I have the conversion kit. Questions?

By any2cards, in Descent: Journeys in the Dark

any2cards said:

Since you can interrupt one action with another, it seems to me that you can perform a Leap Attack action with a blood ape, interrupt it to do a move action, and then complete the Leap Attack. Seems to me you could do a lot of damage this way, potentially affecting all heroes with a single attack (assuming you can reach all of them).

I don't have the rules in front of me, but I believe you cannot, in general, interrupt actions. Move actions are exceptional in that they can be interrupted. So you could interrupt a normal move to perform a Leap Attack, but you could not interrupt a Leap Attack (which says to move a certain number of spaces, not to take a Move action) with a Move action.

Thanks for posting all the preview information, by the way. My spreadsheet is filling up!

Draffut said:

I assume the 'counter' attack goes first so that if you kill the monster his attack never goes off? not to bad. What is Eliam's constant power?

I would assume the same. But, as OL, why would you ever choose to attack with an adjacent monster if Eliam has this Heroic Feat activated?

Eliam's hero ability is: While you have 2 melee weapons equipped, each time you attack an adjacent monster and do not roll an X, deal 1 heart to 1 other monster adjacent to you.

exy said:

any2cards said:

Since you can interrupt one action with another, it seems to me that you can perform a Leap Attack action with a blood ape, interrupt it to do a move action, and then complete the Leap Attack. Seems to me you could do a lot of damage this way, potentially affecting all heroes with a single attack (assuming you can reach all of them).

I don't have the rules in front of me, but I believe you cannot, in general, interrupt actions. Move actions are exceptional in that they can be interrupted. So you could interrupt a normal move to perform a Leap Attack, but you could not interrupt a Leap Attack (which says to move a certain number of spaces, not to take a Move action) with a Move action.

Thanks for posting all the preview information, by the way. My spreadsheet is filling up!

Hmmmm …. the leap attach says the following:

Action: Leap Attack: This monster may MOVE its Speed, ignoring enemy figures as it does so. When it finishes its MOVEMENT, perform a single attack taht targets each figure this monster moved through. Each figure rolls defense dice separately. Limit once per turn.

Note the emphasis is mine. Granted, it is not specifically a movement action, but it is an action that includes movement. I definitely understand your position, but I really see that this could be debated both ways.

Let's assume that you are correct. I would imagine that there are still circumstances with the relatively small map, skinny corridors, etc. that such movement will still be able to affect multiple heroes. I think the most interesting aspect is that it does not have to be in a direct straight line like before. So unless you keep your heroes significantly away from each other (making it harder for them to support each other), this still could cause some good mayhem.

any2cards said:

Okay, here's a quick preview:

First, I think the Beastman is somewhat weaker. Command has been changed to read the following: "Each minion within 3 spaces of this monster may reroll 1 die on each of its attacks. Each minion may only benefit from one monster with Command at a time". So, if you roll/re-roll well, you may do better damage, but in the past Command always guaranteed additional damage. Further, Command no longer stacks, so I think this is a significant decrease in its ability. Ravage on the other hand reads as follows "Both of this monster's actions on a turn may be attack actions". Does this balance things? Not sure.

Blood Apes are far more valuable to me.It also has Ravage. In addition it has: Action: Leap Attack: This monster may move its Speed, ignoring enemy figures as it does so. When if finishes its movement, perform a single attack that targets each figure this monster moved through. Each figure rolls defense dice separately. Limit once per turn. Now you no longer have to leap in a straight line. Further, imagine if you use dash on this monster. You could eaily attack all heroes with a single monster attack.

Chaos Beasts are interesting. Morph: When this monster attacks, it uses the dice of a figure (overlord's choice) in its line of sight. If a hero is chosen, the overlord may choose which of the hero's equipped weapons to use. The monster cannot use any of the figure's other abilities, just the dice. Obviously, this is almost Dark Charmish in a way. If a particular hero has a very good weapon, Chaos Beasts good do some serious damage. I realize that the focus of D2e is not necessarily damaging and/or killing heroes, but still …

Ferrox. Action: Leech: Choose a hero adjacent to this monster. That hero must test an attribute. If he fails, roll 1 yellow power die. The hero suffers 1 fatigue per heart rolled, and this monster recovers 1 heart per fatigue suffered.

