16
CHARACTERS Name .I * t'l Hero Actions and Heroic Feats - Action: When a minion monster begins its activation adjacent to you, it is Ashrian 2E 5 10 4 Gray 3 2 2 4 Stunned. Feat: Choose a monster within 3 spaces of you. Each monster in that monster group is Stunned. TF Action: Each other hero within 3 spaces of you gains: "Each time a monster Augur Grisom 3 12 5 Gray 3 4 2 2 misses or deals no¥ on an attack targeting you, recover 1 ¥." Feat: Use during your turn. Each hero in your line of sight recovers and 2 Action: Each hero within 3 spaces of you (including yourself) gains: "J(: Avric Albright 2 E 4 12 4 Gray 4 2 3 2 Recover 1 ¥" on all attack rolls. Feat: Roll2 red dice. Each hero within 3 spaces of you (including yourself) may recover¥ equal to the ¥ rolled. Rendiel SN Action: Each time you revive a hero, you recover and 2 5 10 4 Gray 5 2 3 1 Feat: Revive an adjacent, knocked out hero. Instead of rolling 2 red power dice, that hero recovers all¥ Action: Each time you or a hero within three spaces of you would draw a Search card, they may instead reveal Search cards until they find a Potion. They may Ulma Grimstone LR 4 8 5 Gray 3 2 4 2 take that card and shuffle the rest back into the deck. Feat: Use during your turn to flip one of your facedown Potion Search cards faceup. In addition, each hero adjacent to you may also flip one of their facedown Potion Search cards faceup. 2E : Descent :Z'd Edition Base LR: Labyrinc/1 of Ruin L W: Lair ofche Wyrm SN: Shadow ofNereidJall TF: Trollfens

Descent 2nd Ed Hero Character and Class Tables (Without Conversion Kit) v2

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Descent 2nd Ed Hero Character and Class Tables (Without Conversion Kit) v2

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  • CHARACTERS Name .I ~ *

    t'l ~ ~ Hero Actions and Heroic Feats -

    ""it&~

    Action: When a minion monster begins its activation adjacent to you, it is Ashrian 2E 5 10 4 Gray 3 2 2 4 Stunned. Feat: ~: Choose a monster within 3 spaces of you. Each monster in that

    monster group is Stunned.

    TF Action: Each other hero within 3 spaces of you gains: "Each time a monster

    Augur Grisom 3 12 5 Gray 3 4 2 2 misses or deals no on an attack targeting you, recover 1 ." Feat: Use during your turn. Each hero in your line of sight recovers 2 and 2 ~. Action: Each hero within 3 spaces of you (including yourself) gains: "J(:

    Avric Albright 2E 4 12 4 Gray 4 2 3 2 Recover 1 " on all attack rolls. Feat: ~: Roll2 red dice. Each hero within 3 spaces of you (including yourself) may recover equal to the rolled.

    Rendiel SN Action: Each time you revive a hero, you recover 2 and 2 ~.

    5 10 4 Gray 5 2 3 1 Feat: ~: Revive an adjacent, knocked out hero. Instead of rolling 2 red power dice, that hero recovers all and~. Action: Each time you or a hero within three spaces of you would draw a Search card, they may instead reveal Search cards until they find a Potion. They may

    Ulma Grimstone LR 4 8 5 Gray 3 2 4 2 take that card and shuffle the rest back into the deck. Feat: Use during your turn to flip one of your facedown Potion Search cards faceup. In addition, each hero adjacent to you may also flip one of their facedown Potion Search cards faceup.

    2E: Descent :Z'd Edition Base LR: Labyrinc/1 of Ruin L W: Lair ofche Wyrm SN: Shadow ofNereidJall TF: Trollfens

  • CLASSES APoTHECARY 1R

    Name Brew Elixir Smoking Vials Concoction Herbal Lore

    Inky Substance

    Bottled Courage

    Protective Tonic

    Secret Formula

    Hidden Stash

    Potent Remedies

    BARDSN Name Lute

    Song of Mending

    Traveler's Blade

    Dissonance

    Peaceful Rest

    Understudy

    AriaofWar

    Concentration

    Rehearsal

    Cacophony

    Wayfarer

    XP Start

    Start 1

    2

    2

    2

    3

    3

    XP Start

    Start

    Start

    2

    2

    2

    3

    3

    ~ Rules

    2

    2

    Exhaust this card during your turn. Choose yourself or an adjacent hero to gain 1 elixir token. Once during their turn, a hero may discard 1 elixir token to roll 1 red die and recover. equal to the rolled. One-handed Ranged Weapon (Exodc}: Add 1 blue die and 1 green die to your attack pool. ,II ,II: + 3 . ,II: Poison. ~: Perform an attack. If you have at! east 1 elixir token, add 1 ,1( to the results. The attack gains: "Pierce 1. ,1(: + 1 . ... Exhaust this card when a hero discards 1 elixir token. In addition to any other effect from the discarded elixir token, the hero may also discard 1 of their Condition cards. Exhaust this card to choose 1 monster within 3 spaces of you and place an elixir token on it. A hero targeting that monster with an attack may discard the elixir token, before their attack roll, to add 1 additional green die to their attack pool. Exhaust this card during your turn to perform an attack. This attack does not require an action. If you deal atleast 1 (after rolling defense dice), choose yourself or an ad' acent hero to gain 1 elixir token. Eiiliaust this card immediately after a hero discards an elixir token to place 1 of their hero tokens on this card. A hero may discard 1 of their hero tokens from this card, before rolling defense dice, to add 1 gray die to their defense pool. You gain + 2 Health, even while this card is exhausted. Exhaust this card when a hero with an elixir token declares the target for an attack. They may add 1 additional green die to their attack pool, and the attack gains: ",II: + 2 ".

    ~: Exhaust this card. You and each adjacent hero gain 1 elixir token. When a hero discards an elixir token, they may roll1 additional green die and recover ~ equal to the ,1( rolled, in addition to any recovered (even if this card is exhausted). You may exhaust this card to revive an adjacent hero without using an action.

