Unit Codex
Brin:
Overview
Role: Brin is a defensive support Character who protects the Dwarven Forge battle line through faith, healing, and her mastery of the shield. She is most effective when positioned alongside other Dwarven units, where she can intercept approaching enemies, restore wounded allies, and establish powerful defensive positions. Brin lacks the offensive strength of dedicated Dwarven warriors, but once she takes a position, she can make both herself and the allies around her extremely difficult to dislodge.
Core Information
Summon Points: 1 (Character)
Alignment: Grey
Affiliation: Dwarven Forge
Keywords
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Character
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Dwarf
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Cleric
Statistics
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Health: 4
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Armor: 4
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Speed: 4
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Defense: 7
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Dodge: 5
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Willpower: 7
Tactics and Strategies
Brin is a defensive support Character built around protecting the Dwarven Forge battle line rather than dealing overwhelming damage herself. Her high Armor, strong Willpower, and Shield Special Rule allow her to absorb attacks while more offensive Dwarven Characters concentrate on eliminating the enemy.
Use Blessing of Faith to keep important Characters fighting and rescue Incapacitated allies before they are Destroyed. Shield Charge allows Brin to remain close to valuable allies and intercept enemies attempting to break through the Dwarven formation.
Shield Wall is Brin's strongest defensive tool and can transform an important position into a heavily fortified location. It is particularly effective when protecting a Pillar of Fate, forcing opponents to break through Brin's barrier before they can effectively attack the units behind it.
Brin's low Speed means positioning is extremely important. She works best when placed where the Dwarven Forge intends to make its stand rather than attempting to chase enemies across the battlefield.
Used correctly, Brin becomes the shield at the center of the Dwarven line: protecting the wounded, stopping advancing enemies, and making important positions exceptionally difficult to take.
Special:
Holy
Brin's divine faith is particularly potent against creatures sustained by unnatural forces.
Special Rules
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Brin deals +1 Damage against Undead units.
Shield
Brin carries a massive Dwarven shield and is exceptionally skilled at using it to absorb incoming attacks.
Special Rules
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Once per round, when Brin is successfully hit by an attack, she may attempt to block it with her shield.
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Roll Fate.
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If Brin's Fate roll meets or exceeds the attacker's attack roll, the attack is blocked and Brin suffers no damage from that attack.
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Shield does not require an Action.
Abilities:
Headache
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Type: Melee (M)
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Mechanic: Fate vs. Defense
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Damage: Light Damage
Brin delivers a crushing blow with her mace, leaving her opponent dazed and struggling to regain their senses.
Special Rules
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If this attack deals damage, gain 1 Fate Token.
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If Brin's attack roll exceeds the target's Defense by 2 or more, the target suffers -1 to all rolls during its next activation.
Blessing of Faith
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Type: Special Ability (SA)
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Cost: 1 Fate Token
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Range: 6"
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Mechanic: Fate vs. 6
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Effect: Heal 2
Brin calls upon her faith to restore and protect a wounded ally.
Special Rules
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Choose one friendly Character within 6".
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On a successful roll, restore 2 Health to the target.
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The target gains +1 Defense until the end of the round.
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Blessing of Faith may target an Incapacitated Character.
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If the target is restored above 0 Health, it is no longer Incapacitated.
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Blessing of Faith cannot increase a Character above its natural maximum Health.
Shield Charge
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Type: Interrupt
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Cost: 3 Fate Tokens
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Range: 3"
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Mechanic: Fate vs. Defense
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Damage: Light Damage
Brin throws herself between an approaching enemy and one of her allies, slamming into the attacker with her shield and forcing the enemy to deal with her instead.
Special Rules
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Shield Charge may be used when an enemy unit moves within 3" of a friendly Dwarven Forge unit.
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Brin immediately moves into Melee Combat with that enemy and makes a Shield Charge attack.
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If the attack is successful, the target suffers Light Damage.
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The target's current movement immediately ends.
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The target enters Melee Combat with Brin.
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Brin must be able to legally reach and enter Melee Combat with the target to use Shield Charge.
Shield Wall
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Type: Ultimate
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Cost: 5 Fate Tokens
Brin plants her shield firmly into the ground and channels divine power through it, expanding its protection into a massive barrier capable of sheltering those who stand behind her.
Special Rules
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Create a 4"-wide barrier centered on Brin.
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The Shield Wall has 10 Armor.
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The Shield Wall does not block Line of Sight.
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Any attack that passes through the Shield Wall must damage the Shield Wall before it can affect a unit beyond it.
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Damage is applied to the Shield Wall's Armor normally.
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When the Shield Wall reaches 0 Armor, it is destroyed and the Ultimate ends.
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Brin cannot voluntarily move while maintaining Shield Wall.
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Brin cannot perform attacks while maintaining Shield Wall.
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Brin may continue to use Blessing of Faith while maintaining Shield Wall.
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Brin may voluntarily end Shield Wall during her activation.
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Shield Wall remains in play until it is destroyed, Brin moves, or Brin voluntarily ends the effect.

