Box 1: Guardians of the Amyhelin
Deepwood Archers (9 figures)
2/2/3 4-cost 4 range
Infantry-Ranged-Archer
Crack Shot: When a [lore] result is rolled, before committing any dice, deal 1 damage to the enemy per lore rolled, then reroll the dice with lore results, without repeating the Crack Shot process again.
Darnati Warrior (12 figures)
2/2/4
Infantry- Melee
[Heroic]-Overpower: Spend X+1 lore to deal X damage (Max X=3. Limit once per attack.).
Knight of the Tears (9 figures)
3/3/3 6-cost 3-range
Cavalry-Ranged
Horseback Archer: This unit may perform an attack before moving. If they do, they cannot attack during the attack phase.
Expert Focus- When attacking, if no enemy units are adjacent to this unit, you may commit [heroic] results to cause one damage.
Blackwood Guardians (6 figures)
(These are half-tree, half-elf, protectors of Blackwood. Think Rune Golems for Latari)
2/3/3 6-cost
Melee-Elite
Thick Bark: Do not resolve damage dealt to this unit until after it resolves retreats. Before resolving damage, roll 2 dice. Cancel 1 damage for each
result rolled.
[heroic]-Root Magic: Deal a root token to enemy. Rooted units may not move, cannot resolve retreats, and lose all abilities. Spend two to remove the root token when ordering the unit, just like every other condition token.
Forest Guardian (1 figure)
1/4/6 8-cost
Melee-Legend
Monstrous: This unit may not enter building hexes, and blocks line of sight for units on hills (but not Behemoths)
Branches: This unit may perform melee attacks against units two spaces away. These attacks may still be countered.
[heroic]-Crush: Deal one damage if the enemy isn't weak. Either way, deal one retreat.
Box 2: The Brightvale Elite
Deepwood Archers (9 figures)
2/2/3 4-cost 4 range
Infantry-Ranged-Archer
Crack Shot: When a [lore] result is rolled, before committing any dice, deal 1 damage to the enemy per lore rolled, then reroll the dice with lore results. Do not repeat this process.
Laynwood Rangers (9 figures)
2/2/3 4-cost 3 range
Infantry-Archer-Ranged
Navigation: When this unit enters a hex that would end movement, do not end movement (unless it has no movement points left)
Hunters: At the start of the game, assign one "hunted" token to up to three enemy units, BEFORE the deployment cards are revealed. You only assign the tokens to three units, no matter how many units of Rangers you have. Hunted tokens may never be removed, except upon enemy death.
[heroic]- Hunting Instincts- When attacking a unit with a hunted token, deal 1 damage. You may commit any number of [retreat] results against units with a hunted token this combat to deal 1 damage each.
Storm Sorceresses (9 figures)
2/3/3 5-cost 3 range
Infantry-Ranged-Caster
[heroic]-Word of Vaal: Choose an enemy unit within two hexes. Move that unit one space in any direction. Then, a friendly unit may move up to one space, so long as it ends its move in the space just vacated. This is not a retreat, and so cannot cause damage. You may trigger this against supported units therefore.
[lore] Amplify- If this unit is within one space of a forest, gain one lore for each enemy unit within three hexes of this unit in line of sight of this unit. You MUST commit all lore dice to use Amplify. (Max 5 lore)
Leonx Rider (9 figures)
3/3/3
Calvary-Melee
[heroic]- Booming Roar: Enemy takes a "confused token". Units with a confused token are considered weak, and before countering, roll a die. On a pierce, strike, or cleave result, they counter as normal. On any other result, they suffer a damage and cannot counter. You may pay 2 lore following the same rules as a stun token to remove the confused token. A unit may not have more than one confused token.
Spear Throw- Instead of attacking normally, perform a 3 dice ranged attack against a unit at range 1-2. You may not trigger Booming Roar during this attack.
Pegasus Rider (1 figure)
3/3/5 8-cost
Melee-Legend
Flying
[heroic]-Inspire: Place a Leader token on a friendly unit within two hexes of this unit. Inspire tokens may be spent by the unit that has it to reroll two of their attack dice.