    ~ Rules

    2

    2

    2

    3

    Other Item (Trinket}: Exhaust this card during your turn and suffer 1 ~ to choose a hero within 3 s aces of you. That hero recovers 1 ~. Use this card during your turn to place a song token on this card. ~ At the end of your turn, each hero within 3 spaces of you recovers 1 . ?' At the end [your turn, each other hero within 3 spaces of ou recovers 1 ~. One-handed Melee W~n (Blade}: Add 1 blue die and 1 yellow die to your attack Eool. ,1(: Pierce 1. ,1(: Gain 1 movement point. Use this card during your turn to place a song token on this card. ~ If a hero starts his turn within 3 spaces of you, he gains 1 movement point. ?' If a monster within 3 spaces of ou is activated, it suffers 1 . If a hero within 3 spaces of you recovers~ as the result of a rest action, he recovers 2 in addition ro the~. Use this card during your turn to place a song token on this card. ~ Each time a hero within 3 spaces of you recovers 1 or more. he recovers 1 additional. ?' Each time a hero within 3 spaces of ou recovers 1 or more~. he recovers 1 additional~. Use this card during your turn to place a song token on this card. ~ If a hero within 3 spaces of you is attacked, he adds 1 to his defense results. ?' If a hero within 3 spaces of ou performs an attack, his attack gains + 1 . At the start of your turn, if both of your song tokens are on different Class cards, you recover 1 and 1 ~. Exhaust this card when a hero within 3 spaces of you recovers 1 or more. That hero recovers 2 additional. Use this card during your turn to place a song token on this card. ~ At the end of your turn, choose 1 hero within 3 spaces of you. He may discard 1 Condition card. ?' Each hero within 3 spaces of you may reroll1 die once per round. Apply+ 1 to your Stamina (even while this card is exhausted). Exhaust this card and choose 1 of your Class cards. While this card is exhausted, the~ and?' effects of the chosen card trigger. Apply + 2 to your Health. All of your~ and?' effects apply within 5 spaces instead of3 spaces. Each time you place a song token on one of your Class cards, you may move 1 s ace.

  • CLASSES DISCIPLE lE Name Iron Mace Prayer of Healing Wooden Shield

    Armor ofFairh

    Blessed Strike Cleansing Touch

    Divine Fury

    Prayer of Peace TimeofNeed Holy Power Radiant Light

    PROPHET TF Name Iron Flail

    Sage's Tome

    Soorhing Insight

    Battle Vision Forewarning

    Grim Fate

    All-Seeing Lifeline

    Victory Foretold

    Focused Insights

    Omniscience

    XP

    Start Start

    2

    2 2 3 3

    XP Start

    Start

    Start

    2 2

    2

    3

    3

    ~ Rules One-handed Mdee Wea n {Hammer}: Add I blue die and I yellow die to your attack P.ool. : Stun. Exhaust this card during your turn and choose yourself or an adjacent hero. Rolli red die. The chosen hero recovers equal to the rolled. One-handed Shield: Exhaust this card after rolling defense dice to add I to the results. Each time you use Prayer of Healing on a hero, that hero adds I additional brown die to their defense pool until the start of your next turn. Place a hero token belonging to that hero on this card as a reminder. ~:Perform an attack with a Mdt:t: wea on. If the attack deals at least I (after rolling defense dice), you and I hero of your choice adjacent to you each recover 2. Each time you use Prayer of Healing on a hero, that hero may also discard I of their Condition cards. Each time you use Prayer of Healing on a hero, that hero adds I additional yellow die to their attack pool on their next attack this round. Place a hero token belonging to that hero on this card as a reminder.

    2 ~: Exhaust this card. While this card is exhausted, monsters cannot perform an attack while adjacent to you. ~:You receive 2 movement points and recover 2 ~. Your Prayer of Healing may now affect 2 different heroes. If you roll a Jl on the red die when using Prayer of Healing, both heroes recover I ~.

    3 ~:Rolli red die. Each hero in your line of sight (including yourself) recovers the amount of. rolled. Each monster in your line of sight suffers the amount of rolled.

    ~ Rules

    I 2

    2

    3

    One-handed Mdee Weapon {Hammer, Exotic}: Add I blue die and I yellow die to your attack pool. Reach. If your other hand is empty, your attacks gain +I . Jl: Weaken. Other Item (Book}: Exhaust this card before rolling dice for an attribute test to subtract I from the results. Exhaust this card during your turn. You or I hero of your choice gains the insight token. When a hero gains the insight token, they recover I and I ~. A hero with the insight token may discard it during their turn to recover I . You gain+ I 0 up to a maximum of 6. Each hero within 2 spaces of the hero with the insight token may suffer 2 ~to rerolli attack die once on each attack. Exhaust this card when a monster attacks a hero with the insight token, after rolling dice. Discard the insight token to add 2. to their results. A hero with the insight token may suffer 2 ~ and exhaust this card during their turn to force the overlord to reveal the top card of the Overlord deck. That hero forces the overlord to place the revealed card either on the top or the bottom of the Overlord deck. Exhaust this card when the insight token is discarded. Another hero of your choice gains the insight token. Exhaust this card when a hero with the insight token would be defeated. Discard the insight token for that hero to immediately recover I . Exhaust this card when a hero with the insight token attacks a monster, before rolling dice. Discard the insight token for that hero to roll an additional green die on the attack. If the monster is defeated, the hero recovers 3 . You gain + 2 Health. When a hero gains the insight token, each hero adjacent to that hero recovers I and I ~. Exhaust this card when a monster declares a hero with the insight token as the target of an attack, before rolling dice. Discard the insight token to cause the attack to automatically miss.

  • CLASSES SPIRITSPEAKER lE Name XP Oak Staff Start Stoneskin Start Drain Spirit I Healing Rain Shared Pain Cloud of Mist 2 Nature's Bounty 2 Tempest 2

    Ancestor Spirits 3 Vigor 3

    ~ Rules Two-handcdMdce Weapon (Sta/J}: Add I blue die and I yellow die to your attack pool. Reach. J(: +I W.

    1 When you or a hero within 3 spaces of you is attacked, before dice are rolled, exhaust this card to add 1 additional gray die to that hero's defense pool. 1 ~:Perform an attack. If you deal at least 1 W (after rolling defense dice), each hero within 3 seaces of you (including yourself) recovers 1 W. 2 ~:Rolli red die. Each hero within 3 spaces of you (including yourself) recovers W equal to theW rolled.

    ~: Perform an attack. If you deal atleast 1 W (after rolling defense dice), each other figure in the target's monster group suffers 1 W. ~: Exhaust this card. While this card is exhausted, each attack that targets a space within 3 spaces of you misses unless the attacker spends 1 J(. Each time you recover

  • CHARACTERS Name ~ tl

    t~ ~ ~ Hero Actions and Heroic Feats -

    ""4&'i:'

    Action: At the start of your turn, you may recover 1 or 1 ~ for each monster

    Dezra the Vile LR figure adjacent to you.

    5 8 4 Gray 2 2 4 3 Feat: Use when the overlord chooses to activate a monster figure adjacent to you, before they perform any actions. All monsters adjacent to you are Immobilized. Action: At the start of your turn, you may choose another hero within 3 spaces

    LW of you. If the chosen hero has at least 1 fatigue token on his sheet, you recover 1

    High Mage Quellen 4 10 4 Gray 3 1 5 2 ~.If they have fatigue tokens equal to their Stamina, you recover 2 ~. Feat: Use at the start of your turn to increase your Stamina by 4 for the remainder of this turn. At the end of your turn, recover all of your~. Action: Each monster within 3 spaces of you receives -1 on all attack rolls (to a minimum of 1 ).

    Leoric of the Book 2E 4 8 5 Gray 2 1 5 3 Feat: ~: Perform an attack with a Magic weapon. This attack ignores range and targets each figure adjacent to you. 1 attack roll is made but each monster rolls defense dice separately. Action: If you roll 1 or more blanks when rolling defense dice, add 1 to your

    Ravaella Lightfoot SN 4 8 5 Black 2 1 4 4 defense results. Feat: Use when you are attacked, after you roll defense dice, to test~ and 0 . For each test you pass, add 3 to your defense results. Action: Once per round, after you roll dice for an attack, you may reroll one die.

