causes 1 damage, and
also if the target has armor the TN is reduced by -2. If a target is not
Armored the -2 is not applied to the attack roll.
To the Knee
(Optional - Ammo) Target is Prone. Effects Captains and Minions.
Tis Interrupt card allows the Archer to attack any enemy in range
giving them the Prone Status Efect. Tis cancels that enemys
movement and Action this Darkness Cycle. If the Archer chooses to
attack without using Ammo she can use her base dice pool, (1
a

and 1
b
) plus any bufs currently afecting her, instead any weapon
bonuses, to make an attack.
Wayfarers Ruse
Requires: Ammo. Fires 1 attack at 1 target after receiving an
attack. Ammo can be played from the quiver or an Action space.
Tis Interrupt card allows the Archer to retaliate when attacked. Te
Archer receives the attack frst, (and any damage done) and then
makes an attack against a target of her choice. Te Ammo spent for
Wayfarers Ruse can be played directly from an Action Space instead of
the quiver.
Retrieve
Search the Archers discard pile. Pull out 1 Ammo card and place
it in the quiver.
Tis Action/Reaction card allows the Archer to move an Ammo
card from the Discard pile back to the quiver. While pulling Ammo
from the Discard Pile requires AP, it allows the Archer a guaranteed
method for keeping her quiver loaded.
v1.3.2
Gift of the Underworld
Requires Ammo. 1 Attack on 1 Target. Does 1 Damage, and causes
Bleeding DoT. Bleeding DoT. 1 Damage per Hero Cycle.
Tis Action card allows the Archer to infict 1 damage when she
successfully hits a target. In addition, this attack does 1 damage during
the Refresh phase. Te duration of this ability can be increased,
depending on how little the Archer moved during the Hero Cycle.
Hustle
(+2) Move.
Tis Action/Reaction card increases the number of squares a Hero
can move by +2. If this ability is used the Hero is considered to be
Aggressively Moving.
Scavenge
Search the Archers discard pile, pull out 2 Ammo cards if grouped
and place it in the quiver.
Tis Action card allows the Archer to pull 2 adjacent Ammo cards
from the Discard pile. You cannot use this ability to pull a single
Ammo card out of the Discard pile.
Pincushion
(Optional - Circumvent) If Archer is adjacent to a Minion can use
the Minion to absorb 1 Darkness Cycle worth of ranged attacks. If
Hit, Minion Dies.
Tis Interrupt card allows the Archer to defect all ranged attacks
made against the Archer to an adjacent Minion of the Archers
choice. No ranged attacks hit the Archer. If the Minion gets hit by at
least 1 attack the Minion dies.
If this Interrupt card is played after Circumvent, the Archer could kill
a target, then move 2 squares to another Minion and use that Minion
to block all ranged attacks that Darkness Cycle.
Pacify
Nature: Reduces Darkness Meter by -1.
Tis Reaction card allows the Archer to reduce the Darkness Meter
by -1.
Now You See Me
1 Incoming attack is dodged.
Tis Interrupt card ignores 1 attack from an enemy causing zero
damage to the Hero.
Vision of the Mark
May be played before any attack Action using Ammo.
Tis Reaction card allows the Archer to gain +1 damage, +1
a
, and
+1
b
to an attack Action which uses Ammo. Tis ability must be
played directly before an attack Action that uses Ammo.
Find Weakness
Any Heroes attacking a single target selected by the Archer receive
+1
a
and +1
b
to attack Actions. -1TN to non-combat actions
for all Heroes in the same Realm Tile.
Tis Reaction card allows the Archer to choose a single target. All
attacks made against that target gain +1
a
and +1
b
. Also, while
this card is in play, all Heroes gain -1TN to non-combat actions in
the same Realm Tile.
Sprint
(+3) Move.
Tis Action card increases the number of squares a Hero can move
by +3. If this ability is used the Hero is considered to be Aggressively
Moving.
v1.3.2
Optional
Tis terms means that the ability may be used in conjunction with the ability (or status) listed. Te Optional card must be in play before the current ability is used. Often it means the ability is getting
some sort of bonus and/or gets to carry the Combo bonus through from the previous card to next (like the Shadows status).
Required
Tis term means the ability must be used in conjunction with the ability (or status) listed. Once again, the required card must be in play before the current ability is used.
Te Brigand is at his best when he is using his Optional and Required cards in combination. In cases where the Brigand puts cards together, each cards efects are calculated. However, Action/Reaction
rules still apply.
Ongoing
Cards labeled as Ongoing stay out in the Refresh Phase. Tey are not cycled to the discard pile until cleared by the Brigand.