Eric
Overview
Role: Eric is the Dwarven Forge's battlefield engineer, specializing in repairing damaged Armor and reinforcing friendly units before the enemy can break through the Dwarven line. While capable of defending himself with his trusty wrench, Eric is most valuable when supporting heavily armored allies and establishing fortified positions around important objectives. His engineering expertise allows him to turn even a Pillar of Fate into a temporary field armory, making an established Dwarven position significantly more difficult to overcome.
Core Information
Summon Points: 1 (Character)
Alignment: Grey
Affiliation: Dwarven Forge
Keywords
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Character
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Dwarf
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Engineer
Statistics
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Health: 5
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Armor: 2
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Speed: 4
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Defense: 7
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Dodge: 5
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Willpower: 7
Special:
None:
Tactics and Strategies
Eric is a support Character who becomes increasingly valuable as the Dwarven Forge establishes control of an area. His low Speed means he should be positioned with the units and objectives the Dwarven player intends to defend rather than attempting to move between distant parts of the battlefield.
Trusty Wrench gives Eric a reliable method of generating Fate when forced into Melee Combat, but fighting should rarely be his primary objective.
Repair allows Eric to restore the natural Armor of damaged friendly units, making him particularly effective alongside heavily armored Dwarven Characters. Because Repair cannot restore Temporary Armor, players must decide when to repair a unit's natural protection and when additional reinforcement is necessary.
Armor Up! provides a substantial layer of Temporary Armor to an important friendly unit. It can be used to reinforce a Character preparing to enter combat or make a unit already holding an important position considerably more difficult to remove.
I Can Use That! is most effective when several Dwarven Forge units have gathered around the same Pillar of Fate. The combination of restored Health, Temporary Armor, and improved rolls can dramatically reinforce an established Dwarven position.
Eric is particularly valuable when supporting the Dwarven Forge's attempts to capture and hold important territory. The longer the Dwarves remain in one location, the more opportunities Eric has to repair damage and reinforce the units defending it.
Eric may not be the strongest warrior in the Dwarven Forge.
Give him enough time with a wrench, however, and he'll make everyone around him considerably harder to kill.
Abilities:
Trusty Wrench
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Type: Melee (M)
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Mechanic: Fate vs. Defense
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Damage: Light Damage
Eric's wrench is primarily a tool, but years spent working around heavy machinery have taught him that it works perfectly well as a weapon when necessary.
Special Rules
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If this attack deals damage, gain 1 Fate Token.
Repair
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Type: Special Ability (SA)
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Cost: 1 Fate Token
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Range: 2"
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Mechanic: Fate vs. 6
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Effect: Repair 2 Armor
Eric uses his engineering expertise to quickly repair damaged armor in the middle of battle.
Special Rules
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Choose one friendly unit with Armor within 2".
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On a successful roll, restore 2 Armor to the target.
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Repair cannot increase a unit's Armor above its natural maximum Armor.
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Repair cannot restore Temporary Armor unless the rule that granted that Armor specifically states otherwise.
Armor Up!
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Type: Special Ability (SA)
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Cost: 3 Fate Tokens
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Range: 6"
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Effect: +3 Temporary Armor
Eric hurls one of his specially designed Armor Packs toward a friendly unit. Upon reaching its target, the pack rapidly deploys and surrounds the recipient with an additional layer of protection.
Special Rules
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Choose one friendly unit within 6".
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The target gains 3 Temporary Armor.
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This Temporary Armor is added to the target's current Armor.
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Damage is removed from the Armor Pack's Temporary Armor before the target's natural Armor.
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Armor granted by Armor Up! cannot be repaired.
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A unit with Armor remaining from Armor Up! cannot gain additional Armor from another Armor Pack or other Armor-adding effects.
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Armor Up! remains on the target until all of its Temporary Armor has been depleted.
I Can Use That!
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Type: Ultimate
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Cost: 5 Fate Tokens
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Range: 2"
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Mechanic: Fate vs. 6
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Target: Pillar of Fate
Eric sees a Pillar of Fate not merely as an ancient source of power, but as an opportunity. With a few rapid modifications, some questionable engineering, and his trusty wrench, Eric converts the Pillar into a temporary Dwarven field armory and rally point.
Choose one Pillar of Fate within 2" of Eric.
On a successful roll, every friendly Dwarven Forge unit within 6" of the chosen Pillar receives the following benefits:
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Restore 2 Health.
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Gain +1 to all rolls until the end of that unit's next activation.
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Gain 3 Temporary Armor.
Special Rules
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Health restored by I Can Use That! cannot increase a unit above its natural maximum Health.
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The Temporary Armor follows all restrictions of Eric's Armor Up! Ability.
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A unit that already has Temporary Armor from Armor Up! does not gain an additional 3 Temporary Armor.
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I Can Use That! does not repair existing natural Armor.
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The effects are applied when the Ultimate successfully resolves. The Pillar does not continue granting these benefits afterward.

TENAGO
Overview
Role: Tenago is a brutal Dwarven warrior who believes that once a battle begins, there is little reason to approach it cautiously.