    Widow Tarha 2E You must keep the new result.

    4 10 4 Gray 3 2 4 2 Feat: ~: Perform an attack. This attack affects 2 different monsters in your line of sight. 1 attack roll is made but each monster rolls defense dice separately. Both monsters are considered targets of your attack.

    2E: Descent z"' Edition Base LR: Labyrinth of Ruin L W: Lairofthe Wyrm SN: Shadow ofNerekhall TF: Trollfens

  • CLASSES C SN ONJURER Name Channeling

    Mirror Image

    Prismatic Staff

    lliusoryPath

    Many Friends

    Refraction

    Blinding Light Focus Fire

    Sleight of Mind

    Prismatic Assault

    Vonex

    XP Start

    Start

    Start

    2

    2

    2

    3

    3

    G LW EOMANCER Name Stasis Rune

    Summoned Stone

    Terracall

    Eanhen Anguish

    Quaking Word Stone Tongue

    Ley Line Molten Fury

    WaysofStone

    Cataclysm

    Gravity Spike

    XP

    Start

    Start

    2

    2

    2

    3

    3

    ~ Rules

    2

    2

    2

    3

    2

    You may discard any number of image tokens at any time during your turn. You may spend I movement point during your turn to move an image token I space. ~: Perform an attack with a Magic wea on. Measure range and line of sight from one of your image tokens. Use this card and suffer~ equal to the number of image tokens on the map. Then, place I image token in an empty square within 2 spaces of your figure . An image token is treated as a hero figure with your attributes and a gray defense die. If an image token suffers W or~. it is discarded, and you suffer 1 Wand 1 ~. Two-handed Ranged_ Wca 'Il (Magic. StaR}: Add 1 blue die and 1 green die to your attack pool. : + 1 . : + 1 . Jl: Stun. Monsters must spend 1 additional movement point to enter a space adjacent to an image token. Each time you suffer 1 ~ to gain 1 movement point, you may move an image token 1 space. If you are adjacent to 1 or more image tokens, add 1 additional brown die to your defense pool. If there are 3 or more image tokens on the map, add 1 additional green power die to your attack pool.

    ~: Exhaust this card to place 1 image token in an empty space within 3 spaces of another image token. Then, you may perform an attack with a Magic weapon. If you do, measure range and line of sight from one of chose image tokens. Exhaust this card when you are attacked, before dice are rolled, to add 2 to your defense results. After the attack resolves, place an image token in an empty space adjacent to your figure. If chis attack did not deal at least 1 W (after the defense roll), you may move up to 2 s aces. ~: Perform an attack with a Magic weapon. This attack gains + 1 W for each image token within 3 spaces of the target. ~: Choose 1 image token within 5 spaces of your figure and remove your figure from the map. Replace the chosen image token with your figure and discard the token. Then, each monster adjacent to your figure is Stunned.

    ~: Exhaust this card. For each image token on the map, you may either move the image token up to your Speed or perform an attack with a Magic weapon. If you perform an attack, measure range and line of sight from the image token. ~: Exhaust this card and choose an image token on the map. Move each monster within 3 spaces of chat image token up to 2 spaces. Each monster must end its movement within 3 spaces of the image token. Each of these monsters suffers 2 .

    ~ Rules

    2

    2

    2

    2

    2

    Two-handed Ranged_ Wea 'Il (Magic. Rune}: Add 1 blue die and I yellow die to your attack pool. : +I . lj: Immobilize. Familiar: Speed 2. Health 2. Defi:nse 1 brown die. This familiar is treated as an obstacle but may be targeted and affected by any attack (even from heroes). You cannot have more than 1 Summoned Stone on the map at a time, unless an ability allows it. Each of your attacks targeting a monster adjacent to a Summoned Stone gains 1 Jl.

    ~: Exhaust this card to place a Summoned Stone in an empty space within 3 spaces of you. While this card is exhausted, 1 of your Summoned Stones may perform an attack during its activation (using 1 of your equiJ>ped Magic weapons).

    ~:Exhaust this card to perform an attack with a Magic weapon targeting a space containing a Summoned Stone (ignoring range and line of sight). This attack gains: "Blase." After the attack is resolved, the Summoned Stone is defeated. ~:Perform an attack with a Magic weapon. This attack gains: "JI: Each monster figure within 2 spaces of a Summoned Stone tests 0. Each figure chat fails is Stunned." You may have 1 additional Summoned Stone on the map at a time. Your Summoned Stones now have a Speed of3. In addition, each of your Summoned Stones adds 1 additional gray die to its defense pool. You may have 1 additional Summoned Stone on the map at a time. While you are within 3 spaces of any 2 Summoned Stones on the map, you may exhaust this card before any dice are rolled to either add 1 to your defense results or 1 Jl to your attack results.

    ~: Perform an attack with a Magic weapon, measuring range and line of sight from a space containing a Summoned Stone. This attack gains: "Burn. Jl: Blast." ~: Exhaust chis card to remove your figure from the map and place it in an empty space adjacent to a Summoned Stone. While chis card is exhausted, each of your Summoned Scones may add 1 gray die to its defense ool. ~: Exhaust chis card. For each Summoned Stone on the map, perform 1 attack with a Magic weapon, measuring range and line of sight from a space containing a Summoned Stone. After resolving each attack, remove the Summoned Stone from the map. ~: Exhaust chis card to choose a monster group. Move each figure of chat monster group up to 2 spaces toward a Summoned Stone. Each monster figure that ends this movement adjacent to a Summoned Stone suffers 1 .

  • CLASSES HEXER LR Name Enfeebling Hex

    Staff of the Grave

    Affiiction

    Plague Spasm

    Viral Hex

    Crippling Curse

    Fd Command

    Internal Rot

    Accursed Arms

    Plague Cloud

    XP Start

    Start

    2

    2

    2

    3 3

    N 2E ECROMANCER Name Raise Dead

    Reanimate

    Reaper's Scythe

    Corpse Blast

    Deathly Haste Fury ofU ndeath

    Dark Pact

    Undead Might V arnpiric Blood

    Army of Death

    Dying Command

    XP Start

    Start

    Start

    2

    2 2

    3

    3

    2

    2

    2

    3

    2

    2

    Rules While you have a Magic weapon equipped, each of your attacks gains: "J(: Hex I monster within 3 spaces of your target." When performing an attack targeting a hexed monster, a hero may discard any number of hex tokens before spending J( . The attack gains+ I. for each hex token discarded. Two-handed Ranged Weapon (Magic, Stall}: Add I blue die and I green die to your attack pool. J(: +I Range. J(: +I and Recover 1 . Exhaust this card when a hexed monster declares a move action and discard I hex token from that monster. That monster immediately suffers 1 . In addition, that monster suffers I additional for each space it moves during its activation. Exhaust this card when a hexed monster declares an attack, before dice are rolled, and discard I hex token from that monster. The target of its attack may add I black die to their defense pool. Exhaust this card during your turn to take a number of hex tokens equal to the number of hexed monsters within 3 spaces of you. You may place each hex token on a monster of your choice within 3 SP.aces of you. ~:Exhaust this card to choose any number of hexed monsters. For each monster chosen, test~ . For each test you pass, you may choose I condition for the corresponding monster to suffer. Exhaust this card when the overlord chooses a hexed monster to activate. Discard I hex token from that monster to immediately perform an attack with it. You make all choices during the attack. After the attack is resolved, the monster activates as normal. Each time a monster becomes hexed, you may place 1 additional hex token on that monster. Each of your attacks with a Magic weapon targeting a hexed monster gains: "Pierce 2." Exhaust this card during your turn to choose 1 hero adjacent to a hexed monster. The chosen hero may immediately perform I attack targeting a hexed monster.