One with the Dark
Shadows: Ongoing. Can only be noticed and attacked by adjacent
enemies. TN6 to notice. Successful attacks break Shadows.
Tis Action card allows the Brigand to enter Shadows. Adjacent
enemies are able to test to see if they notice him. (TN 6). If the
Brigand is noticed he is removed from Shadows and can now be
considered for Priority. Te Brigand is removed from Shadows if he
makes a successful attack.
Te Brigand can only move cautiously while in Shadows, and any
card that combos with a Shadow card receives the bonuses at the top
of the card in addition to anything the card allows.
Tis card is Ongoing, so it stays in an Action Space during the Refresh Phase.
Shadowslip
Shadows: Ongoing. Can only be noticed and attacked by adjacent
enemies. TN5 to notice. Successful attacks break Shadows.
Tis Action/Reaction card allows the Brigand to enter Shadows.
Adjacent enemies are able to test to see if they notice him. (TN 5). If
the Brigand is noticed he is removed from Shadows and can now be
considered for Priority. Te Brigand is removed from Shadows if he
makes a successful attack.
Te Brigand can only move cautiously while in Shadows, and any
card that combos with a Shadow card receives the bonuses at the top
of the card in addition to anything the card allows.
Tis card is Ongoing, so it stays in an Action Space during the Refresh Phase.
Shadows Reach
(Optional - Shadows) Appears next to target within 3 squares. 1
attack on 1 target. Not considered a move.
Tis Action/Reaction card allows the Brigand to appear adjacent to a
target up to 3 squares away and attack that target. Tis attack causes
2 damage. Because it is an (Optional - Shadows) ability, it can be
played directly after playing a Shadows card, and receives the bonuses
from being in Shadows.
Dirty Tactics
1 attack on 1 target. Target is at half MP (rounded down).
Tis Action card allows the Brigand to cause 1 damage to a single
target within weapon range. Surviving enemies have their movement
reduced by half, rounded down.
Fools Gambit
A counterattack immediately following a successful enemy melee
attack. Brigand receives attack.
Tis Interrupt card allows the Brigand to attack an adjacent enemy
that successfully hit the Brigand. Te Brigand receives the attack frst,
(and any damage done) and then makes an attack against that target.
Dark Reaver
(Optional - Shadows/Shadows Reach): Attacks all targets in a
90 arc. -1
a
to their attack next Darkness Cycle. Shadows +
Shadows Reach: 1 damage to all hit.
Tis Action card can target up to 3 enemies, reducing their attack
rolls by -1
a
in the next Darkness Cycle. If this card is played after
Shadows Reach while the Brigand is in Shadows, then each struck
target also sufers 1 damage.
Suicide Run
(Optional - Shadows/Shadows Reach): Attacks all targets moved
through. Moves 2 squares. Hustle cards may be played, adding +2MP.
Tis Action card allows the Brigand to make an attack against all
enemies moved through. Tis is a single attack roll. Te Brigand
causes 1 damage to each enemy moved through. Additional Hustle
cards may be played for +2MP each, allowing the Suicide Run to
continue for more potential damage.
Shadows Touch
Requires Shadows. (Optional - Shadows Reach) 1 massive attack
on 1 Target.
Tis Action card may only be used if the Brigand is in Shadows. It
receives the combo bonus from being in Shadows. Shadows Touch
causes 3 damage to a single target. If used in conjunction with the
(Optional - Shadows Reach), the Brigand would move 3 squares,
infict 2 damage, and THEN cause 3 damage with Shadows Touch.
Te Brigand reduces his TN based on any movement he performed
before the attack.
v1.3.2
Blood Letting
Cures 1 Hero of Poison.
Tis Action card allows the Brigand to remove the Status Efect
Poison from a single Hero on the same Realm Tile.
Sprint
(+3) Move.
Tis Action card increases the number of squares a Hero can move
by +3. If this ability is used the Hero is considered to be Aggressively
Moving.
Hustle
(+2) Move.
Tis Action/Reaction card increases the number of squares a Hero
can move by +2. If this ability is used the Hero is considered to be
Aggressively Moving.
Shadows Friend
Shadows, Ongoing. Do not remove the Shadows card.
Tis Interrupt card allows the Brigand to stop enemy attacks during
the Darkness Cycle by entering Shadows and being removed from
Priority. Shadows Friend can be played after being noticed.
Lost in a Crowd
Adjacent enemies receive +2TN to attacks.
Tis Interrupt card causes all enemies in the 8 adjacent squares to the
Brigand to hit at +2TN against the Brigand.
Shadowstep
Move (Optional - Shadows): +3MP. In Shadows, +2 MP. Not
considered a Move.