Hellhounds are potentially far more dangerous. Aura 1. Spend a surge for Fire Breath: Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rolls defense dice separately. Spend a surge for Pierce X. Now breath attacks no longer conform to a specific template. It will be far harder for the hero's to plan to avoid it, as it can take any path (zigzagging, etc.).

Ice Wyrm's could be particualrily bad. Swallow: If a hero is defeated by this monster, remove his hero token from the map and place it on this monster's base. The hero cannot be revived until the monster is defeated, at which point his hero token is placed in one of this monster's spaces.

Kobold's are kind of funny. Scamper: This monster may move through spaces containing heroes. Split (Master): When this monster is defeated, replace it with 2 minions of the same type in the closest available empty spaces, ignoring group limits.

Medusas could be bad. Spend a surge Immobilize: If this attack deals at least 1 heart (after the defense roll), the target is immobilized. Spend a surge: Poison: If this attack deals at least 1 heart (after the defense roll), the target is Poisoned. Spend a surge Stun: If this attack deals at least 1 heart (after the defense roll), the target is stunned.

Some monster abilities have been modified to fit within the new game. Some masters are Undying. When they are defeated, a minion automatically pops up in his place, ignoring group limits. Some masters have Bash. Action: Bash: Choose an adjacent hero. That hero must test his Awareness attribute. If he fails, he suffers 3 hearts. Some monsters are stealthy. Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss.

This is the stuff off of the top of my head, although I referenced the cards for the specific text. Hoep that provides some interesting insight.

Thanks for posting this. Great stuff. Some sound pretty nasty.

Then again, when I played the new edition last night, I found that the heroes could just go nova and obliterate an entire monster group in one round. Then all the OL can do is reinforce 1 monster, which usually has to walk onto the map and just sit there waiting to be killed nonchalantly on their turn. And any surviving monster gets klonked with a stun weapon, so it just drools for a round.

So, the big question is, are any of these monsters tough enough to survive the hero-round beatdown? Can anyone of them resist stun?

any2cards said:

exy said:

any2cards said:

Since you can interrupt one action with another, it seems to me that you can perform a Leap Attack action with a blood ape, interrupt it to do a move action, and then complete the Leap Attack. Seems to me you could do a lot of damage this way, potentially affecting all heroes with a single attack (assuming you can reach all of them).

I don't have the rules in front of me, but I believe you cannot, in general, interrupt actions. Move actions are exceptional in that they can be interrupted. So you could interrupt a normal move to perform a Leap Attack, but you could not interrupt a Leap Attack (which says to move a certain number of spaces, not to take a Move action) with a Move action.

Thanks for posting all the preview information, by the way. My spreadsheet is filling up!

Hmmmm …. the leap attach says the following:

Action: Leap Attack: This monster may MOVE its Speed, ignoring enemy figures as it does so. When it finishes its MOVEMENT, perform a single attack taht targets each figure this monster moved through. Each figure rolls defense dice separately. Limit once per turn.

Note the emphasis is mine. Granted, it is not specifically a movement action, but it is an action that includes movement. I definitely understand your position, but I really see that this could be debated both ways.

Let's assume that you are correct. I would imagine that there are still circumstances with the relatively small map, skinny corridors, etc. that such movement will still be able to affect multiple heroes. I think the most interesting aspect is that it does not have to be in a direct straight line like before. So unless you keep your heroes significantly away from each other (making it harder for them to support each other), this still could cause some good mayhem.

Just looked through the rules and the only action that the rules say can be interrupted is the movement action.

Unclechawie said:

Just looked through the rules and the only action that the rules say can be interrupted is the movement action.

I understand this. What is a movement action? An action that involves movement. What is a Leap Attack action? An action that involves movement. Just saying.

any2cards said:

Unclechawie said:

Just looked through the rules and the only action that the rules say can be interrupted is the movement action.

I understand this. What is a movement action? An action that involves movement. What is a Leap Attack action? An action that involves movement. Just saying.

My understanding was that a "Move" was the innate action available to all characters wherein they move their speed.

Leap Attack would be the "Leap Attack" action, a unique action that, while involving movement, is not the "Move" acton.

An Move action is an action that allows your Hero to move up to his move speed. A Special action allows a hero to perform an special abilities on his card or on items (or Use a Skill action if it's a skill card). So, no, you cannot interrupt a special ability that involves a move action to perform another action.

KristoffStark said:

My understanding was that a "Move" was the innate action available to all characters wherein they move their speed.