    ~: Perform an attack with a Magic weapon. This attack targets each hexed monster in your line of sight and ignores range. Each figure rolls defense dice separately. Before rolling dice for the attack, each monster adjacent to a target monster is hexed.

    Rules ~: Place your Reanimate familiar token in an empty space adjacent to you. You may only control! Reanimate at a time. You may discard your Reanimate token at any time during your turn. Familiar: Speed 3. Health 4. No defense dice. Mdee Attack: Add 1 blue die and 1 red die to the liuniliar's attack pooL This familiar is treated as a figure bur cannot recover any amount of. It may perform I attack action during its activation. Each attack made by this familiar gains: "J(: +I." Two-handed Ranged Weapon (Magic, Stall}: Add I blue die and I yellow die to your attack pool. Each time you defeat a monster with this weapon, recover I . J(: +I Range. ~: Perform an attack targeting your Reanimate's space with a Magic weapon. This attack gains: "Blast." You do not need range or line of sight to the space. After the attack is resolved, the Reanimate is defeated. Each time you suffer I - to gain I movement oint, you may then move your Reanimate I Sf>aCe.

    ~: Exhaust this card to activate your Reanimate. Your Reanimate still activates this turn as normal. Your Reanimate adds I additional brown die to its defense pool. Each time you suffer. you may choose to have your Reanimate suffer all of the. instead. Each time your Reanimate suffers you may choose to suffer all of the instead. Your Reanimate gains + 2 Health, even when this card is exhausted. Exhaust this card when your Reanimate attacks a monster. This attack gains + 1 . Your Reanimate adds I additional yellow die to its attack pool. Each time you or your Reanimate defeats a monster, you recover I -.

    ~: Perform an attack with your Reanimate. This attack affects each monster in your line of sight, ignoring range. Your Reanimate does not need line of sight to the affected monsters bur does need to be on the map. When you or your Reanimate defeats a monster, exhaust this card to test~. If you fail, recover 1 - If you pass, return that monster to the map. Then move the monster up to its Speed and perform an attack with it. Then remove the monster from the map.

  • CLASSES RUNEMASTER lE Name XP Arcane Bolt Runic Knowledge Start Exploding Rune 1 Ghost Armor Inscribe Rune Iron Will 2 Rune Mastery 2 Runic Sorcery 2

    Break the Rune 3

    Quick Casting 3

    ~ Rules

    4

    2

    Two-handed Ranged Weapon (Magic, Rune}: Add 1 blue die and 1 yellow die to your attack ool. J(: + 1 Range. J(: Pierce 2 While you have a Magic or Rune weapon equipped, each of your attacks gains: "J(: Suffer 1 ~ to gain + 2 ." ,... , Perform an attack with a Rune weapon. This attack gains: "Blast." After you roll defense dice when attacked, use this card to add 1 to the results. Any weapon you e uiE._gains the Rune trait while e uil' ed. You gain+ 1 Stamina. Each time you spend 1 J( during an attack to recover 1 ~.you instead recover 2 ~. When you attack with a Rune weaon, you may exhaust this card to add 1 J( to the results. ,..., Perform an attack with a Rune weapon. If this attack deals at least one (after rolling defense dice), choose 1 condition. The target suffers the chosen condition. ,..., Perform an attack with a Rune weapon. This attack ignores range and targets each monster and hero figure within 3 spaces in your line of sight. Each figure rolls defense dice ser.arately. This attack cannot be affected by Blast. After you perform an attack with a Rune weapon, exhaust this card to immediately perform an additional attack.

  • CHARACTERS Name ~ tl t ~

    ~ Hero Actions and Heroic Feats -

    ""itJ;.'t;'

    Action: When you suffer any amount of from an attack, you may choose to

    1 . p d2E suffer some or all of that amount as ~ instead; you cannot suffer~ in excess of

    am arrwoo 5 8 5 Gray 2 2 3 4 your Stamina. Feat: ~:You may move double your Speed and perform an attack. This attack may be performed before, after or during this movement. Action: You cannot be Immobilized. Additionally, immediately after you perform an attack with an Exotic weapon, you may move 1 space.

    Logan Lashley LR 4 10 4 Gray 2 3 2 4 Feat: Use after one of your attacks deals at least 1 (after rolling defense dice). You may move up to your Speed and perform an attack. This does not require an action and the attack may be performed before, after or during this movement. Action: Each of your attacks targeting a monster that is not adjacent to any

    Roganna the Shade TF other hero gains + 1 .

    5 10 4 Gray 4 2 2 3 Feat: Use at the end of your turn. U mil the start of your next turn, each hero within 3 spaces of you may only be targeted by an attack if the attacking monster is adjacent to the targeted hero.

    SN Action: Each time you defeat a monster, you recover 1 ~-

    Tinashi theW anderer 4 12 4 Gray 3 3 2 3 Feat: Use during your turn to choose any empty space within 3 spaces of your figure. Remove your figure from the map and place it in the chosen space. Action: If you are attacked while adjacent to at least one other hero, you may

    T omble Burrowell 2E choose an adjacent hero and add the defense pool of that hero to your own.

    4 8 5 Gray 3 1 2 5 Feat: ~: Remove your figure from the map and place a hero token in your space. At the start of your next turn, place your figure in any empty space within 4 spaces of your hero token.

    2E: Descenc :t'd Edicion Base LR: Labyrinch of Ruin L W: Lairofche Wyrm SN: Shadow ofNerekhall TF: TroUkns

  • CLASSES SHADOW wALKER SN Name XP ~ Rules Feathered Hatchet

    Shadow Soul

    Soul Bound

    Tribal Cloak Dark Servant Faithful Friend

    Through the Veil

    Dark Shift

    Endless Void

    Otherworldly

    Shadow Puppet

    Shadow Step

    STALKER TF Name Black Widow's Web Hunting Knife

    Set Trap

    Exploit

    Hunter's Mark

    Makeshift Trap

    Easy Prey

    Lay of the Land

    Poison Barbs

    Ambush

    Upper Hand

    Start

    Start

    Start 1 1

    2

    2

    2

    3

    3

    XP Start Start

    Start

    2

    2

    2

    3

    3

    One-handed Ranged Wt:a2n (Axe. Exotic): Add 1 blue die and 1 red die to your attack : + 1 Range. : Bleed Familiar: Speed 1. Health - . No de/Cnse dice. The Shadow Soul may occupy any space containing figures or terrain. Each time a monster in a space containing or

    _ _,a,.dJj_a_cent to a Shadow Soul suffers from an attack, it suffers 1 additional. Use this card when you perform an attack that is not a miss. Place a Shadow Soul in any space adjacent to the target. Only one Shadow Soul can be on the map at any

    time ._~~.-.