Armed with a weapon in each hand and protected by heavy Dwarven armor, Tenago advances steadily toward the enemy before throwing himself directly into the thickest part of the fighting. He does not possess the speed or agility of many warriors found throughout Ashura, but Tenago has little interest in avoiding an attack when his armor can absorb the blow and allow him to return one of his own.
On the battlefield, Tenago is a powerful close-combat Character designed to become increasingly dangerous as more enemies surround him. His attacks hit exceptionally hard, and several of his abilities allow him to punish opponents who attempt to overwhelm him through superior numbers.
Tenago is slow and has limited options at range. Positioning him correctly is therefore essential. Once he reaches Melee Combat, however, he can become extremely difficult to contain.
Core Information
Summoning Points: 1 (Character)
Alignment: Dark
Affiliation: Dwarven Forge
Statistics
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Health: 4
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Armor: 4
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Speed: 4
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Defense: 8
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Dodge: 5
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Willpower: 6
Special:
None:
Tactics and Strategies
Tenago represents one of the defining principles of Dwarven Forge warfare: getting into position may take time, but reaching that position should matter.
With Speed 4, Tenago cannot easily chase fast opponents or rapidly reposition across the Vortex. Players should therefore consider where the battle is likely to develop and begin moving Tenago toward that location early.
Once he reaches Melee Combat, his weaknesses become much less important.
Dual Wield gives Tenago an unusually dangerous basic attack. Medium Damage makes even his standard attack threatening, while an exceptional attack roll rewards him with a second Light Damage strike.
Cleave becomes increasingly effective as opponents surround him. Against a single enemy, it provides little advantage over Dual Wield. Against multiple enemies, however, Tenago can damage several targets simultaneously and potentially recover the Fate spent to activate the Ability.
Blinding Rage transforms Tenago into a temporary offensive powerhouse. Its ability to cleanse negative Status Effects and prevent new ones makes controlling him significantly more difficult, while the additional damage dramatically increases the threat of his Melee attacks.
Finally, War Cry allows Tenago to turn enemy positioning against them. Rather than pursuing several nearby opponents individually, Tenago can force them into Melee Combat and immediately follow with an attack.
War Cry combined with Cleave can be particularly devastating against groups of enemies, while War Cry followed by Dual Wield allows Tenago to concentrate on a particularly important target.
Tenago's greatest weakness remains his mobility. He has no Ranged attack and no Ability designed to compensate for his low Speed.
The opponent has an opportunity to avoid him.
They should use it.
Abilities:
Dual Wield
Type: Melee (M)
Mechanic: Fate vs. Defense
Damage: Medium
Tenago attacks with one of his weapons before immediately preparing to follow with the other.
If the attack is successful, the target suffers Medium Damage and Tenago gains 1 Fate Token.
If Tenago's attack roll exceeds the target's Defense by 3 or more, he may immediately make a second attack against the same target.
The second attack:
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Uses Fate vs. Defense.
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Deals Light Damage.
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Does not cost an Action.
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Does not generate an additional Fate Token.
The second attack is resolved separately from the first.
Cleave
Type: Melee (M)
Cost: 1 Fate
Mechanic: Fate vs. Defense
Damage: Light
Tenago swings his weapons around himself in a brutal arc, striking at every enemy foolish enough to surround him.
Make one attack roll and compare the result separately against the Defense of every enemy unit currently in Melee Combat with Tenago.
Each enemy successfully hit suffers Light Damage.
If Cleave successfully damages 2 or more enemy units, immediately regain the 1 Fate Token spent to use Cleave.
Blinding Rage
Type: Free Action
Cost: 3 Fate
Tenago abandons restraint and gives himself completely to the fury of battle.
When Blinding Rage is activated:
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Immediately remove all negative Status Effects currently affecting Tenago.
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Tenago cannot gain new negative Status Effects for the remainder of the round.
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Tenago's successful Melee attacks deal +1 damage for the remainder of the round.
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Enemy units do not receive bonuses against Tenago for having multiple friendly units engaged with him in Melee Combat.
Blinding Rage lasts until the end of the round.
War Cry
Type: Ultimate
Cost: 5 Fate
Range: 4"
Tenago unleashes a thunderous battle cry, challenging every nearby enemy to face him directly.
Every enemy unit within 4 inches of Tenago is immediately moved directly toward him until it enters Melee Combat with Tenago or cannot move any closer.
This movement cannot move an enemy through other models, Impassable Terrain, or any other area it could not normally occupy.
After all eligible enemy units have been moved, Tenago may immediately perform either:
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Dual Wield, or
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Cleave
This Ability does not require an additional Action, but all other requirements and effects of the selected Ability apply normally.

Tilda:
Overview
Role: Tilda is a pure support Character who brings a little piece of the Dwarven tavern onto the battlefield. A seasoned bar wench accustomed to serving rough crowds, breaking up fights, hauling heavy kegs, and occasionally taking a punch herself, Tilda is considerably tougher than her lack of armor suggests. Rather than fighting enemies directly, she keeps her companions going with carefully selected Dwarven brews while hurling less pleasant drinks at anyone foolish enough to threaten her customers.