Leap Attack would be the "Leap Attack" action, a unique action that, while involving movement, is not the "Move" acton.

This is my understanding as well.

A Movement action is specifically defined in the book as being able to move up to your speed, and the only interruptable action. Leap gives you the ability to move and do other stuff, but is not in and of itself a Movement action. This is the same reason why Syndrael's Feat is not interruptable as well.

Draffut said:

wow, no hero at all has a 5 willpower. Pretty interesting that 2 champs start with black defense though as that makes them extremely tough. And one warrior uses a Brown defense? Wierd, must have a defensive feat to comphensate.

Remember that one of the warriors with the black die should be Nanok of the Blade though, and he won't be able to wear armor if they translated him accurately. I have no idea of who else would have a black die though.

any2cards said:

Draffut said:

I would assume the same. But, as OL, why would you ever choose to attack with an adjacent monster if Eliam has this Heroic Feat activated?

To trick him into using all of his fatigue?

CrazyJ said:

Draffut said:

wow, no hero at all has a 5 willpower. Pretty interesting that 2 champs start with black defense though as that makes them extremely tough. And one warrior uses a Brown defense? Wierd, must have a defensive feat to comphensate.

Remember that one of the warriors with the black die should be Nanok of the Blade though, and he won't be able to wear armor if they translated him accurately. I have no idea of who else would have a black die though.

The two heroes with black defense die are:

Hugo the Glorious Archtype: Warrior

Speed: 3 Hearts: 12 Fatigue: 3 Defense: Black Die

Willpower: 4 Might: 4 Knowledge: 1 Awareness: 2

Hero Ability: If you do not move this round, you may reroll 1 of your defense dice each time you are attacked.

Heroic Feat: Use at the start of your turn. Double the hearts on your attack roll for each attack you perform this turn.

My Notes: With a black defense die, and the ability to re-roll it if he hasn't moved, should make him a tough nut to crack.

Nanok of the Blade Archtype: Warrior

Speed: 4 Hearts: 12 Fatigue: 4 Defense: Black Die

Willpower: 2 Might: 4 Knowledge: 2 Awareness: 3

Hero Ability: If you do not have any armor equipped, each of you attacks gains 1 surge.

Heroic Feat: Use when you are attacked, after the dice are rolled. You are not affected by this attack.

My Notes: In D2e, Nanok can wear armor, but if he doesn't, he gains a free surge.

Hu

any2cards said:

Hugo the Glorious Archtype: Warrior

Speed: 3 Hearts: 12 Fatigue: 3 Defense: Black Die

Willpower: 4 Might: 4 Knowledge: 1 Awareness: 2

Hero Ability: If you do not move this round, you may reroll 1 of your defense dice each time you are attacked.

Heroic Feat: Use at the start of your turn. Double the hearts on your attack roll for each attack you perform this turn.

My Notes: With a black defense die, and the ability to re-roll it if he hasn't moved, should make him a tough nut to crack.

But with only 3 movement and 3 fatigue, he is going to be spending most encounters just tryign to keep up anyhow.

any2cards said:

Nanok of the Blade Archtype: Warrior

Speed: 4 Hearts: 12 Fatigue: 4 Defense: Black Die

Willpower: 2 Might: 4 Knowledge: 2 Awareness: 3

Hero Ability: If you do not have any armor equipped, each of you attacks gains 1 surge.

Heroic Feat: Use when you are attacked, after the dice are rolled. You are not affected by this attack.

My Notes: In D2e, Nanok can wear armor, but if he doesn't, he gains a free surge.

Doesn't look to bad. His once per encounter ability looks fun though.

Draffut said:

any2cards said:

Hugo the Glorious Archtype: Warrior

Speed: 3 Hearts: 12 Fatigue: 3 Defense: Black Die

Willpower: 4 Might: 4 Knowledge: 1 Awareness: 2

Hero Ability: If you do not move this round, you may reroll 1 of your defense dice each time you are attacked.

Heroic Feat: Use at the start of your turn. Double the hearts on your attack roll for each attack you perform this turn.

My Notes: With a black defense die, and the ability to re-roll it if he hasn't moved, should make him a tough nut to crack.

But with only 3 movement and 3 fatigue, he is going to be spending most encounters just tryign to keep up anyhow.

So he spends a bunch of time resting every other turn. Its not like he is going to take much damage. LOL

Sorry for any inconvenience but….can I ask about stats and habilities for golems, nagas, ogres, squeletons, razorwings, shades, trolls and wendigos??

