oh no its vaporware

Leader + 2 Minions vs Leader + 2 Minions
First Squad acts in full in whatever order you want, then enemy squad, and so on.

1 - Direct; Big, simple 'melee' type attacks. Low cost and easy to use
2 - Tricky; More complicated sorts of attack, often setting up for further benefits down the line.
3 - Artillery; Magic type attacks. Often high cost, but high powered or AoE
4 - Defensive; Recovery and mitigation
5 - Support; Grants bonuses,
6 - Wild Card; Could be anything! Often used to increase the power of other abilities, though.

KNIGHT - 60HP
- Any round you don't use an ability, recover +5HP.
Sword Slash [1] - Deals 4 damage to a single target. Spend Extra [6]s for +2 damage each.
Power Strike [1] - Deals 3 damage to a single target. Spend Extra [3]s for +3 damage each.
Break Free [1][4] - Deals 4 damage to a single target, and remove any condition from yourself.
Shield Bash [2] - Deals 2 damage to a single target, and they can't attack your minions this round.
Guard [4] - Negate the next attack you receive.
Regroup [4] - You recover 10 HP. Spend Extra [5]s to heal a minion for 5 HP per die.
Provoke [5] - Your minions can't be attacked during your opponents next turn.
Duel [6] - Must be played first. Deals 5 damage to the enemy Leader, and neither your nor their Minions may act this round.

- Minion - 30 HP
Spear Thrust [1] - Deals 4 damage to a single target. Spend Extra [1]s and [6]s for +2 damage each.
Fient [2] - Makes a single target Vulnerable(3), increasing the damage they take until the next turn.
Sweep [3][3] - Deals 4 damage to all targets.
Fall Back [4] - Minion can't be damaged by AoEs this round.
Battle Cry [5] - Minion's next attack does +4 damage. Spend an Extra [3] to effect both Minions.

GUNNER - 40 HP
- Any round you don't use an ability, roll another action die.
Straight Shot [1] - Deals 5 damage to a single target.
Sonic Boom [1][2] - Deals 3 damage to a single target, and makes the unstruck targets Vulnerable(3) until they're next hit.
Target Lock [2] - Select a target. The next time you attack them, deal double damage.
Spread Shot [3] - Deals 2 damage to all targets.
Full-Auto [3][3] - Deals 5 damage to all targets.
Reload [4] - Recover +2 HP, and deal +2 damage during your next turn. Spend Extra [6] for +2 more HP and damage each, and Spend Extra [5]s to effect your Minions, as well.
Hide [4] - You can't be hit by single target attacks during your opponents next turn.
Quick Shot [6] - Deals 4 damage to a single target, then act again if you still have extra dice to spend.

- Minion - 40 HP
Eat Lead [1][1] - Deals 7 damage to a single target.
Prime [2] - Deals 1 damage to a single target, and makes then Vulnerable(3) until they're next hit.
Grenade [3] - Deals 2 damage to all targets. Spend Extra [3]s and [6]s for +2
Spot [5] - Your Leader deals +3 damage with their next attack. Spend Extra [5]s and [6]s for +2 damage each.
Resupply [6] - Roll 2d6, and give both to your Leader. Spend Extra [4]s to add another die each.

WIZARD - 30 HP
- Any round you don't use an ability, your minions deal +1 damage.
Rust [2] - Select a target. They're Vulnerable(1) until destroyed. Effect can stack.
Shock [2] - Deals 2 damage to a single target, and Weakens(2) then, causing the target to deal 2 less damage with their next attack.
Fireball [3][3] - Deals 4 damage to all targets. Spend Extra [3]s or [6]s for +2 damage each.
Heal [4] - Restores 6 HP to a single target. Spend Extra [3]s or [4]s to heal an additional target each.
Empower [5] - One of your minions deals +1 damage until destroyed. Effect can stack
Channel [5] - You deal +3 damage / restore +3 more HP with your next action. Effect can stack
Stun [6] - Select a single minion. It doesn't generate an action die next turn.
Summon [6][4][1] - Summon an additional Minion.

- Minion - 40 HP
Smash [1] - Deals 5 physical damage to a single target.
Wind Up [2] - Deals 2 physical damage to a single target, then roll an additional action die but discard [2]s. Spend Extra [3]s or [6]s to roll an extra die each.
Defend [4] - You take half damage this round, and can take damage in place of your Leader.
Lash Out [5] - Grant your Leader a Spike(4), causing the next creature to attack them to take damage. Spend Extra [2]s and [3]s to increase the Spike by +2 each.
Life Line [6] - You can move HP from anyone in the squad into any other ally as desired. Doesn't create more HP.

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