Unit Codex
Sub Factions



Bone Boys
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Overview
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Role: Bone Boys are the backbone of the Bone Horde. Individually they are weak and expendable, but together they form an endless tide of skeletal warriors that slowly wear down the enemy through relentless persistence. Their greatest strength lies not in their combat prowess, but in their ability to return to the battlefield again and again.
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Core Information
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Summon Points: 1 (Companion, x4 per slot)
Alignment: Dark
Affiliation: Bone Horde (The Undead Court)
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Keywords
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Companion
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Undead
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Bone Horde
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Statistics
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Health: 3
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Armor: 0
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Speed: 4
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Defense: 5
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Dodge: 4
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Willpower: 4
Tactics and Strategies
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Bone Boys are not designed to win battles through superior combat ability. Instead, they excel at controlling space, contesting objectives, and exhausting enemy resources through sheer persistence.
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While their individual attacks are weak, opponents who ignore them will quickly find themselves overwhelmed by an enemy that refuses to remain dead. Use Bone Boys to shield your more valuable units, occupy Pillars of Fate, and slowly wear down your opponent while stronger members of the Bone Horde advance behind them.
Special
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Universal Rules
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This unit gains the following Universal Rules:
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Undead
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Only Bones
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Rise Again
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Bound Servants
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Controlled Unit
(See Universal Rules.)
Abilities:
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Rusty Sword
Type: Melee (M)
Mechanic: Fate vs. Defense
Damage: Light Damage
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The Bone Boys relentlessly hack away with rusted blades, caring little for finesse. Though individually unimpressive, their constant attacks slowly wear down even the toughest opponents.
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If this attack successfully deals damage:
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Gain 1 Fate Token.
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Restrictions
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Each unit of Bone Boys may generate a maximum of 2 Fate Tokens each round.
Bone Soldier
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Overview
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Role: Bone Soldiers serve as the defensive frontline of the Bone Horde. Armed with battered shields and rusted swords, they advance ahead of the Horde's more vulnerable units, absorbing enemy attacks and holding important positions. They lack speed and offensive power, but their shields and ability to reform make them difficult to permanently remove from the battlefield.
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Core Information
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Summon Points: 1 (Companion, x2 per slot)
Alignment: Dark
Affiliation: Bone Horde (Undead Court)
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Keywords
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Companion
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Undead
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Bone Horde
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Statistics
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Health: 3
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Armor: 1
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Speed: 4
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Defense: 6
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Dodge: 4
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Willpower: 4

Special
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Universal Rules
This unit gains the following Universal Rules:
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Undead
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Only Bones
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Rise Again
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Bound Servants
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Controlled Unit
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(See Universal Rules.)
Tactics and Strategies
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Bone Soldiers are the defensive frontline of the Bone Horde. Their high Defense, Armor, and access to the Shield mechanic make them well suited for protecting more vulnerable units and contesting important areas of the battlefield.
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Position Bone Soldiers between the enemy and units such as Bone Archers or other support units. Their purpose is not to inflict large amounts of damage, but to force opponents to fight through them before reaching more valuable targets.
Their ability to Rise Again makes them particularly effective at holding contested positions. Even after an opponent breaks through the formation, destroyed Bone Soldiers may reform and force the enemy to deal with them again.
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Used correctly, Bone Soldiers provide the Horde with something its more expendable units lack: a dependable defensive line.
Abilities:
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Rusty Sword
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Type: Melee (M)
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Mechanic: Fate vs. Defense
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Damage: Light Damage
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Bone Soldiers relentlessly hack at their enemies with old, rusted blades. Their weapons may lack finesse, but the warriors wielding them never tire.
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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 Rusty Sword.
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Shield
Bone Soldiers are equipped with shields and may use the Shield mechanic.
(See Shield in the Core Rules.)
Bone Archer
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Overview
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Role: Bone Archers provide ranged support for the Bone Horde, slowly wearing down enemy forces while remaining safely behind the front line. Though their ancient bows lack the precision of living archers, their relentless volleys and ability to return from destruction make them a persistent threat throughout the battle.
