Player 2
Silk-Shade Pursuer
Weapons
Assassin’s Dagger x2
Range: Melee
Damage: 1D6
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.
Equipment
Medical Kit (1 use)
Ability: Refill your Hit Points to full.
Aether Grenade (2 uses)
Range: All units (enemy or friendly) within R2 of your unit rolls a 1D6 die and applies the result.
Ability: Each damaged unit must receive an Aether Token.
Storm-Rider Lancer
Weapons
Longsword
Range: Melee
Damage: 2D6
Special: On a D6 roll, defending unit is Stunned and cannot attack during it’s next activation.
Combat Rifle (10 uses)
Range: 4
Damage: 2D6
Equipment
Medical Kit (1 use)
Ability: Refill your Hit Points to full.
Nightwatch Ranger
Weapons
Light Aether Revolver (6 uses) x2
Range: 2
Damage: 1D6+1
Special: Add +1 damage to the last round. Damaged unit, must receive an Aether Token.
Equipment
Medical Kit (1 use)
Build Cost: 2pt.
Ability: Refill your Hit Points to full.
Actions: All units must perform 2 actions per round and may only use one instance of an action per activation.
Move: Move unit up to it’s movement cost.
Advanced Move: Scale or cross difficult terrain.
Push: Push target unit R1 in any direction. If unit falls off a terrain piece, that unit must peform a Skill Check. If they fail. They must roll a 1D6 for damage.
Dash: Move unit up R1
Attack: Make an attack
Focus: add +1 to any dice result
Use Ability or Expend an Equipment Item