Weapons
Combat Sword
Range: Melee
Damage: 1D6
Build Cost: 1pt.
Light Aether Revolver (6 uses, may equip 2)
Range: 2
Damage: 1D6+1
Build Cost: 1pt.
Special: Add +1 damage to the last round. Damaged unit, must receive an Aether Token.
Assassin’s Dagger (may equip 2)
Range: Melee
Damage: 1D6
Build Cost: 1pt.
Special: May use as a ranged weapon at R1. If used as ranged weapon, unit loses Assassin’s Dagger. On a D6 roll, defending unit is immediately defeated regardless of remaining hit points.
Combat Rifle (10 uses)
Range: 2
Damage: 2D6
Build Cost: 2pt.
Longsword
Range: Melee
Damage: 2D6
Build Cost: 2pt.
Special: On a D6 roll, defending unit is Stunned and cannot attack during it’s next activation.
Aether Staff
Range: R1
Damage: 1D6+2
Build Cost: 2pt.
Special: Roll a D6. Target unit within R2 must perform a Skill Check (SC5), during their next activation. Damaged unit must receive an Aether Token.
Equipment
Medical Kit (1 use)
Build Cost: 2pt.
Ability: Refill your Hit Points to full.
Aether Anitodote Cannister (2 uses)
Build Cost: 2pt.
Ability: Remove an Aether token from yourself or a nearby friendly unit within R1
Aether Grenade (2 uses)
Range: All units (enemy or friendly) within R2 of your unit rolls a 1D6 die and applies the result.
Build Cost: 2pt.
Ability: Each damaged unit must receive an Aether Token.
Fog of War Cannister (2 uses)
Range: R3
Build Cost: 1pt.
Ability: Obscure’s vision of all units for 1 round activation. Ranged attacks are disabled and melee attacks have a -1 penalty to hit.