Core Information
Summon Points: 1 (Character)
Alignment: Grey
Affiliation: Dwarven Forge
Keywords
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Character
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Dwarf
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Support
Statistics
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Health: 5
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Armor: 0
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Speed: 4
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Defense: 6
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Dodge: 6
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Willpower: 7
Special:
Tavern's Finest
Tilda carries a carefully selected assortment of Dwarven brews onto the battlefield. Whenever one of Tilda's abilities allows a friendly unit to receive a Dwarven Brew, choose from one of the following:
Forge Ale
The fires of the forge have nothing on this stuff.
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The target gains +1 to its next attack roll.
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Once the bonus has been used, Forge Ale ends.
Stone Stout
A thick Dwarven stout capable of putting a little extra courage—or stubbornness—into anyone.
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When served, choose Defense, Dodge, or Willpower.
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The target gains +1 to the chosen statistic until the end of its next activation.
Runner's Lager
A surprisingly light Dwarven lager that puts a little extra energy into the drinker.
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The target gains +1 Speed during its next activation.
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Runner's Lager cannot increase a unit above Speed 6.
Special Rules
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A unit cannot benefit from multiple copies of the same Dwarven Brew at the same time.
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Different Dwarven Brews may affect the same unit simultaneously.
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Dwarven Brew bonuses do not stack with themselves.
Tactics and Strategies
Tilda is a pure support Character whose value comes from adapting her brews to whatever the Dwarven Forge needs at that moment. Unlike many members of the faction, she possesses no Armor, making positioning and protection particularly important. Her Health 5, however, reflects years spent dealing with rough Dwarven tavern crowds and allows her to take more punishment than her appearance might suggest.
Catch! is Tilda's primary support tool and Fate generator. Forge Ale can improve an important attack, Stone Stout can reinforce whichever defensive statistic is most important against the current opponent, and Runner's Lager can help compensate for the Dwarven Forge's naturally low Speed.
Last Call! allows Tilda to support the faction offensively without becoming a damage dealer herself. Reducing an enemy's Defense and Dodge can create an opening for the Dwarven Forge's much heavier hitters to exploit.
Double Round! expands Tilda's support across multiple units. Because each target can receive a different brew, Tilda can simultaneously prepare two Dwarves for completely different battlefield roles.
Drinks on the House! dramatically increases Tilda's influence over the battlefield. Up to three friendly units can each receive two different brews, allowing the Dwarven player to prepare several units for an important offensive push or reinforce a position that absolutely must be held.
Tilda doesn't repair Armor, command troops, channel magic, or swing an enormous Dwarven weapon.
She does what she's always done:
Keep the drinks flowing, keep the Dwarves standing, and throw something at anyone causing trouble.
Abilities:
Catch!
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Type: Special Ability (SA)
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Range: 6"
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Mechanic: Fate vs. 6
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Tilda grabs a drink and sends it flying across the battlefield with the accuracy developed through years of serving impatient Dwarves from the other side of a crowded tavern.
Choose one friendly Dwarven Forge unit within 6".
On a successful roll, choose one Dwarven Brew from Tavern's Finest. The target immediately receives the chosen brew.
Special Rules
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If Catch! is successful, gain 1 Fate Token.
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Tilda may generate a maximum of 1 Fate Token each round from Catch!.
Last Call!
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Type: Ranged (R)
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Cost: 1 Fate Token
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Range: 6"
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Mechanic: Fate vs. Dodge
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Damage: None
Not every drink Tilda carries is meant for her friends. Sometimes an enemy simply needs a mug of particularly foul Dwarven rotgut thrown directly into their face.
On a successful attack, the target suffers:
-1 Defense and -1 Dodge until the end of the round.
Special Rules
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Last Call! deals no damage.
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Last Call! cannot reduce Defense or Dodge below 1.
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Multiple uses of Last Call! against the same target do not stack.
Double Round!
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Type: Special Ability (SA)
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Cost: 3 Fate Tokens
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Range: 6"
Sometimes one drink simply isn't enough.
Choose up to two friendly Dwarven Forge units within 6".
Each selected unit receives one Dwarven Brew from Tavern's Finest.
Special Rules
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Each target may receive a different Dwarven Brew.
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The same brew may be given to both targets.
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All normal rules and restrictions for Tavern's Finest apply.
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A unit already benefiting from a particular brew cannot gain a second copy of that same brew.
Drinks on the House!
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Type: Ultimate
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Cost: 5 Fate Tokens
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Range: 10"
Tilda decides that if the Dwarven Forge is going to fight, they're going to fight properly hydrated. Mugs begin flying across the battlefield as she serves the good stuff to everyone who needs it.
Choose up to three friendly Dwarven Forge units within 10".
Each selected unit receives two different Dwarven Brews from Tavern's Finest
Special Rules
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The two brews given to a unit must be different.
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Each selected unit may receive a different combination of brews.
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All normal rules and restrictions for Tavern's Finest apply.