Well, I know I'm asking too much!

Thanks in any case for the shared info.

Best regards.

I would like to know about…

Andira Runehand, Aurim, Brother Gherinn, Ispher, Jonas the Kind, Sahla, Challara, Lyssa, Master Thorn, Truthseer Kel, Zyla, Grey Ker, Kirga, Lindel, Red Scorpion, Silhouette, Tatianna, Tetherys, Vyrah the Falconer, Corbin, Eliam, Krutzbeck, Mordrog, Nara the Fang, Sir Valadir, Steelhorns, Tahlia, and Trenloe the Strong.

:D

SonOfEsparta said:

Sorry for any inconvenience but….can I ask about stats and habilities for golems, nagas, ogres, squeletons, razorwings, shades, trolls and wendigos??

Well, I know I'm asking too much!

Thanks in any case for the shared info.

Best regards.

Golem: Melee Traits: Mountain, Building

Act I Minion Monster: Speed: 3 Hearts: 8 Defense: Black Attack: Blue Red

Ironskin Surge: +1 heart

Master Monster: Speed: 3 Hearts: 10 Defense: Black Attack: Blue Red

Ironskin Unmovable Surge: +2 hearts

Act II Minion Monster: Speed: 3 Hearts: 10 Defense: Black Grey Attack: Blue Red Red

Ironskin Surge: +1 heart

Master Monster: Speed: 3 Hearts: 12 Defense: Black Grey Attack: Blue Red Red

Ironskin Unmovable Surge: + 2 hearts

Ironskin: This monster is immune to Pierce and to all conditions.

Unmovable: This monster may choose to ignore any game effect that would force it to move.

Naga: Range Traits: Water, Cave

Act I Minion Monster: Speed: 4 Hearts: 4 Defense: Black Attack: Blue Red

Sorcery 1 Action: Grab

Master Monster: Speed: 4 Hearts: 5 Defense: Black Attack: Blue Red

Sorcery 2 Action: Grab Surge: Poison

Act II Minion Monster: Speed: 4 Hearts: 6 Defense: Black Attack: Blue Red

Sorcery 3 Action: Grab

Master Monster: Speed: 4 Hearts: 7 Defense: Black Attack: Blue Red Yellow

Sorcery 3 Action: Grab Surge: Poison

Sorcery X: After making an attack roll, this monster may convert up to X range to hearts, or up to X hearts to range.

Action: Grab: Choose a hero adjacent to this monster. The hero must test Might. If he fails, he is Immobilized.

Surge: Poison: If this attack deals at least 1 heart (after the defense roll), the target is Poisoned.

Ogre: Melee Traits: Building, Cave

Act I Minion Monster: Speed: 3 Hearts: 6 Defense: Grey Attack: Blue Yellow

Surge: Knockback Surge: +3 hearts

Master Monster: Speed: 3 Hearts: 8 Defense: Grey Attack: Blue Red

Undying Surge: Knockback Surge: +3 hearts

Act II Minion Monster: Speed: 3 Hearts: 9 Defense: Grey Attack: Blue Red

Surge: Knockback Surge: +3 hearts

Master Monster: Speed: 3 Hearts: 12 Defense: Grey Attack: Blue Red Yellow

Undying Surge: Knockback Surge: +3 hearts

Undying: When this monster is defeated, remove it from the map and then replace it with a minion of the same type, ignoring group limits.

Surge: Knockback: Remove the target from the map, then place him on any empty space within 3 spaces of his original space. He counts as entering that space.

Razorwing: Melee Traits: Wilderness, Cave

Act I Minion Monster: Speed: 5 Hearts: 4 Defense: Brown Attack: Blue Yellow

Fly Surge: +1 heart

Master Monster: Speed: 6 Hearts: 6 Defense: Brown Attack: Blue Yellow

Fly Surge: Stun Surge: +1 heart

Act II Minion Monster: Speed: 5 Hearts: 7 Defense: Brown Attack: Blue Yellow

Fly Surge: +2 hearts

Master Monster: Speed: 6 Hearts: 9 Defense: Brown Attack: Blue Yellow Yellow

Fly Surge: Stun Surge: +2 hearts

Fly: This monster may ignore enemy figures and the effects of terrain while moving. It must end its movement in an empty space following normal movement rules.