    3

    Annor (Cloak}: Exhaust this card when you perform a rest action. While this card is exhausted, add 1 additional brown die to your defense pool. ,.., Exhaust this card to search a search token within 3 s aces of a Shadow Soul. Then, discard that Shadow Soul. Exhaust this card at the start of your turn to place a Shadow Soul in a space within 3 spaces of you. Exhaust this card when you perform an attack that targets a monster in a space containing or adjacent to a Shadow Soul, before dice are rolled. Add 1 additional green power die to your attack pool. Apply + 1 to your Stamina. Each time a hero enters a space containing a Shadow Soul, that hero gains 1 movement point. Each time a Shadow Soul is discarded due to your class skills, you recover 1 and 1 ~. If a hero figure in a space containing a Shadow Soul is the target of an attack, that attack is a miss unless the attacker spends 1 Each attack that targets a monster in a space containing or adjacent to a Shadow Soul gains Pierce 1. Each time you spend 1 "to recover 1 ~.your attack gains+ 1 . ,.., Exhaust this card to choose a monster within 3 spaces of a Shadow Soul. Perform an attack with that Shadow Soul, using the attack type, dice, and surge anilities of that monster. ,.. , Exhaust this card to place your hero figure in a space that contains only a Shadow Soul. Then, you may discard that Shadow Soul to perform an attack. If you do, add 1 " to the results.

    ~ Rules

    2

    2

    One-handed Ranged Wea2n (Exotic}: Add 1 blue die and 1 green die to your attack roo!. " : Immobilize. : + 1 . One-handed Melee Weapon (Blade}: Add 1 blue die and 1 yellow die to your attack pool. ": + 1 . ": Recover 1 ~. Exhaust this card to place 1 trap token in an empty space adjacent to you. While you are adjacent to a trap token, each of your attacks gains + 1 . If a monster enters a Sace adjacent to a trap token, discard the tra token from the rna and that monster suffers 1 . --;----,.. , Perform an attack. If this attack targets a monster within 3 spaces of a trap token, add 1 additional green die to your attack pool. This attack gains: "": The target is Wealcened (even if you didn't deal any )." Exhaust this card during your turn to choose a monster within 3 spaces of a trap token and place 1 of your hero tokens on that monster's base, indicating that it is marked. The next hero to attack a marked monster adds 1 " to their attack results. Exhaust this card immediately after performing a search action to place 1 trap token in an empty space adjacent to you. While this card is exhausted, each hero adjacent to a trap token recovers 1 ~ at the start of their turn. ,.., EXhaust this card to perform an attack. Before rolling dice, place 1 trap token in the closest empty space aajacent to the target. While this card is exhausted, each attack targeting a monster ad'acent to a tra token gains: "Pierce;,;1;..:;."'"" --o-Any hero adjacent to a search token and within 3 spaces of a trap token during their turn may suffer 1 ~ to exhaust this card and search the search token without using an action. EXhaust this card during your turn to choose a trap token on the map. Roll the blue aie for each monster within 3 spaces of the chosen trap toKen. Each time you do not roll an X, the monster is Poisoned. Then, discard the trap token. Exhaust this card when a monster enters an empty space within 3 spaces of a trap token to immediately perform an attack targeting that monster. After the attack is resolved, if the monster was not defeated, it may continue its activation. You gain + 1 Stamina and+ 2 Health. ,.., Perform an attack. Before rolling dice, you may discard any number of trap tokens &om the map. For each trap token disCaraeo from the map, this attack gains + 1 .

  • CLASSES THIEF lE

    Name Greedy Lucky Charm Throwing Knives Appraisal Di!!fTricks

    Sneaky

    Caltrops Tumble Unseen Bushwhack

    Lurk

    XP Scare Scare Scare

    1 1

    2 2 2 3

    3

    ~ Rules ~: Search a search token within 3 SP.aces of you. Other Item (Trinket}: Exhaust chis card to reroll an attribute test. You must keep the new resulcs. One-handed RaniJE.d W~n (Blade}: Add 1 blue die and 1 yellow die to your attack P.ool. When attacking an adjacent monster, gain + 1 . " : + 1 Range. After you draw a Search card, you may discard it to draw a new Search card. You must keep the second card.

    ~: Perform an attack with a Mdcc or Blade weaeon. If the attack deals at lease 1. (after rolling defense dice), the target is Stunned. You gain + 1 on attacks against monsters chat did not have line of sight to you at the scare of your turn (even if chis card is exhausted). You may exhaust chis card to perform an open or close a door action without using an action.

    1 When a monster moves into an em cy s ace ac:l'acent to you, exhaust chis cara to test 0 . If you ass, the monster suffers 1. and is Immobilized. 1 Exhaust chis card during your turn. While chis card is exhausted, you may move through enemy figures. 2 Exhaust chis card during your turn. While chis card is exhausted, each attack chat targets you misses unless the attacker SP.ends 1

    Exhaust chis card during your turn to attack a monster chat is the only monster in your line of sight. This attack does not require an action. Exhaust chis card during your turn co perform a search action; chis does not require an action. While chis card is exhausted, add 1 additional brown die to your defense

    ool.

    TREASURE HUNTER LR Name XP ~ Rules Ddver

    Leather Whip The Dead Man's Compass Dungconeer

    Gold Rush

    Survey

    Guard the Spoils

    Lure ofFonune

    Sleight of Hand

    Finder's Keeper's

    Trail of Riches

    Scare

    Scare

    Scare

    2

    2

    2

    3

    3

    If you are not adjacent to any ocher hero, each of your attacks gains + 1 . Each time you would draw a Search card, instead draw 2 and choose 1 to keep. Then place the ocher Search card either on the to or bottom of the Search deck. One-handed Mdee Weapon (Exotic}: Add 1 blue die and 1 yellow die to your attack pool. Reach. : Pierce 1. " : Move the target 1 space. Other Item (Trinket}: Exhaust chis card during your turn. If you are within 3 spaces of a Search token, immediately gain 1 movement point. ~: Exhaust chis card to perform a search action. While chis card is exhausted, you may perform 1 attack during your turn without using an action. Exhaust chis card during your turn immediately after performing a search action to gain movement points equal to the number of Search cards you have (facedown or faceu ), u to a maximum ofS. While chis card is exhausted, you may move through enemy figures. You gain + 1 Stamina, even while chis card is exhausted. Exhaust chis card during your turn to look at the top 3 cards of the Search deck. You may return the cards to the

    ----;top of the Search deck in any order you choose. Exhaust chis card wlien you are cargecea oy an attack, before

  • CLASSES WrLDLANDER lE

    Name XP Nimble Start Yew Shortbow Start Accurate 1 Danger Sense 1 Eagle Eyes 1 Bow Mastery 2

    First Strike 2

    Fleet of Foot 2 Black Arrow 3 Running Shot 3

    ~ Rules

    2

    2

    Each time a monster moves into a ~ace adacent to you, you may use this card to move 1 Sace; then, the monster may continue its activation. Two-handcdRangedWcapon (Bow): Add 1 blue die and 1 yellow die to your attack pool. Jl: +2 Range : +1 . Each time you perform n attack with a Bow, you may reroll1 ower die (limit once 2er attack) .