Special
Beast of Burden
Rock Boars have been domesticated by the Dwarven people for generations. Their immense strength allows them to haul heavy loads through mines and mountain settlements, and trained Rock Boars are occasionally used as mounts.
Special Rules
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A Rock Boar is considered a valid Mount for abilities and rules that specifically allow a unit to ride a Rock Boar.
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A unit cannot mount a Rock Boar unless an ability or rule specifically allows it to do so.
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The presence of the Mount keyword does not by itself allow another unit to ride the Rock Boar.
Well Fed
Rock Boars are notoriously stubborn and ill-tempered creatures. Dwarves who regularly work with them have discovered that their disposition improves considerably when food is involved.
At the start of the Rock Boar's activation, if it is within 2" of a friendly Dwarven Forge Character, the Rock Boar becomes Well Fed until its next activation.
While Well Fed:
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The Rock Boar gains +1 Willpower.
The Rock Boar gains +1 to its attack roll when using Rockslide Charge.
Rock Boar
Overview
Role: Rock Boars are powerful working animals commonly found throughout Dwarven Forge settlements, mines, and workshops. Their immense strength makes them excellent for hauling ore, pulling carts, and performing other heavy labor, while particularly skilled Dwarven handlers sometimes train them as mounts. Rock Boars have a well-earned reputation for being stubborn, ill-tempered, and occasionally downright mean, but generations of Dwarves have discovered that a well-fed Rock Boar is considerably more cooperative. On the battlefield, these hardy creatures use their stone-covered bodies and powerful tusks to crash directly into enemy formations.
Core Information
Summon Points: 1 (Companion)
Alignment: Grey
Affiliation: Dwarven Forge
Keywords
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Companion
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Beast
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Rock Boar
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Mount
Statistics
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Health: 4
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Armor: 2
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Speed: 5
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Defense: 7
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Dodge: 5
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Willpower: 3
Abilities:
Goring Tusks
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Type: Melee (M)
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Mechanic: Fate vs. Defense
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Damage: Light Damage
The Rock Boar lashes out with its powerful tusks, goring anything unfortunate enough to get too close.
Special Rules
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If this attack deals damage, gain 1 Fate Token.
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This unit may generate a maximum of 1 Fate Token each round from Goring Tusks.
Rockslide Charge
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Type: Melee (M)
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Cost: 1 Fate Token
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Range: 4"
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Mechanic: Fate vs. Defense
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Damage: Medium Damage
The Rock Boar lowers its head and barrels toward its target, building momentum before crashing into them with its stone-covered body and powerful tusks.
Special Rules
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The target must be within 4" when Rockslide Charge is declared.
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The Rock Boar immediately moves directly toward the target and into Melee Combat.
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This movement is part of Rockslide Charge and does not use the Rock Boar's normal movement.
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After completing this movement, make the attack against the target.
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Rockslide Charge is considered a Melee attack for all rules and effects, despite having a listed Range.
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If Rockslide Charge deals damage, push the target 2" directly away from the Rock Boar.
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This movement is considered forced movement.
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The target cannot be pushed through Impassable Terrain or off the battlefield.
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If the full 2" movement cannot be completed, move the target as far as legally possible.
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If the Rock Boar is Well Fed, it gains +1 to the attack roll for Rockslide Charge.

Tactics and Strategies
Rock Boars are aggressive Companions that provide the Dwarven Forge with a combination of mobility and impact that is unusual for the faction. With Speed 5, they are faster than most Dwarven units but lack the extreme durability of Rock Golems and other heavily armored members of the faction.
Goring Tusks provides the Rock Boar with a simple Melee attack and a reliable way to generate Fate Tokens. While the attack itself deals only Light Damage, it allows the Boar to remain useful once it has entered Melee Combat.
Rockslide Charge is the Rock Boar's primary offensive tool. Its 4" Range represents the Boar physically charging across the battlefield before making a Melee attack. The combination of Medium Damage and forced movement allows the Rock Boar to hit considerably harder than its basic attack while potentially knocking an enemy away from an important position.
Keeping a Rock Boar near a friendly Dwarven Forge Character activates Well Fed, increasing its Willpower and making Rockslide Charge more reliable. Players who intend to use the Boar aggressively should therefore keep it near its Dwarven handlers until the moment comes to send it charging into the enemy.
Rock Boars can also serve as Mounts, but only for units with rules or abilities that specifically allow them to ride one. This allows trained riders to take advantage of the creature without turning every Rock Boar into a universal mount.
Rock Boars aren't elegant warhorses, disciplined military beasts, or carefully constructed machines.
They're stubborn, hungry, incredibly strong—and if you point a well-fed one in the right direction, whatever is standing there is about to have a very bad day.
Universal Rules:
This unit gains the following Universal Rule:
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Large Creature — Ranged
(See Universal Rules.)
Special:
Rock Construct
Rock Golems are magically animated constructs formed from stone rather than flesh. Their unusual bodies cannot be restored through conventional healing or repair.
Special Rules
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The Rock Golem cannot be healed by normal means.