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Core Information
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Summon Points: 1 (Companion, x2 per slot)
Alignment: Dark
Affiliation: Bone Horde (Undead Court)
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Keywords
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Companion
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Undead
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Bone Horde
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Statistics
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Health: 3
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Armor: 0
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Speed: 4
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Defense: 4
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Dodge: 5
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Willpower: 4

Special
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Universal Rules
This unit gains the following Universal Rules:
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Undead
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Only Bones
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Rise Again
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Bound Servants
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Controlled Unit
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(See Universal Rules.)
Tactics and Strategies
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Bone Archers are not designed to eliminate enemy units through raw damage. Instead, they excel at supporting the Bone Horde by softening enemy units, controlling movement, and steadily generating Fate Tokens from a safe distance.
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Position Bone Archers behind your frontline where they can continuously pressure key enemy units. Pinning Volley is particularly effective against fast-moving enemies attempting to reach objectives or escape combat, allowing the slower Bone Horde to close the distance.
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Although individually fragile, Bone Archers become increasingly valuable over the course of a battle thanks to Rise Again, forcing opponents to repeatedly dedicate resources to eliminate them.
Abilities:
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Old Arrow
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Type: Ranged (R10)
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Mechanic: Fate vs. Dodge
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Damage: Light Damage
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Despite their crude craftsmanship, Bone Archers relentlessly rain bone-tipped arrows upon their enemies.
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Special Rules
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Bone Archers suffer a -1 penalty to their Fate roll when making this attack.
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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 Old Arrow.
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Pinning Volley
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Type: Special Ability (SA)
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Cost: 1 Fate Token
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Range: 10"
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Instead of focusing on dealing damage, the Bone Archers unleash a volley intended to slow their prey. Both archers in the unit perform this ability at the same time.
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Choose a target within range.
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Make a Fate vs. Dodge roll.
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If successful:
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The target gains Frozen.
No damage is dealt.
Special
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Universal Rules
This unit gains the following Universal Rules:
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Undead
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Only Bones
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Rise Again
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Bound Servants
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Controlled Unit
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(See Universal Rules.)
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Unit Rules
Frenzy
Bone Reavers are consumed by an unnatural blood frenzy that overrides the magic normally restricting the movement of the Bone Horde.
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Bone Reavers:
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May Run despite the Only Bones Universal Rule.
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Must Run toward the nearest enemy unit they can reach during their activation.
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If their Run brings them into Melee with an enemy unit, they may immediately perform Bone Claws against that enemy.
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Are not scoring units and cannot capture or control Pillars of Fate.
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If the Bone Reavers cannot reach an enemy with their Run, they must move as close as possible toward the nearest enemy unit.
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If two or more enemy units are equally close, the controlling player chooses which enemy unit the Bone Reavers pursue.

Tactics and Strategies
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Bone Reavers are aggressive shock troops designed to disrupt enemy formations rather than capture objectives. Their increased Speed and ability to Run allow them to reach enemies significantly faster than most units in the Bone Horde.
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Their greatest strength is also their greatest weakness. Frenzy gives the controlling player limited control over where the Bone Reavers go. An opponent who understands their behavior may attempt to lure them away from valuable targets or important areas of the battlefield.
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Use Bone Reavers to pressure vulnerable enemy units, disrupt ranged attackers and support characters, or force opponents to deal with them while the rest of the Bone Horde advances toward the Pillars of Fate.
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Because Bone Reavers cannot score, sacrificing them to disrupt the enemy can be worthwhile. Their access to Rise Again also means destroying them does not necessarily end the threat, allowing the Reavers to return and resume their relentless pursuit.
Bone Reaver
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Overview
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Role: Bone Reavers are the uncontrollable shock troops of the Bone Horde. Driven by an unnatural frenzy, they abandon the slow, disciplined advance of their skeletal brethren and hurl themselves directly at the nearest enemy. They cannot capture objectives, cannot be relied upon to hold ground, and care for nothing except reaching the enemy and tearing them apart.
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Core Information
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Summon Points: 1 (Companion, x2 per slot)
Alignment: Dark
Affiliation: Bone Horde (Undead Court)
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Keywords
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Companion
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Undead
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Bone Horde
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Statistics
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Health: 4
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Armor: 0
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Speed: 5
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Defense: 5
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Dodge: 4
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Willpower: 4
Abilities:
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Bone Claws
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Type: Melee (M)
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Mechanic: Fate vs. Defense
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Damage: Light Damage
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Bone Reavers tear into their victims with long, sharpened bone claws, relentlessly ripping at anything unfortunate enough to stand in their path.
