Player 4

Ember-Trail Forerunner

Weapons

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

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, defending unit is immediately defeated regardless of remaining hit points.

Equipment

Fog of War Cannister (2 uses)
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.

Dawn-Bastion Paragon

Weapons


Longsword
Range: Melee
Damage: 2D6
Special: On a D6 roll, 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 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.

Veil-Seer Initiate

Weapons

Aether Staff

Range: R1
Damage: 1D6+2
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)

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

Crate Table
Weapons and Equipment