    ~: Exhaust this card to force the overlord to discard 1 Overlord card from his hand at random. When you 2erform an attack with a Bow, friendly figures do not block your line of sight. When you attack with a Bow, you may exhaust this card to add 1 Jl to the results. During the overlord's turn, immediately after they choose a monster to activate, you may exhaust this card to perform an attack targeting that monster with a Bow. After this attack is resolved, if the monster was not defeated, it may continue its activation. Each time you suffer 1 ~ to gain 1 movement point, you instead receive 2 movement points. Each time you use Nimble, you may move 2 spaces instead of 1.

    ~: Perform an attack with a Bow. This attack gains + 2 Range. If you deal less than 3 (after rolling defense dice), deal 3 instead (unless the attack misses). Each time you perform an attack with a Bow, you receive 2 movement points before or after the attack. If you have Heavy Armor equipped, you receive only 1 movement point before or after the attack.

  • CHARACTERS Name ~ ~ t ~

    ~ "'*~ Hero Actions and Heroic Feats

    Action: Each time you perform a rest action, you may immediately discard 1

    Grisban the Thirsty 2E 3 14 4 Gray 3 5 2 1 Condition card from yourself. Feat: Use during your turn to perform 1 attack action. This is in addition to your 2 actions on your turn. Action: Each time you are attacked by a monster and suffer at least 1 , you

    Orkell the Swift SN may move 1 space after the attack.

    5 10 5 Brown 2 4 1 4 Feat: Use during your turn, while you are knocked out, to perform a stand up action. Then, you may either recover all or move each monster adjacent to ):OUr fl~re 1 SP.aCe. YOU can still perform 2 actions this turn. Action: During each of your move actions, you may move through spaces containing monsters by spending 1 additional movement point for each

    Pathfinder Durik LR 5 10 4 Gray 2 3 2 4 occupied space. Feat: Use when you move out of a space containing a monster to immediately perform an attack targeting that monster. This attack does not require an action and gains: ")I: Pierce 3." Action: If you roll an X during an attack roll, you may suffer 1 tl to reroll1

    Reynhart the Worthy LW 4 12 4 Gray 4 3 1 3 attack die (limit once per attack). Feat: Use after rolling an X during an attack roll to recover all of your tl and to reroll anx or all of the dice in xour attack pool. Action: If you have not moved during this turn, you recover 2 tl at the end of

    Syndrael 2E your turn.

    4 12 4 Gray 2 4 3 2 Feat: Use during your turn to choose a hero within 3 spaces of you. You and that hero may each immediately perform a move action. This is in addition to the 2 actions each hero receives on their turn.

    2E: Descent 2nd Edition Base LR: Labyrinth ofRuin L W: Lairofthe Wyrm SN: Shadow ofNerekhall TF: TroUkns

  • CLASSES BEASTMASTER LR Name XP ~ Rules

    Start ~:Place your Wolf familiar token in an empty space adjacent to you. You may only control! Wolf at a time. You may discard your Wolffamiliartoken at any time "-:-;---:---::---------;:-------'d~u;;;r=ing Y.Our turn.

    Start One-handed Mdcc Weapon (Exotic}: Add 1 blue die and 1 red die to your attack pool. Reach. J(: Pierce 1. '=~-----cS'"'ta-r""t ----;;O"'n""t:-.-nran ..... doT'"lr.M.Oi""CJ.t"cc-.;Wc;n~,.: '11 (BJii:/C): Aa 1 b ue aie ana 1 green aie to Y.our attacK._E_o_o"l.- ITl""tl'n-e ""ta-r-ge""t"li-as-an-y""""nu-m....--er-o"i"aJ'a-m-a-g-e-toor;KI"'e""n-s,""ili'L"'Is-a""tt""a-cKf""'~r:i:-n-s:""~~, ""+-;;3-..;o;-;;.",.....

    Start Familiar: Speed 4. Health 3. No dcknsc dice. Mdcc Attack: Add 1 blue die and 1 red die to the tiuniliar's attack pooL This familiar is treated as a figure. It may perform 1 attack action during its activation. Each attack made by this familiar gains: " : Pierce 1." ..-..c-""-.-----------;-----oo2--~~:~P~e;.;r~fo:;.r;.;m=an=a.;;.tt;.;a~ck. If ou are aifacent to your Wolf, Y.OU may reroll ~l ;.;a;.;tt.;_a""'ck:i.;.,d"ie;;.. "'T~h~i:;_s ;;.at-t-ac"'k:_g_a~"'-n-s:"""c-:o'": "'R,...o"llc-cl,-re~d.--d"i,..e-a-n"'d-a"'d,.,d'"t"h-eco~...--r-o"ll-edco-to-o-u-r-a-t-ta-c"'k:-r-es-iil-.--rs-."" ---.

    Stalker Immediately after declaring the target of your attack, you may move your Wolf 1 space. Additionally, a monster cannot declare your Wolf as the target of an attack if it could legally target a hero figure instead.

    r-SlUV1V--. -alis- .- t-------------yv-ou_ g..,.ain' + 2 Healtli. Eacli he'""r_o_a..,a"'ja-c-en- t""t_o_y_o_u_r "W"o'"'l~~"f-aa.,d"s-l;-aa'd"i~ti-on-a"~l'b-ro-w-n-a"'ie-t""o""t.,li-e'"ir-a'"e7'fe-n-se-p-o-o..,l~. Wll""'""il~"e_y_o_u-r"W"o'"Tl'f"'is-a-a"'ja-c-en-t""t""o-a..,ii~"'e-r-o-, y-o-u-r"W:urrol"f~a"'adS-.-.---..., additional brown die to its defense ool.

    Feral Frenzy 2 2 ~: Exhaust this card to perform an attack. After resolving the attack, your Wolf may immediately perform an attack. While this card is exhausted, each hero attacking a monster ad' acent to you or your Wolf may add 1 green die to his attack pool.