Tis Reaction card allows the Brigand to move +3MP. Tis counts
as an Aggressive Movement, if the Brigand is not in Shadows. If the
Brigand is in Shadows, he can move +2MP, and the movement is not
considered a Move.
Unravel
If this Brigand picks up Treasure this Hero Cycle, he can draw
2Treasure tokens instead of 1. (Optional - Cunning) Can attempt
non-combat actions with +1
a
.
Tis Action card allows the Brigand to grab 2 Treasure tokens instead
of 1 when picking up treasure on a Realm Tile. If he plays Unravel
after Cunning (before making a non-combat action), the Brigand
gains +1
a
on the test.
Unseen Ally
Requires Shadows (Optional - Shadows Reach): Provides 1 other
Hero with +1
a
+1
b
, and +1 damage for 1 attack Action.
Brigand stays in Shadows.
Tis Reaction card allows the Brigand to stay in Shadows and a Hero
of his choosing gains +1
a
, +1
b
, and +1 damage to their next
attack. If the Brigand uses Shadows Reach with this card he confers
the bonuses to his ally before the attack takes place.
Te Brigand does NOT receive the Unseen Ally bonuses on his attack.
Attack
1 Attack on 1 Target.
Tis Action card allows the Brigand to cause 1 damage at the range
of his weapon.
Now you See Me
1 Incoming attack is dodged.
Tis Interrupt card ignores 1 attack from an enemy causing zero
damage to the Hero.
Ill Take That
1 Incoming Attack is parried.
Tis Interrupt card ignores 1 attack from an enemy causing zero
damage to the Hero.
Like a Reed in the Wind
An incoming attack is directed towards an enemy. Attack misses
Brigand.
Tis Interrupt card allows the Brigand to defect an incoming attack
made against the Brigand to an adjacent enemy instead. Te attack
automatically hits and does the stated damage on the monster card to
the adjacent enemy.
v1.3.2
Rage
Rage cards are played face down from the Soldiers draw pile into Action Spaces. Each card played in this way is considered to be 1 Rage. Rage cards may be played to maintain a high Treat, flling
Action Spaces, even if they do not interact with an ability in play. Cards used for Rage are put into the Discard pile, without being revealed, once used.
Shield
For these abilities to be played, the Soldier must have a Shield equipped. Te Shields dice are used in this case, not the primary weapon.
Harvest of Bones
Attacks all targets in a 90 Arc with 1 Attack. Rage adds 1
Additional square up to a maximum of 180.
Tis Action card allows the Soldier to hit 3 adjacent targets with a
single attack for 1 damage each. Tis attack is performed in a 90
degree arc as shown on the card. Up to 2 Rage can be played to
improve the attack by 1 square per Rage, making this attack hit 5
squares in a 180 degree arc.
Devastate
1 massive attack to 1 Target.
Tis Action card allows the Soldier to target a single enemy within
the Soldiers weapon range and causes 3 damage. Te Soldier gains
bonuses to hit if he has not moved by lowering the TN needed to
hit by -1. If the Soldier moves at least his full movement before
performing this attack he gains bonus
b
.
Impenetrable
Shield: All attacks against this Soldier in the present Hero Cycle
have +1TN to hit. Each Rage adds +1 TN.
Tis Interrupt card requires a shield to use and increases the Soldiers
defense. Te Soldiers TN is increased by +1, and +1 for every Rage
card currently in play.
Drawing the Ire
Receive all attacks meant for 1 other Hero within 3 squares. Each
Rage reduces the protected Heros Threat by -1.
Tis Interrupt card allows the Soldier to select a single Hero within 3
squares. All attacks made against the target Hero are instead sufered
by the Soldier. Rage reduces the target Heros Treat by -1 for every
Rage currently in play.
The Easy Way
Allows this Soldier to Search his Draw pile and add 1 card to his
hand. Adds +2
a
when attempting non-combat actions.
Tis Action card allows the Soldier to add 1 card from his Draw pile
to his hand. After selecting the card reshufe the Soldiers Draw pile.
Tis card also adds +2
a
to a non-combat action. (Tis card can be
played to gain either or both efects.)
Disengage
The soldier has 2MP to use before a melee attack. Attack misses
Soldier. Not considered a move.
Tis Interrupt card grants the Soldier 2MP when attacked to avoid
the attack by moving. Any attacks that are out of range because of
Disengage, miss.
This Yoke is Heavy
Shield: Attacks 1 Target. Captains and Minions can be knocked
Prone. This card counts as Rage.
Tis Reaction card may only be played if the Soldier has a shield
equipped and playing it automatically grants 1 Rage. In addition to
granting Rage, this attack also has the capability to give the Prone
Status Efect to Minions and Captains on a successful hit. Tis Yoke is
Heavy grants bonuses to the Soldier depending on how far he moves
this Hero Cycle.