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Abilities or effects that specifically state they can heal Rock Constructs, stone creatures, or Rock Golems may heal it normally.
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The Rock Golem's natural Armor cannot be repaired by normal Repair abilities or effects.
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Its Armor may still be augmented by abilities or effects that grant additional Armor.
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The Rock Golem may restore its own natural Armor through Mend.
Protector
Rock Golems were created to serve and protect the people of the Dwarven Forge and rarely venture into battle without their Dwarven masters.
Special Rules
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A team must include at least one Dwarven Forge Character to include a Rock Golem.
Rock Golem
Overview
Role: Rock Golems are massive stone constructs that serve as walking walls for the Dwarven Forge. Created through a combination of Dwarven craftsmanship and geomantic power, they advance slowly across the battlefield, absorbing tremendous punishment while protecting the warriors behind them. Rock Golems possess little finesse or mobility, but their immense stone bodies make them extremely difficult to remove, and anything unfortunate enough to come within reach of their massive fists quickly discovers how much force an animated wall of stone can deliver.
Core Information
Summon Points: 1 (Companion)
Alignment: Grey
Affiliation: Dwarven Forge
Keywords
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Companion
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Rock Construct
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Large Creature
Statistics
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Health: 2
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Armor: 6
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Speed: 4
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Defense: 9
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Dodge: 4
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Willpower: 4
Abilities:
Slam
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Type: Melee (M)
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Mechanic: Fate vs. Defense
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Damage: Medium Damage
The Rock Golem brings one of its massive stone fists crashing into its opponent with tremendous force. The attack lacks finesse, but very little can withstand the raw power behind the blow.
Special Rules
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If this attack deals damage, gain 1 Fate Token.
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This unit may generate a maximum of 1 Fate Token each round from Slam.
Mend
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Type: Special Ability (SA)
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Cost: 1 Fate Token
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Mechanic: Fate vs. 6
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Effect: Restore 2 Natural Armor
The Rock Golem plants itself firmly into the ground and draws upon the surrounding stone to rebuild portions of its damaged body.
Special Rules
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On a successful roll, restore 2 Natural Armor.
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Mend cannot increase the Rock Golem's Armor above its natural maximum of 6.
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When Mend is used, the Rock Golem becomes immobilized until its next activation.
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While immobilized by Mend, the Rock Golem cannot move or perform attacks.
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Attacks against the Rock Golem that would normally target Dodge target its Defense instead while Mend is active.
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Attacks against Willpower continue to target Willpower normally.

Tactics and Strategies
Rock Golems are defensive Companions designed to function as walking walls for the Dwarven Forge. Their combination of Defense 9 and Armor 6 makes them exceptionally difficult to remove through direct attacks, allowing them to occupy important positions and protect more vulnerable units behind them.
Their Speed 4 and low Dodge mean Rock Golems are poorly suited for chasing mobile opponents. Instead, players should determine where the Golem will be needed and begin moving it into position early.
Slam gives the Rock Golem considerable offensive power once it reaches Melee Combat. Its Medium Damage reflects the tremendous force of the construct's stone fists and makes ignoring a nearby Rock Golem dangerous even when its primary purpose is defensive.
Mend allows a damaged Rock Golem to sacrifice mobility and offense in exchange for rebuilding its Natural Armor. Choosing when to Mend is important. Using it too early can leave the Golem stranded while the battle moves elsewhere, while using it at the right moment can force an opponent to break through its defenses all over again.
Because Rock Golems cannot be healed or repaired through normal means, players cannot rely on conventional support units to keep them fighting. Abilities specifically capable of restoring Rock Constructs may overcome this limitation, giving future geomantic support units a unique relationship with these creatures.
Used correctly, a Rock Golem does exactly what the Dwarven Forge created it to do:
Stand where it is needed, protect what is behind it, and make the enemy work extremely hard to move it.
Special:
Rock Construct
Pebbles are magically animated creatures formed from stone rather than flesh. Although considerably smaller and more energetic than Rock Golems, their unusual bodies share many of the same properties.
Special Rules
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Pebbles cannot be healed by normal means.
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Abilities or effects that specifically state they can heal Rock Constructs, stone creatures, or Pebbles may heal them normally.
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A Pebble's natural Armor cannot be repaired by normal Repair abilities or effects.
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Its Armor may still be augmented by abilities or effects that grant additional Armor.
Pebble Roll
Pebbles move by tucking their small bodies inward and rolling rapidly across the ground, allowing them to keep pace with creatures considerably larger than themselves.
Special Rules
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When a Pebble performs a Run Action, it does not roll Fate for additional movement.
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Instead, it automatically gains +4" of movement for that Run Action.
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After using Pebble Roll, the Pebble gains +2 Dodge until its next activation.
No Melee Engagement
Pebbles are small, fast-moving creatures that are exceptionally difficult to keep pinned down in close combat.
Special Rules
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A Pebble may be targeted by attacks while in Melee Combat.
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A Pebble is never locked in Melee Combat.
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A Pebble may freely leave Melee Combat when it moves.