Surge: Stun: If this attack deals at least 1 heart (after the defense roll), the target is Stunned.

Shade: Melee Traits: Cursed, Dark

Act I Minion Monster: Speed: 4 Hearts: 2 Defense: Black Attack: Blue Yellow

Fly Surge: Pierce 2

Master Monster: Speed: 4 Hearts: 4 Defense: Black Attack: Blue Yellow

Fly Action: Leech Surge: Pierce 2

Act II Minion Monster: Speed: 5 Hearts: 4 Defense: Black Attack: Blue Red

Fly Surge: Pierce 2

Master Monster: Speed: 5 Hearts: 6 Defense: Black Attack: Blue Red Yellow

Fly Action: Leech Surge: Pierce 2

Fly: This monster may ignore enemy figures and the effects of terrain while moving. It must end its movement in an empty space following normal movement rules.

Action: Leech: Choose a hero adjacent to this monster. That hero must test Might. If he fails, roll 1 yellow power die. The hero suffers 1 fatigue per heart rolled, and this monster recovers 1 heart per fatigue suffered.

Surge: Pierce X: This attack ignores X shields rolled on the defense dice.

Skeleton Archer: Range Traits: Cursed, Civilized

Act I Minion Monster: Speed: 4 Hearts: 2 Defense: Brown Attack: Blue Yellow

Pierce 1 Surge: +1 range

Master Monster: Speed: 4 Hearts: 5 Defense: Brown Attack: Blue Yellow

Pierce 1 Undying Surge: +1 range Surge: +1 heart

Act II Minion Monster: Speed: 4 Hearts: 4 Defense: Brown Attack: Blue Yellow

Pierce 2 Surge: +1 heart Surge: +2 range

Master Monster: Speed: 4 Hearts: 8 Defense: Brown Attack: Blue Yellow

Pierce 2 Undying Surge: +2 range Surge: +2 hearts

Pierce X: This attack ignores X shields rolled on the defense dice.

Undying: When this monster is defeated, remove it from the map and then replace it with a minion of the same type, ignoring group limits.

Troll: Melee Traits: Mountain, Cave

Act I Minion Monster: Speed: 3 Hearts: 8 Defense: Grey Attack: Blue Red

Reach Action: Bash

Master Monster: Speed: 3 Hearts: 10 Defense: Grey Attack: Blue Red

Reach Action: Bash Action: Sweep

Act II Minion Monster: Speed: 3 Hearts: 10 Defense: Grey Attack: Blue Red Red

Reach Action: Bash

Master Monster: Speed: 3 Hearts: 13 Defense: Grey Attack: Blue Red Red

Reach Action: Bash Action: Sweep

Reach: This monster may attack targets up to 2 spaces away.

Action: Bash: Choose an adjacent hero. That hero must test Awareness. If he fails, he suffers 3 hearts.

Action: Sweep: Perform an attack. This attack affects each figure within range of this monster's attack. Each figure rolls defense dice separately.

Wendigo: Melee Traits: Cold, Cave

Act I Minion Monster: Speed: 4 Hearts: 4 Defense: Grey Attack: Blue Red

Ravage Stealthy Surge: +1 heart

Master Monster: Speed: 4 Hearts: 7 Defense: Grey Attack: Blue Red

Freezing Ravage Stealthy Surge: +1 heart

Act II Minion Monster: Speed: 4 Hearts: 6 Defense: Grey Attack: Blue Red

Stealthy Ravage Surge: +2 hearts

Master Monster: Speed: 4 Hearts: 10 Defense: Grey Attack: Blue Red Yellow

Freezing Ravage Stealthy Surge: +2 hearts

Freezing: Each time a hero enters a space adjacent to this monster, that hero suffers 1 fatigue.

Ravage: Both of this monster's actions on a turn may be attack actions.

Stealthy: Each attack that targets this monster must roll 3 additional range beyond the normally required amount of the attack is a miss.


Karui_Kage said:

I would like to know about…

Andira Runehand, Aurim, Brother Gherinn, Ispher, Jonas the Kind, Sahla, Challara, Lyssa, Master Thorn, Truthseer Kel, Zyla, Grey Ker, Kirga, Lindel, Red Scorpion, Silhouette, Tatianna, Tetherys, Vyrah the Falconer, Corbin, Eliam, Krutzbeck, Mordrog, Nara the Fang, Sir Valadir, Steelhorns, Tahlia, and Trenloe the Strong.

