Player 3

Weapons

Combat Rifle (10 uses)
Range: 4
Damage: 2D6

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 with a 5+ result, defending unit is immediately defeated regardless of remaining hit points.

Equipment

Fog of War Cannister x2
Range: R3
Ability: Obscure’s vision of all units for 1 round activation. Ranged attacks are disabled and melee attacks have a -1 penalty to hit.

Storm-Channel Savant

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.

Assassin’s Dagger
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 with a 5+ result, defending unit is immediately defeated regardless of remaining hit points.

Equipment

Fog of War Cannister
Range: R3
Ability: Obscure’s vision of all units for 1 round activation. Ranged attacks are disabled and melee attacks have a -1 penalty to hit.

Bramble-Fang Warden

Weapons

Longsword

Range: Melee
Damage: 2D6
Special: On a D6 roll with a 5+ result, defending unit is Stunned and cannot attack during it’s next activation.

Equipment
Medical Kit (1 use)

Ability: Refill your Hit Points to full.

Aether Anitodote Cannister (2 uses)
Ability: Remove an Aether token from yourself or a nearby friendly unit within R1

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

Crate Table

Glasswing Recon Duelist

Weapons and Equipment