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Pebbles cannot perform Melee attacks.
Loyal Companion
Pebbles form powerful bonds with the Dwarven people and rarely venture far from the Dwarves they consider family.
Special Rules
A team must include at least one Dwarven Forge Character to include a Pebble
Abilities:
Stone Spit
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Type: Ranged (R)
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Range: 10"
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Mechanic: Fate vs. Dodge
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Damage: Light Damage
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Pebble spits a small stone projectile toward an enemy with surprising speed and force. While hardly comparable to the devastating weapons carried by Dwarven warriors, an angry Pebble can still deliver a painful hit.
Special Rules
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If this attack deals damage, gain 1 Fate Token.
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This unit may generate a maximum of 1 Fate Token each round from Stone Spit.
Rock Cuddle
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Type: Special Ability (SA)
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Cost: 1 Fate Token
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Range: 2"
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Target: Friendly Dwarven Forge Character
When someone Pebble cares about is threatened, its protective instincts take over. Pebble leaps onto its companion and wraps its stone body around them, placing itself between its friend and incoming danger.
Special Rules
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Choose one friendly Dwarven Forge Character within 2".
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Place Pebble in contact with the target Character.
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While Rock Cuddle is active, Pebble is considered attached to that Character.
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Any damage the Character would suffer is applied to Pebble's Armor first.
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Damage continues to reduce Pebble's Armor until its Armor reaches 0.
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Once Pebble's Armor reaches 0, any remaining damage from that attack is applied normally to the protected Character.
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While attached, Pebble moves with the protected Character and does not perform movement independently.
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Pebble cannot use Stone Spit while attached.
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Pebble may voluntarily end Rock Cuddle during its activation and is placed in base contact with the protected Character.
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The protected Character may also end Rock Cuddle during its activation, placing Pebble in base contact with itself.
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If Pebble becomes Incapacitated or Destroyed, Rock Cuddle immediately ends.
Pebble
Overview
Role: Pebbles are the beloved animal companions of Dwarven Forge culture. Often compared to dogs, these small Rock Constructs can be found throughout Dwarven homes, workshops, mines, and settlements. They are energetic, affectionate, fiercely loyal, and frequently form strong bonds with individual Dwarves. While Pebbles are not bred or constructed specifically for warfare, many refuse to remain behind when their companions march into danger. On the battlefield, Pebbles are fast protective Companions that dart around the battlefield, harass enemies from range, and instinctively protect friendly Dwarves by wrapping their stone bodies around them.
Core Information
Summon Points: 1 (Companion X1)
Alignment: Light
Affiliation: Dwarven Forge
Keywords
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Companion
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Rock Construct
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Pebble
Statistics
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Health: 2
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Armor: 5
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Speed: 6
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Defense: 7
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Dodge: 6
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Willpower: 3

Tactics and Strategies
Pebbles are fast protective Companions that behave very differently from the larger Rock Constructs used by the Dwarven Forge. Their Speed 6 and Pebble Roll allow them to move rapidly across the battlefield despite the generally slow nature of the faction.
Stone Spit allows Pebble to harass enemies from a distance while generating Fate for the team. Pebbles are not dedicated attackers, however, and their greatest value comes from remaining near the Dwarves they are protecting.
No Melee Engagement allows Pebble to escape enemies attempting to pin it down, making it easier for the Companion to return to a threatened friendly Character.
Rock Cuddle represents Pebble's natural protective instincts. Rather than simply granting additional Armor to another unit, Pebble physically places its own stone body between its companion and incoming attacks. This effectively allows the protected Character to use Pebble's remaining Armor as an additional layer of protection.
Because Pebble's Armor cannot be repaired through normal means, using Rock Cuddle involves sacrificing some of Pebble's own durability to protect an important Character. Players must decide whether to preserve Pebble or allow the loyal creature to continue absorbing attacks intended for its friend.
Pebbles are not soldiers, war machines, or disposable constructs.
They accompany the Dwarven Forge into battle for a much simpler reason:
Their Dwarf is going, so they are going too.
Special:
Natural Armor
Rumble's body is composed of dense, living stone that naturally protects the elemental from incoming attacks.
Special Rules
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Rumble's Armor 5 is considered Natural Armor.
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Rumble's Natural Armor cannot be repaired through normal Repair abilities or effects.
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Rumble's Armor may still be augmented by abilities or effects that grant additional Armor.
Mound
Rumble does not move like a normal creature. His ever-shifting elemental body can collapse and flow across the battlefield like a living landslide before reforming.
Special Rules
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Rumble may move through Impassable Terrain as though it were normal terrain.
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Rumble may end his movement on Impassable Terrain if there is sufficient space for his model.
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Rumble is never locked in Melee Combat.
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Rumble may freely leave Melee Combat when he moves.
Abilities:
Seismic Punch
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Type: Melee (M)
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Mechanic: Fate vs. Defense
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Damage: Medium Damage
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Fueled by rage and brute strength, Rumble winds up and delivers a crushing stone fist directly into his opponent. Particularly powerful blows tend to be followed immediately by another.