:D

I am going to assume you are kidding (much like I probably should have done with the person asking for many of the monster's stats).

Not really. I have been making an excel spreadsheet to use for playing this over Forums on BGG, but am still missing some of the new heroes. My own FLGS is being slow in getting it in :( I don't actually expect you to put all those up though, unless you are feeling particularly generous :)

Karui_Kage said:

Not really. I have been making an excel spreadsheet to use for playing this over Forums on BGG, but am still missing some of the new heroes. My own FLGS is being slow in getting it in :( I don't actually expect you to put all those up though, unless you are feeling particularly generous :)

You caught me on a good day ;-). Here is Part 1:

Andira Runehand Healer

Speed: 4 Hearts: 12 Fatigue: 4 Defense: Grey

Willpower: 4 Might: 2 Knowledge: 3 Awareness: 2

Hero Ability: Each time you suffer 1 or more hearts from an adjacent figure, that figure suffers 1 heart.

Heroic Feat: Action: Attack a monster adjacent to you and choose yourself or a hero within 3 spaces of you. he chosen hero recovers hearts equal to the hearts you deal on the attack.

Aurim Healer

Speed: 5 Hearts: 8 Fatigue: 5 Defense: Grey

Willpower: 3 Might: 2 Knowledge: 4 Awareness: 2

Hero Ability: Each time you use a Potion, you and each hero adjacent to you are affected.

Heroic Feat: Action: Use at the start of your turn to draw a Search card.

Brother Gherinn Healer

Speed: 3 Hearts: 12 Fatigue: 3 Defense: Grey

Willpower: 4 Might: 1 Knowledge: 4 Awareness: 2

Hero Ability: Each time you perform an attack, before the dice are rolled, you may suffer 1 heart to gain +1 heart to the result.

Heroic Feat: Use after you defeat a monster to roll 2 red power dice. You and each hero within 3 spaces of you receover hearts equal to the hearts rolled.

Ispher Healer

Speed: 4 Hearts: 8 Fatigue: 4 Defense: Grey

Willpower: 3 Might: 2 Knowledge: 3 Awareness: 3

Hero Ability: You cannot be Poisoned. At the start of your turn, recover 1 heart.

Heroic Feat: Action: Recover all hearts.

Jonas the kind Healer

Speed: 4 Hearts: 8 Fatigue: 4 Defense: Grey

Willpower: 4 Might: 2 Knowledge: 3 Awareness: 2

Hero Ability: During each round in which you do not perform an attack, you gain 1 additional brown die to your defense pool.

Heroic Feat: Action: Test Willpower for each minion monster within 3 spaces of you. For each test you pass, that monster performs 1 attack, declaing itself as the target. You spend any surges and make other decisions for the attack.

Sahla Healer

Speed: 4 Hearts: 10 Fatigue: 4 Defense: Grey

Willpower: 3 Might: 2 Knowledge: 3 Awareness: 3

Hero Ability: At the start of your turn, you may test Willpower. If you pass, discard 1 Condition card from yourself or an adjacent hero.

Heroic Feat: Use at the start of your turn and choose a hero in your line of sight, Until the end of your turn, you may use any 1 of that hero's skills as if it were your own.

Challara Mage

Speed: 3 Hearts: 10 Fatigue: 5 Defense: Grey

Willpower: 3 Might: 3 Knowledge: 4 Awareness: 1

Hero Ability: You have the Brightblaze familiar. At the beginning of each encounter, place Brightblaze in your space.

Heroic Feat: Action: Perform an attack. Before the attack roll, you may move Brightblaze to an empty space adjacent to your target.

Lyssa Mage

Speed: 5 Hearts: 8 Fatigue: 5 Defense: Grey

Willpower: 2 Might: 2 Knowledge: 3 Awareness: 4

Hero Ability: Each time you are attacked, you may reroll 1 of your defense dice. You must keep the new result.

Heroic Feat: Use after an attack against you fails to deal at least 1 heart to you. You may immediately move up to your Speed and perform an attack.

Master Thorn Mage

Speed: 5 Hearts: 8 Fatigue: 4 Defense: Grey

Willpower: 3 Might: 1 Knowledge: 5 Awareness: 2

Hero Ability: Each of your attacks gain: Surge: Move 2 spaces after resolving this attack.