    Savagery 2

    Each time a hero performs an attack: that targets a monster adjacent to yo:;_u;_r;.:;W='o"'l'"f,'li_e_m-ay-ad"d...-;-I-a"'d"d~itc-io_n_a!co-gr-e_e_n-d"i:-e-to__,li-ois-a-t-ta-c"k:-poo-.,l...,E"'a-c"h-t--;im-e-y-o-u-r"'W'"'"o"lf~pe-r'"o-rm-s-an--. L------------------:a~t~ta:::c~k::t::'h"'ia~t ~ta;;-r,gets a monster adjacent to a hero figl,!re, your Wolf may add 1 additional gJ:c.;e:::e~n;.;d:::i;;;;e~to=it::;s.:;a;;;;tt::;a::;ck:::._;:.:;o.:;o.::l.--=~:-----:--..:----..----:-':":"'"--:----_,

    Shadow Hunter 2

    Changing Skins 3

    Predator 3

    BERSERKER lE

    Your Wolf adds 1 additional gray die to its defense pool. Before activating your Wolf, you may choose to perform a Mdcc attack with it, using two red dice and two green dice as its attack pool. Then your Wolf is defeated . .,., Exnaust this cara to per orm an attacK as 1 you occup1ea your Wolfs space. Wnile this cara is exnaustea, eacli attacK you or your Wolf pe

    : +5 ." You and your Wolf each gain +4 H ealth. Whenever you stand up or are revived by another hero, you recover 2 additional . Your Wolfs attacks gain: "J(: +1 . J(: You recover 1 ~. "

    Name XP ~ Rules Chip~ Grcata.xe Start Two-handed Mdt:t: W~n (Arc}: Add 1 blue die and 1 red die to our attack ool. : + 1 . !!_: + 1 . ~ Start ~: Perform an attack with a Mdcc wea on. This attack gains + 1 .

    a.o::B::.ru::. "'ce= -._ --------------------------------------""It----------------_-_Y~~o:;, -u;;g-a,-in-+-,4""H.-eal....,th,-."'W=h-e-n-ev_e_r_o_u_s-ta-n~~-uE_o_r_a-re_r_e-v"'iv..,.e:;,a"b-y-a-n-o-ti-h-er-h.-e-r-o-, -y':"'o-;u~-r~e-;,c-o~-v:.;.-e::.:r-::2~-a::d;-;I,....~t"""i::::o'?:n-;al:"'~~-o.;-=-~-=-~~-=--=--=--=--=--=--=--=--=--=--=--=--=-~-=--=--=--=--=-~-=--=--=--=--=--=--=--=--=--=--=-~-=--=--=-~-=--=--=--=--=-~-:: Counter Attack After an adjacent monster resolves an attack that affects you, exhaust this card to perform an attack with a Mdcc weapon against the attacking monster. After this attack

    is resolved, if the monster was not defeated, it may continue its activation. ""---------~------:2:....-=E"?Xh~au~s::;t.:;t::,:li.:;:is;.;c::;a;;;ra::..;;:a;;;:u,:.:ri?'ng your turn to clioose a monster adjacent to you ana test . If }'c_;;O;.;U= a:::S;;,S ""t::,:li;;;;e""m'"'o"'n"'s;.;te;::r'"'i:::.s.:.lm= m:.:.O;::D:;.:i:;.:li:::ze;::a:::-----------------...1

    2 2 ~: Move up to your Speed and then perform an attack with a Mdcc weapon. '----------

    2-----rE""a-;cli;-ti""m- e- you perform an attacK with eitlier 1 Mdt:t: weapon witn 2liand"i-co_n_s_o- r""2"'M.:-."d.=cc- w-e-a-po- n-s -w"'it'~n-...1 "li-a-na.,..,.ic_o_n_e_a_c"n-, y_o_u_m_a_y_e_Xli.-au-s~t~t'h"'is_c_a-ra~to-add'l"i'l-'j(=~to"""'ili-e..,

    results.

  • CLASSES CHAMPIONLW Name Hom of Co~ Valor of Heroes

    XP Start

    Start

    ~ Rules Ocher lt1:111 (Trinket}: Exhaust this card during your turn and choose another hero within 3 sEaces of xou. The chosen hero ins 1 valor. Each time you defeat a monster with an attack using a Melee: weapon, gain 1 valor. Before rolling their attack dice, a hero may spend 1 valor to add 1 to their attack results (limit once per attack) .

    r----------------------S-ta_r_t ______ ~Tl~~~nTan~~7~-r,Afo~dee~~~~~~o-,(B~~~~~c)T:-A~a7T71~oTu-e-r.i-e-an-aT7I-r-ea~a~ie_t_o_y_o_u-ra-t~ta-c~k-p_o_o~l.~B"e-.f.~o-re_r_o~ll~in_g_y_o_u_r_a~tt-ac~k~i~c-e,-y-o_u_m_a_y_s_u~e-r 7I ~~~t~o-a-,and~I~~~~to-y~o~u~r-a~tt~a-Ck~--~ results. : +I ~.

    Inspiring Presence

    Exhaust this card when you would suffer any amount of (from any source). You may spend up to 3 valor to reduce the suffered by 1 for each valor spent. Each time you aefeat a monster, each other hero within 3 spaces of you gains I valor. Before rolling their defense aice, a hero may spend I valor to aad 1 .~t;.;;o;.;;ili.,..e""ir----, defense results (limit once er defense roll). Each time a hero within 3 spaces of you (including yourself) performs an attack, their attack gains: ")I: Gain I valor." In addition, you may spend 1 valor to allow a hero within 3 spaces of you to reroll a failed. test (once per._ test).

    ~: Eidiaust thiS cara to move up to your Speea an p""e-r,.,fo_r_m __ an--a~tt-a"~ck~"""w""it'ln-a-.M.""~"ee--w_e_a_po __ n--. I"f~t ... n'"'is-a-tt~a-c.-a"e7fe-a-ts_a __ m_o_n_s~te_r_, e-a-c'i'Ji"'n_e_r_o_w""i..,t ~"'i"'n'"'3'"s_p_a_c-es-o~f"'y_o_u_(,.in._c..,li"'u"lru~n-g...., ._ ________________ ..;~o:;;u~r,.se~l;Lf)'..:m=ay either gain 1 valor or recover 1 ~.

    After the overlord completes a monster group's activation, a hero within 3 spaces of you (including yourself) may spend 2 valor to exhaust this card and immediately Motivating Charge 2 2

    No Mercy 2 erform an attack.

    Stoic ReSOlve 2 o..::;=:===.:...------....:.-----'E':'a"ic":h~t"';i :.:.m"'-e you or a hero within 3 S aces of you S enOs any numDer of valor, OU or 1 hero aajacent to )'c.;;O;.:;U':'m~ay1_.:.;re:;:C;.:;O;.;.V-"er:..:,I -';~:.:.---:-----:---':':"'"------:--.....! Add 1 brown die to your defense pool (even if this card is exhausted). Exhaust this card when a monster declares an attack targeting you or a hero adjacent to you and spend any number of valor. For each valor spent, add I gray die to the target hero's defense pool. For the Cause 3

    Valorous Strike 3 Eac time you gain valor, you may insteaa place a aamag'""e""'t~of"e_n_o_n~t ... h .. IS-Cr~a~ra".~A.-fi~er_o_n_e_o..,.y~o-u_r_a~t~ta-c~'k-s -w""it'ln_a_M."il'eJ.=ee __ w_e_a_p_o_n-.a~"e-.al~"s-a~t "le_as_t~Ii"'i.-t(~a=--=--==--'TI""'"\"., you may exhaust this card to deal + 1 for each damage token on this card. Then, discard all damage tokens from this card.

