band5
band5
1 4 4 3/5 1 4 3 2/4
8 3 4 1/4 3 4 22 8 3 3 1/3 3 3 16
2 3 4 2/5
1 3 5 2/5
8 2 3 1/3 10 4 18
8 2 4 1/4 10 4 16
1 2 3 1/3
1 2 3 1/3
3-15 6 3 1/3 3 3 14
3-15 2 4 2/5 3 3 12
1 2 3 1/3 1 3 3 1/3
Return Fire: A fighter can make this reaction aer they are targeted by an attack action but before
the hit rolls are made if the attacker is within range of at least one of the target's weapons. For each
hit roll from that attack action that misses, allocate 1 damage point to the attacking fighter. For each
hit roll of 1, allocate 2 damage points to the attacking fighter instead.
Runemark Abilities
[Double] Ancestral Fortitude: Until the end of the battle round, add 1 to the Toughness
characteristic of this fighter.
[Double] Master the Skies: Until the end of this fighter's activation, add 1 to the damage points
allocated to enemy fighters with the Fly runemark by each hit and critical hit from attack actions
made by this fighter.
[Triple] Fight for Profit: Until the end of the battle round, add 1 to the Attacks characteristic of
melee attack actions made by friendly fighters while they are within 3" of this fighter. If this fighter is
carrying treasure or is within 3" of an objective, add 1 to the Attacks characteristic of all attack
actions made by those fighters instead.
[Triple] Win Recognition: A fighter can use this ability only if they are within 6" of a visible
friendly Bjorgen undrik and it is the third battle round or later. is fighter can make a bonus
attack action.
UNIVERSAL REACTIONS
Reaction
Counter: A fighter can make this reaction aer they are targeted by a melee attack action but before the hit rolls are
made. For each hit roll from that attack action that misses, allocate 1 damage point to the attacking fighter. For each
hit roll of 1, allocate 2 damage points to the attacking fighter instead.
Take Cover: A fighter that is in cover can make this reaction aer they are targeted by a missile attack action but
before the hit rolls are made. Aer the hit rolls have been made, roll a dice for each critical hit. On a 4+, that critical
hit becomes a hit instead. Fighters with the Mount runemark ( ) cannot make this reaction.
Strike em Down: A fighter can make this reaction when a visible enemy fighter within 1" of them makes a
disengage action but before that fighter moves away. Roll a dice. On a 4+, allocate D6 damage points to that enemy
fighter.
UNIVERSAL ABILITIES
Runemark Ability
[Double] Rush: Add 1 to the Move characteristic of this fighter until the end of their activation.
[Double] Onslaught: Add 1 to the Attacks characteristic of melee attack actions made by this fighter
until the end of their activation.
[Triple] Respite: A fighter cannot use this ability if they are within 1" of any enemy fighters. Remove
a number of damage points allocated to this fighter equal to the value of this ability.
[Triple] Inspiring Presence: Pick a visible friendly fighter within 6" of this fighter that has not
activated yet this battle round. You can activate that fighter immediately aer this fighter's activation
ends.
[Quad] Rampage: is fighter can make a bonus move action up to a number of inches equal to the
value of this ability. en, they can make a bonus attack action.
MONSTER-HUNTER ABILITIES
Ability
[Double] Binding Ropes: Pick an enemy monster within 1" of this fighter and roll a number of dice equal to the
value of this ability. For each 4+, subtract 1 from the Move characteristic of that monster (to a minimum of 3) until
the end of the battle.
[Triple] Go for the Eyes: If the next attack action made by this fighter this activation that targets an enemy monster
scores any critical hits, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by
that monster until the end of the battle.
[Quad] Taunt: Pick a visible enemy monster within 6" of this fighter and roll a number of dice equal to the value of
this ability. If a 4+ is rolled on any of the dice, then until the end of the battle round or until this fighter is taken
down, attack actions made by that monster must target this fighter.
MONSTER ABILITIES
Runemark Ability
[Double] Monstrous Reach: Until the end of this monster's activation, do not count the vertical
distance when measuring the range for attack actions made by this monster.
[Triple] Drag and Maul: Pick a visible enemy fighter within 6" of this monster. Remove that fighter
from the battlefield and set them up within 1" of this monster. en, roll a number of dice equal to
the value of this ability. For each 4+, allocate 3 damage points to that fighter.
[Quad] Demolishing Rampage: Pick a terrain feature within 1" of this monster. In an order of your
choice, place each objective, treasure token and fighter that is on that terrain feature, and on any
other terrain feature that is on that terrain feature, on the battlefield floor in a location of your choice
as close as possible horizontally to its current location. en, in an order of your choice, each fighter
placed on the battlefield in this manner suffers impact damage. en, remove the terrain feature(s).
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