Heroic Feat: Action: Choose a space in your line of sight. Immediately drop any objective tokens you are carrying to remove your figure from the map and place it in the chosen space.

Truthseer Kel Mage

Speed: 4 Hearts: 10 Fatigue: 4 Defense: Grey

Willpower: 2 Might: 1 Knowledge: 4 Awareness: 4

Hero Ability: Figures and obstacles do not block your line of sight. Doors still block your line of sight as normal.

Heroic Feat: Action: Use during your turn to look at the top 5 cards of the Overlord deck. Place 1 of the cards on the bottom of the deck and randomly place the rest back on top.

Part 2:

Zyla Mage

Speed: 4 Hearts: 8 Fatigue: 5 Defense: Grey

Willpower: 3 Might: 1 Knowledge: 4 Awareness: 3

Hero Ability: You ignore all figures and terrain while moving. You must end your movement in an empty space.

Heroic Feat: Use before any figure is activated. Remove your figure from the map and place a hero token in your space. At the start of your next turn, replace the hero token with your figure.

Grey Ker Scout

Speed: 4 Hearts: 10 Fatigue: 5 Defense: Grey

Willpower: 3 Might: 2 Knowledge: 2 Awareness: 4

Hero Ability: If you perform only 1 action on your turn, then later this round you may take a second turn, during which you receive only 1 action. Your scond turn must be taken after a hero's turn and before the overlord's turn.

Heroic Feat: Use at the start of your turn to immediately perform 1 free action. This is in addition to your 2 actions on your turn.

Kirga Scout

Speed: 4 Hearts: 12 Fatigue: 3 Defense: Grey

Willpower: 1 Might: 3 Knowledge: 2 Awareness: 5

Hero Ability: A monster may only target you with an attack if there are no other heroes closer to that monster and in its line of sight.

Heroic Feat: Use during another figure's activation to immediately perform a move action. You may not interrupt another player's action unless it is a move action.

Lindel Scout

Speed: 5 Hearts: 10 Fatigue: 5 Defense: Grey

Willpower: 3 Might: 3 Knowledge: 3 Awareness: 3

Hero Ability: When making an attribute test, you roll 2 gray defense dice instead of 1 grey and 1 black defense die.

Heroic Feat: Action: Perform an attack. Rather than rolling the attack die, place it showing the face of your choice. Roll the rest of your dice as normal.

Red Scorpion Scout

Speed: 5 Hearts: 8 Fatigue: 5 Defense: Grey

Willpower: 3 Might: 3 Knowledge: 3 Awareness: 3

Hero Ability: At the end of your turn, you may suffer 1 fatigue to recover 1 heart, or suffer 1 heart to recover 1 fatigue.

Heroic Feat: Use when you are attacked to force the attacking monster to reroll some or all of the attack dice (you choose which dice). The new results must be applied.

Silhouette Scout

Speed: 5 Hearts: 10 Fatigue: 4 Defense: Grey

Willpower: 1 Might: 3 Knowledge: 2 Awareness: 5

Hero Ability: Each time you roll an X on your attack roll, you may deal 1 heart to 1 monster adjacent to you.

Heroic Feat: Action: Move double your Speed. You may search any number of search tokens you move adjacent to during this movement without performing an action to do so.

Tatiana Scout

Speed: 5 Hearts: 12 Fatigue: 4 Defense: Grey

Willpower: 2 Might: 2 Knowledge: 2 Awareness: 5

Hero Ability: Each of your attacks gain +1 range. Each Ranged attack that targets you gains -1 range.

Heroic Feat: Use after defense dice are rolled against one of your attacks. Ignore the results from the die that rolled the most shields.

Tetherys Scout

Speed: 4 Hearts: 10 Fatigue: 4 Defense: Grey

Willpower: 1 Might: 3 Knowledge: 2 Awareness: 5

Hero Ability: You may always roll your attack dice before your target rolls its defense dice. Each time after rolling your attack dice, you may choose to instead attack a different valid target. This new attack uses the same attack roll.

Heroic Feat: Use after rolling your attack dice to choose a second valid target for your attack. Both targets are affected by the attack and roll defense dice separately.

Vyrah the Falconer Scout

Speed: 4 Hearts: 10 Fatigue: 4 Defense: Grey

Willpower: 2 Might: 3 Knowledge: 2 Awareness: 4

Hero Ability: You have the Skye familiar. At the start of your turn, if Skye is not on the map, place him in your square.