Special Rules
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If the attack roll exceeds the target's Defense by 3 or more, Rumble immediately makes a second attack against the same target.
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The second attack deals Light Damage.
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If Seismic Punch deals damage, gain 1 Fate Token.
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This unit may generate a maximum of 1 Fate Token each round from Seismic Punch.
Living Wall
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Type: Special Ability (SA)
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Cost: 1 Fate Token
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Effect: Transform into a 2" × 3" Stone Wall
Rumble reshapes his shifting elemental body into a massive barrier of solid stone, physically placing himself between his allies and incoming danger.
Special Rules
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Rumble transforms into a 2" × 3" wall at his current location.
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The wall blocks Line of Sight.
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Rumble gains 5 Wall Armor, tracked separately from his normal Armor.
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Damage suffered while in wall form is applied to Wall Armor before Rumble's normal Armor.
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Rumble cannot move, attack, or perform other Actions while in wall form.
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If Rumble's Wall Armor reaches 0, he immediately returns to his normal form.
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Damage that depletes the final point of Wall Armor does not carry over to Rumble's normal Armor.
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Rumble may voluntarily return to his normal form during his activation.
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Each time Rumble uses Living Wall, his Wall Armor begins at 5.
Ground and Pound
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Type: Ranged (R)
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Cost: 3 Fate Tokens
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Range: 10"
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Mechanic: Fate vs. Dodge
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Damage: Medium Damage
Rumble slams his fists into the earth with tremendous force, sending a violent shockwave racing through the ground. When the shockwave reaches its target, jagged stone erupts beneath them and hurls them backward.
Special Rules
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If this attack deals damage, push the target 3" directly away from Rumble.
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This movement is forced movement.
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The target cannot be pushed through Impassable Terrain or off the battlefield.
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If the full 3" movement cannot be completed, move the target as far as legally possible.
Let's Move!
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Type: Ultimate
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Cost: 5 Fate Tokens
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Range: 6"
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Mechanic: Fate vs. 6
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Rumble collapses into a surging mass of living stone and engulfs a nearby ally within his elemental body. With the warrior safely protected inside him, Rumble tears across the battlefield like a landslide before reforming and releasing his passenger.
Special Rules
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Choose one friendly Dwarven Forge Character within 6".
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On a successful roll, Rumble absorbs that Character into his elemental body.
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Rumble may then immediately move up to 10".
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Rumble may use the movement benefits of Mound during this movement.
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The absorbed Character is removed from the battlefield while being transported and moves with Rumble.
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While absorbed, the Character cannot be targeted or affected by attacks, abilities, or other effects.
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At the end of Rumble's movement, place the absorbed Character in base contact with Rumble.
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If the released Character has not yet activated this round, it may activate normally afterward.
Rumble
Overview
Role: Rumble is a furious Rock Elemental whose constantly shifting body allows him to crash through the battlefield like a living landslide. Unlike the constructed stone creatures used throughout the Dwarven Forge, Rumble is a living elemental being with a personality—and most of that personality appears to be anger. He uses his immense strength to batter enemies, reshape himself into defensive barriers, and send devastating shockwaves through the earth. Despite his temper, Rumble has become a powerful ally of the Dwarven Forge and can even engulf a friendly warrior within his body before carrying them rapidly across the battlefield.
Core Information
Summon Points: 1 (Character)
Alignment: Dark
Affiliation: Dwarven Forge
Keywords
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Character
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Rock Elemental
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Elemental
Statistics
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Health: 3
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Armor: 5
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Speed: 4
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Defense: 8
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Dodge: 5
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Willpower: 5
Tactics and Strategies
Rumble is an aggressive frontline Character whose unusual elemental body gives him mobility and battlefield-control options not normally available to the slow-moving Dwarven Forge.
Seismic Punch makes Rumble dangerous in Melee Combat. Its Medium Damage already makes a successful attack threatening, while an exceptionally strong attack can immediately trigger a second Light Damage strike.
Mound allows Rumble to take unconventional routes across the battlefield. Terrain that would normally block another Character can instead become a path for Rumble, while his inability to become locked in Melee Combat makes it difficult for opponents to prevent him from reaching another location.
Living Wall gives Rumble a completely different use when brute force is not the answer. By physically transforming into terrain, Rumble can block Line of Sight, protect friendly units, and create a temporary defensive position. Doing so sacrifices his ability to act, so choosing when to transform is important.
Ground and Pound gives Rumble a powerful method of attacking enemies before reaching Melee Combat. Its forced movement can also push enemies away from important positions or create space for the rest of the Dwarven Forge.
Let's Move! provides the normally slow Dwarven Forge with an explosive repositioning option. Rumble can transport an important Character across the battlefield, move through terrain using Mound, and release the Character at the destination. Because a Character that has not yet activated may still take its normal activation afterward, careful activation order can allow Rumble to deliver one of the Dwarven Forge's powerful warriors directly where they are needed most.
Rumble isn't a wizard, a construct, or a carefully engineered Dwarven war machine.


