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STA 2
SKILLS COMBAT ARTS SPD 6
Dual-Wield Assassination IV
OFF 17
Flicker
Infiltration II DEF 8
Stealth II
ACC 10
INT 13
AG 16
T 10
NAME EFFECT PW RCH STK TYPE QTY WGT ARM 1
Armor-Piercing,
Mastercrafted +1 STK when used
T-2 0
Melee,
STA+1 Weapon 2 0 HP 1
Piercing Dagger against a model in
Crouched state. M 8
Swift Guerrilla Exploiting Mastery of Unfavorable
STRATAGEMS: Retreat Tactics Weakness Poisons Terrain
Recruitment Cost: 22pts Limit: 1
- Stealth II. I: When this model activates it does not provoke a Reaction from enemy models that do not have LoS to it, regardless of
whether this model is within an enemy model’s Awareness or not.
II: You may deploy this model in the Shrouded state. If no enemy model has LoS towards the User, this model may re-enter
the Shrouded state during its Strategic phase.
- Infiltration II.: During the Deployment Phase:
I: You may deploy this model up to the middle line of the field (on your half of the field).
II: You may deploy this model anywhere outside of the opponent’s Deployment Zone.
- Armor-Piercing: When making a Damage Roll for a Hit with this trait you only add halved ARM value.
- Dual Wield: A model with this skill can equip a 2nd (Melee) Weapon in place of a Shield. Both weapons must have a RCH of 1
or less and must not have the Two-Handed trait. This skill allows the model to re-roll a single Melee Attack roll. This model
must decide which weapon’s PW and Strike values to apply during an Attack action.
- Flicker: When this model declares a Movement it may move through obstacles and other models as if they were not there. It
may move in any direction (even vertically) however the total distance moved is always measured in a straight line between
the model's start and end positions. The model cannot end its Movement on top of another model or within an obstacle. If
the model ends its Movement in mid-air, you must instead place the model on the table directly underneath and test for Fall
Damage. Enemy models may only react to this model if they can draw LoS to this model when it performs an Action or this
model moves into their Awareness.
STRATAGEMS
Assassination IV NAME EFFECT TYPE
Selected level’s effect is applied to this model’s Attack. Swift During the End Phase when in the Active Role,
Retreat Assassins and Rogues may perform a Normal Authority
I Aiming for the Vitals: User’s Attack gains +6 Movement.
PW. Guerrilla Assassins and Rogues gain the Hit and Retreat and Authority
Tactics Backstab skills.
Cunning Precaution: User’s Attack gains Poison I Exploiting Unsuccessful Damage Rolls against target model may be Subterfuge
II
trait. Weakness re-rolled once.
III
Overwhelming Assault: User’s Attack gains +1 Mastery of Attacks of Assassins and Rogues gain the Poison I trait.
Affected models that already have these, receive the Authority
STK. Poisons Poison II trait instead.
Decisive Blow: In the Active Role, User’s Unfavorable Enemy models suffer -1 SPD.
IV Terrain Subterfuge
successful Attack rolls become Critical Hits.
(ASSASSIN) (RANGER) Size: Medium STA 2
TRAITS SKILLS COMBAT ARTS SPD 6
Survival (Forest, Stealth II Assassination I OFF 13
Difficult) Infiltration I
DEF 8
Advantage (Beast) Climbing
Tracking ACC 14
INT 10
AG 13
T 10
NAME EFFECT PW RCH STK TYPE QTY WGT
0-20: 0 STA Ranged, ARM 2
Short Bow Two-Handed T 1 2
21-40:-6 Weapon
Short Melee, HP 1
- T 0 STA 1 1
Sword Weapon
Throwing, M 10
Dagger +1 STK when used T-3 0 STA Melee, 1 0
against a model in Weapon
Crouched state.
Recruitment Cost: 19pts Limit: 2
- Duelist: The target of this model’s Attack Action cannot use its Combat Arts of level III or less.
- Dual Wield: A model with this skill can equip a 2nd (Melee) Weapon in place of a Shield. Both weapons
must have a RCH of 1 or less and must not have the Two-Handed trait. This skill allows the model to re-roll
a single Melee Attack roll. This model must decide which weapon’s PW and Strike values to apply
during an Attack action.
- Dash: In its Movement step, this model may perform a Run Special Movement with a STK 1 Melee Attack
(that cannot be modified) at the end of its movement path.
Fencing II
Selected level’s effect is applied to this model’s Attack.
-Demon: When this model deals a Wound to a model, that model must perform a Morale roll. If failed, the
wounded model becomes Panicked (state) until the end of the turn. If this model scores a Critical Hit, the hit
model automatically becomes Panicked (state) until the end of the turn. This model’s Attack receives +4 Modifier
when declared against a model in the Panicked state. This trait does not work against other models with this trait.
- Inspiring I: Other allied models within this model’s Awareness and with the same Affiliation gain +6 Morale.
- Affinity (Element): A model with this trait can cast (Element) Spells.
- Charm. I: When an enemy model declares Reaction against this model, it must first perform an Intellect roll. If
it fails the roll, it may not declare any Normal Action other than Nothing until the end of the Activation
Sequence.
II: On a failed Intellect roll, the enemy model must also perform Walk towards the user for its entire Speed
value (if possible).
- Foresight: When this model becomes a target of an Attack in the Reactive Role, it can postpone its own Reaction
step until after the attacker’s Action step.
- Flight: The user may enter or cancel the Flying state during its Movement step. In addition, it cannot be affected
by Fall Damage.
- Leap: This model can perform the Jump Special Movement as if it were a Normal Movement. While
performing Jump, its SPD is not halved.
- Spellbound (X): A model or an Item with this trait is enchanted by the Enchantment spell listed in the brackets.
In addition, the Enchantment spell does not wear off, and lasts throughout the game.
Succubi Magic I
FIRE PROFANE
I - Unrelenting Zeal - Agony
- Fiery Fervor - Draining Impulse