Heroic Feat: Action: Place Skye in any space in your line of sight. Skye then attacks an adjacent monster with a blue, red, and yellow die. This attack gains: Surge: Stun.

Part 3:

Corbin Warrior

Speed: 3 Hearts: 12 Fatigue: 5 Defense: Grey

Willpower: 2 Might: 5 Knowledge: 2 Awareness: 2

Hero Ability: Each time you suffer 2 or more hearts, you suffer 1 less heart.

Heroic Feat: Use when attacked, before rolling defense dice. Instead of rolling your defense dice, place them showing any face you choose.

Eliam Warrior

Speed: 5 Hearts: 12 Fatigue: 5 Defense: Brown

Willpower: 3 Might: 3 Knowledge: 2 Awareness: 3

Hero Ability: While you have 2 Melee weapons equipped, each time you attack an adjacent monster and do not roll an X, deal 1 heart to 1 other monster adjacent to you.

Heroic Feat: Use at the start of your turn. Until the start of your next turn, each time you are attacked by an adjacent monster, you may suffer 1 fatigue to attack that monster before it rolls its attack dice.

Krutzbeck Warrior

Speed: 3 Hearts: 12 Fatigue: 3 Defense: Grey

Willpower: 3 Might: 4 Knowledge: 2 Awareness: 2

Hero Ability: While you have at least 6 hearts, each of your attacks gains +2 hearts.

Heroic Feat: Use when attacking, after dice are rolled. Roll 1 red power die, duffer hearts equal to the hearts rolled, and add the same amount of hearts to your attack roll.

Mordrog Warrior

Speed: 3 Hearts: 14 Fatigue: 3 Defense: Grey

Willpower: 3 Might: 5 Knowledge: 1 Awareness: 2

Hero Ability: Each time you suffer any amount of hearts, you may recover 1 fatigue.

Heroic Feat: Action: Perform an attack. If your attack does not defeat your target, you may make a second attack against that target.

Nara the Fang Warrior

Speed: 5 Hearts: 10 Fatigue: 4 Defense: Grey

Willpower: 2 Might: 4 Knowledge: 1 Awareness: 4

Hero Ability: Each time you attack a monster that was at least 3 spaces away from you at the start of your turn, your attack gains +1 heart.

Heroic Feat: Action: Choose a monster in your line of sight and at least 3 spaces away from you. Move to an empty space adjacent to that monster and perform an attack against that monster. This attack gains +2 hearts.

Sir Valadir Warrior

Speed: 4 Hearts: 12 Fatigue: 3 Defense: Grey

Willpower: 4 Might: 3 Knowledge: 3 Awareness: 1

Hero Ability: Once per turn, after dice are rolled, you may suffer 1 fatigue to add 1 surge to your attack roll.

Heroic Feat: Action: Suffer any amount of hearts. An adjacent hero recovers the same amount of hearts.

Steelhorns Warrior

Speed: 4 Hearts: 14 Fatigue: 3 Defense: Grey

Willpower: 3 Might: 5 Knowledge: 1 Awareness: 2

Hero Ability: If you perform 2 move actions on your turn, you may suffer 1 fatigue to perform an attack at the end of your turn.

Heroic Feat: Action: Move your Speed. During this movement, you may enter spaces occupied by monster figures and move those figures into an adjacent empty space (or closet empty space) of your choice.

Tahlia Warrior

Speed: 3 Hearts: 14 Fatigue: 3 Defense: Grey

Willpower: 3 Might: 3 Knowledge: 2 Awareness: 3

Hero Ability: Each time you defeat a monster, you receive 2 movement points.

Heroic Feat: Use before a monster activates, or when a monster moves into a space adjacent to you. You may immediately perform an attack against that monster. After the attack is resolved, the monster's turn resumes.

Trenloe the Strong Warrior

Speed: 3 Hearts: 12 Fatigue: 3 Defense: Grey

Willpower: 4 Might: 4 Knowledge: 1 Awareness: 2

Hero Ability: Each time you attack, you may reroll 1 power die. Limit once per attack.

Heroic Feat: Use when you perform an attack action. Before dice are rolled, choose and remove 1 defense die from the defense pool of your target.

You, sir, are a god among men. Updating my sheet now!

Karui_Kage said:

You, sir, are a god among men. Updating my sheet now!

I absolutely agree.

Thank you any2cards for your effort.