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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 Bone Claws.
Bone Mages
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Overview
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Role: Bone Mages are the mystical support of the Undead Court's skeletal ranks. Unlike the warriors who march at the front of the Bone Legion, Bone Mages remain behind the battle line, manipulating dark energies to weaken enemies, disrupt their movements, and prepare them for the relentless advance of the Undead.
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Individually, Bone Mages are fragile, but destroying them is rarely the end of the problem. Like the rest of the Bone Legion, they can Rise Again, returning to continue their unnatural work as long as the Undead Court has the Fate to sustain them.
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Core Information
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Summon Points: 1 — Companion x2
Alignment: Dark
Affiliation: Undead Court
Keywords:
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Companion
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Undead Court
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Undead
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Statistics
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Health: 3
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Armor: 0
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Speed: 4
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Defense: 4
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Dodge: 4
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Willpower: 5

Special
Universal Rules
The Bone Mages possess the following Universal Rules:
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Undead
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Only Bones
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Rise Again
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Bound Servants
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Controlled Unit
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These rules function exactly as described in the Dual Fates V3 Universal Rules.
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Masters of Manipulation
The Bone Mages are intended to work together to weaken the enemy rather than concentrate purely on damage.
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When the Bone Mages activate as a Controlled Unit, both must choose the same Mystic Manipulation effect, but each Bone Mage resolves its own Fate Roll separately and may choose a different legal target.
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This allows the pair to spread the same debilitating effect across multiple enemies or concentrate their efforts against a single important target.
Abilities:
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Mystic Manipulation
Type: Ranged
Range: 10"
Fate Roll: Fate vs Willpower
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The Bone Mages channel dark mystical energy into their enemies, weakening their bodies and disrupting their ability to fight effectively.
Before making the Fate Roll, choose one of the following effects:
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Dark Energy — Light Damage
On a successful Fate Roll, the target suffers Light Damage.
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Withering Grasp — Slow
On a successful Fate Roll, the target suffers -1 Speed until the end of the round.
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Mystic Weakness — Debuff
On a successful Fate Roll, choose Defense, Dodge, or Willpower. The chosen statistic suffers -1 until the end of the round.
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Because the Bone Mages are a Controlled Unit, both Bone Mages must select the same Mystic Manipulation effect when they activate, although they may select different legal targets.
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The Speed reduction and statistic reduction caused by Mystic Manipulation do not stack with themselves. A unit may only suffer each effect from Mystic Manipulation once per round.
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Fate Generation
Each successful Mystic Manipulation generates 1 Fate.
The Bone Mages may generate a maximum of 2 Fate per round through Mystic Manipulation.
Tactics and Strategies
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Bone Mages should rarely be placed at the front of the Bone Horde. With only 3 Health and no Armor, they are considerably easier to destroy than many of the Undead units advancing in front of them.
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Instead, use the Bone Horde as a moving wall between the Bone Mages and the enemy.
Dark Energy allows the Bone Mages to contribute additional damage when the Undead Court needs to finish an enemy.
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Withering Grasp is useful against fast opponents, particularly when reducing their Speed can prevent them from reaching a Pillar, vulnerable Summoner, or another important position.
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Mystic Weakness is the Bone Mages' primary setup tool. Reducing Defense, Dodge, or Willpower can make an important enemy considerably easier for the rest of the Undead Court to attack.
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Their Fate generation is equally important. Two successful Mystic Manipulation attacks can generate 2 Fate in a round, helping fuel the Undead Court's abilities and its powerful ability to continually return destroyed members of the Bone Horde through Rise Again.
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This creates the central dilemma of dealing with Bone Mages:
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Ignore them, and they continue weakening your forces and feeding Fate into the Undead Court.
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Destroy them, and the Undead Court may simply spend that Fate to bring them back.
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The Bone Horde wears the enemy down through numbers and persistence. The Bone Mages make sure every enemy becomes a little easier to kill along the way.

Special
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Dark
Nocturnal is a creature deeply infused with dark power.