    KNIGHT 2E Name XP ~ Rules

    =:---------;;:;.St::::a~rt::-------O=n:::;,e-~h;::an=ded::::..Afo='d.::;:ee::::..~~~n 'Blade}: Add 1 blue die and I red die to our attack Eool. : You rna force the targ~et:.,t~o_.r.:;e.:,;ro;:.:ll:.:.,I ,;::d~ef.~e:,:ns~e.,.d;:.i::;e ..... ____________ ~----....1 ~: Choose another hero within 3 spaces of you who has a monster adjacent to them. Place your hero figure in the closest empty space adjacent to the monster and Oath of Honor Start perform an attack with a Melee weapon against that monster.

    r-..W"'OOdC- ,...n-.S"hi' 'el-..d-----"'S-ta-r-t ---On~hanaii:/ ShiCld: Eidiaust this cara afte'"'r-ro..:,ll""i.;..n_g'1d--cef."'e;..n...;.se.;..a,:;i-ce- t-o- a-d"'a I' I_.t-o-t"'h-e -re-s-ul,.t-s.-----------------------------. Advance 1 After defeating a monster with an attack using a Melee weapon, exhaust this card to move up to your Speed and perform an additional attack. .-C-~----------------,Er-Xh-.-a-u-st-.d'""'ii-s ""cara to clloose a monster in your line of signt ana place your hero token on it. Wnile tllis cara is eXha_u_s-te-a~", -eac_,h_a_t-ta-c"k_pe_rt.7o_r_m_e-a"!i~"y-y-o-u-o-r "~ili~e-m-o-n-st~e-r,---w L------------------w;.;.ho;e;:.:nc:....:;ta"'-!rgeting each other, ains + 1 .

    When a hero adjacent to you is targeted by an attack, use this card to instead declare yourself as the target of the attack. Range and line of sight are still measured to the Defend

    Defense Training 2

    Guard 2 2

    2

    3

    3

    targeted hero's space. As long as you have a ShiC/d equippea, aad 1 aaditional brown die to your aefense pool (even if this card is eX:Iiaustea). When you woiila eXhaust your equipped (such as to use the Shield's ability), ou may exhaust this card instead. When a monster moves into an empty space adjacent to you, exhaust this card to interrupt that monster's activation and perform an attack with a Melee weapon. After this attack is resolved, if the monster was not defeated, it may continue its activation. While you nave a Slilel. equippea (even 1f eldiaustea), eacn of your attacks witn a Melee weapon gain: " : Cnoose a monster adjacent to you. That monster IS Stunned." At the start of your turn, if you are adjacent to ad east one other hero, you and each other hero ad acent to you recover 1 ~. You gain + 2 Health. When you are aefeatea, you may immediately move up to your Speed ana perfOrm an attack: with a Mdee weapon. After ilie attaCk: is resolve

  • CLASSES SKIRMISHER SN Name XP ~ Rules Dual Strike Start 2 Exhaust this card when you perform an attack, before dice are rolled. If you have 2 Melee weapons with 1 hand icon each equipped, add 1 Jl to the results. You may use L------------------'t~h;=-e . !f.. abilities on both wea ns duringc.;t=-:h-=:e~a"'tt"'a~ck:"'.'----;--:--;';'-""';7------:--"':""'::-::------:c:--"':""'-:-:------::::--:--;---;-----:;----;;------;-:---' Jagged Handaxe Start One-handed Melee Weapon (Axe}: Add 1 blue die and 1 yellow die to your attack pool. Before you roll attack dice, you may suffer 1 ~ to replace the yellow power die

    with 1 red power die. : Pierce 1. ..-..c--..-.- .--------.-S-ta_r_t ----,O"n_c-:_,h,..an_,aeil Mdee W~n (.A.re): Add 1 blue die and 1 reen die to our attack R2ol. After ou roll attack dice, you may suffer 1 ~to reroll1 wer die.

    1 A ply+ 2 to your H ealth. Each time you stand up or are revived by another hero, you may immediately move up to your Speed. ~~~~=;.:,:;;;..._ ______ 1;---?"""-iE"'xh"' aust this cara when you resolve an attack that aealt at least 1 ~ to a monster after the aefense roll . That monster suffi;..e;.;rs;.;1,:-aa"d"i"'ti'""o-n-aJ"~---an-a..--cis""'B~I'"e-eOi"''""n-. ------. 1 Each attack you perform with a Blade or Axe weae,gains Pierce 1. :~..-------r:2:;-----,E"'a-c"h-t"'im_e_o'-u-.defeat a monster with an attack: using a M."~"d.=ee-w_e_a_o_n-w"'i..,th;-,1 .,h-a-n"~d"i-co-n-,-y-o_u_r_e_co_v_e_r"'1~iiii"a-n-d.,..,1-~7'.---------------------

    Ever in Motion

    Unrelenting

    Carve a Path

    Unstoppable

    2 When you are knocked out, you may place your hero token in an empty space within 3 spaces of your hero figure (even while this card is exhausted). Exhaust this card at the start of your turn to discard a Stunned or Immobilized Condition card.

    2

    3

    3 3

    Exhaust this cara after resolving an attack with a Mdee weapon with 1 hand icon. Perform an attack that targets one of the same monsters wit a different Mi:/ee wea on with 1 hand icon. Apply+ 1 to your Speed. ~: Move up to your Speed, then perform an attack. During this movement, you may move through spaces containing enemy figures. This attack affects each monster you moved through during this action.

    ~---~---~------~~----~~-----.-----~~-.---~----~~--~---, Apply+ 1 to your Stamina. Each time you perform an attack: with a Mdee weapon, after dice are rolled, you may change each X resiilt to another resiilt of your choice.

    Healer Player Aid (without conv kit)Healer Sheet Final Character Tables (without conv kit)Healer Sheet Final Class Tables pg 1Healer Sheet Final Class Tables pg 2Healer Sheet Final Class Tables pg 3

    Mage Player Aid (without conv kit)Mage Sheet Final Character Tables (without conv kit)Mage Sheet Final ClassTables pg 1Mage Sheet Final ClassTables pg 2Mage Sheet Final ClassTables pg 3

    Scout Player Aid (without conv kit)Scout Sheet Final Character Tables (without conv kit)Scout Sheet Final ClassTables pg 1Scout Sheet Final ClassTables pg 2Scout Sheet Final ClassTables pg 3

    Warrior Player Aid (without conv kit)Warrior Sheet Final Character Tables (without conv kit)Warrior Sheet Final ClassTables pg 1Warrior Sheet Final ClassTables pg 2Warrior Sheet Final ClassTables pg 3