The Hidden Blade
1 Attack on 1 Target that ignores armor (-2TN)
Tis Action/Reaction card allows the Soldier to cause 1 damage to an
enemy. If the target has armor the TN is reduced by -2. If a target is
not Armored the -2 is not applied to the attack roll.
Blade Dance
After receiving any attack, Rage grants counterattacks. 1 attack
per Rage.
Tis Interrupt card allows the Soldier to retaliate against at least
1 attack made against him. For every Rage card played or on the
Soldiers Hero Board the Soldier makes a single attack against an
adjacent target. Tese attacks may be made on a single target or split
among adjacent enemies.
Riding the Edge
Move. Shield. This Soldier attacks targets passed over in a
3 Square straight line. Rage adds +1 Square. Cannot move
afterwards.
Tis Action card counts as an Aggressive Movement and can be
performed with a shield. Riding the Edge allows the Soldier to move
3 squares +1 square for every Rage played. Tis ability allows the
Soldier to move through enemies as an attack. Te Soldier must end
his movement in an empty square (Tis includes any square made
empty by a enemy killed by this ability). Any target not successfully
killed is not moved through and the Soldiers movement ends.
Tis card can be played with no targets to perform a move.
v1.3.2
Attack
1 Attack on 1 Target. Each Rage adds +1
b
.
Tis Action card allows the Soldier to make a single attack against an
enemy within weapon range. Each Rage card in play when this ability
is used grants 1
b
per Rage.
Hustle
(+2) Move.
Tis Action/Reaction card increases the number of squares a Hero
can move by +2. If this ability is used the Hero is considered to be
Aggressively Moving.
Battle Joy
Battle: Requires Monsters to make a Courage test. Each Rage
raises test by +1TN.
Tis Reaction card requires monsters within range (based on how
much the Soldier moved this Hero Cycle) to pass a Courage test or
they do not activate this Darkness Cycle. Te Soldier can increase the
difculty of the Courage test by +1 for every Rage card played.
Follow Through
Requires - This Yoke is Heavy. 1 Attack on Bashed target.
Tis Reaction card may only be played if the Tis Yoke is Heavy card
has just been played. Te Soldier immediately makes 1 attack against
the target that is sufering the Prone Status Efect from Tis Yoke is
Heavy.
Everyone Behind Me
Shield: (Optional-Impenetrable) Heroes within 1 Square receive the
Soldiers Shield Bonus and Impenetrable bonuses.
Tis Interrupt card requires a shield and allows all Heroes adjacent
to the Soldier to gain his shields defensive TN bonus. If this ability
card is played after Impenetrable, then the TN bonuses from the
Impenetrable card also afect adjacent Heroes.
You Can Have This
Shield: Requires - Ill Take That. 1 Attack on Parried Target.
Tis Interrupt card may only be played after Ill Take Tat to
immediately make an attack against the target just parried.
There Can Be Only One
Rage cards played provide bonuses to other Heroes attack Actions.
Each Rage played reduces Hero attack Actions by -1TN.
Tis Reaction card allows the Soldier to use his Rage to reduce the
TN of other Heroes attack Actions. Each Rage reduces their TN by
-1. Te range of this ability is based on how much the Soldier moves
this Hero Cycle.
Battle Roar
Battle: All Heroes receive -1TN to hit with attack Actions
Tis Reaction card gives every Hero on the same Realm Tile as the
Soldier -1 TN to their attack Action rolls.
Your Mother is a Crawler
Forces all enemies within Threat Range to advance and attack
this Soldier. Each Rage increases Threat Range (not Threat) by +1
Square.
Tis Interrupt card forces enemies to come after the Soldier instead
of other Heroes. Te Treat Range of the Soldier can be increased,
in order to draw more enemies, by playing Rage cards. Rage cards
played with this ability do not increase the Soldiers Treat, only his
range to afect enemies with this card. Enemies afected by this card
may only target the Soldier.
Battle Rage
Battle: Every card played in an Action Space counts as Rage and
provides +1
a
.
Tis Interrupt card considers all cards played on the Soldiers Hero
Board to be Rage cards. Each of these Rage cards also grants 1
a

for any rolls made by the Soldier this Cycle Phase.
Ill Take That
1 Incoming Attack is parried.
Tis Interrupt card ignores 1 attack from an enemy causing zero
damage to the Hero.
Sprint
(+3) Move.
Tis Action card increases the number of squares a Hero can move
by +3. If this ability is used the Hero is considered to be Aggressively
Moving.

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