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Holy Characters and units deal +1 Damage to Nocturnal.
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Nocturnal cannot be included on a team containing Holy Characters or units.
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Soul Tokens
Nocturnal harvests the souls of those she strikes down and uses their power to fuel her supernatural abilities.
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Soul Tokens are a unique resource belonging only to Nocturnal.
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Nocturnal may possess a maximum of 3 Soul Tokens at any time.
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Soul Tokens are separate from the team's Fate Tokens.
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Soul Tokens may only be spent on abilities that specifically require Soul Tokens.
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Unspent Soul Tokens remain with Nocturnal between rounds.
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All remaining Soul Tokens are lost if Nocturnal is removed from play.
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Shield
Nocturnal carries a shield and may use the Shield mechanic.
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(See Shield in the Core Rules.)
Tactics and Strategies
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Nocturnal is a frontline commander who combines durability, resource management, and battlefield leadership.
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Her Ebon Blade is central to her playstyle. Unlike most attacks in Dual Fates, it does not generate Fate. Instead, successful damage provides Nocturnal with Soul Tokens, which she can spend on her command and defensive abilities. Soul Shield allows Nocturnal to spend those harvested souls defensively, protecting herself or nearby allies from incoming damage.
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March of the Dead establishes Nocturnal's role as a General. Moving a Bone Horde Companion without consuming its activation can accelerate the otherwise slow Bone Horde, reposition defensive units, or push skeletal forces toward important areas of the battlefield.
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Bone Guard provides Nocturnal with two Bone Soldiers that can remain near her and intercept attacks. These are actual Bone Soldiers rather than unique token creatures, allowing them to use the same established rules as the rest of the Bone Horde.
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The Bone Guards also create an important tactical decision.
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Nocturnal may keep them alive to protect her, or she may sacrifice them through Bone Armor.
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Sacrificing both guards can permanently increase Nocturnal's Armor from 4 to 6, dramatically increasing her durability but permanently removing the two models that were protecting her.
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This creates the central decision behind Nocturnal:
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Does she spend the dead to protect her army, command her army, or strengthen herself?
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Nocturnal is therefore more than a heavily armored fighter. She is a General who converts the souls and bodies of the dead into battlefield resources, making the forces surrounding her an extension of her own power.
NOCTURNAL
General of the Undead Court
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Overview
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Role: Nocturnal is one of the Generals of the Undead Court, a heavily armored commander who harvests the souls of her enemies and uses them to strengthen and command the forces under her control.
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Unlike the rank-and-file forces of the Undead Court, Nocturnal is not designed around overwhelming numbers. She is a durable frontline commander who fights alongside her forces, harvesting souls with her Ebon Blade and spending those souls to protect her allies, summon personal guards, and command the Bone Horde.
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Core Information
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Summon Points: 2 (Character)
Alignment: Dark
Affiliation: Undead Court
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Keywords
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Character
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Undead Court
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General
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Dark
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Statistics
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Health: 4
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Armor: 4
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Speed: 5
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Defense: 7
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Dodge: 5
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Willpower: 6
Abilities
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Ebon Blade
Type: Melee (M)
Mechanic: Fate vs. Defense
Damage: Light Damage
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Nocturnal's dark blade tears not only into the body of her victim but into the soul itself, allowing her to harvest fragments of spiritual energy for her own purposes.
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Special Rules:
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If Ebon Blade successfully deals damage, Nocturnal gains 1 Soul Token.
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Ebon Blade does not generate a Fate Token.
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Nocturnal may generate a maximum of 1 Soul Token each round from Ebon Blade.
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Soul Shield
Type: Interrupt
Range: 3"
Cost: 1 Soul Token
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Nocturnal releases one of the souls trapped within her possession, using its spiritual energy to protect herself or one of her nearby allies.
When Nocturnal or a friendly unit within 3 inches would suffer damage, Nocturnal may spend 1 Soul Token.
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Reduce the total damage suffered by that attack or ability by 1 Damage.
Soul Shield must be declared before the damage is applied
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March of the Dead
Type: Special Ability (SA)
Range: 6"
Cost: 1 Soul Token
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Nocturnal commands the skeletal warriors of the Bone Horde forward, forcing the dead to advance at her command.
Choose one friendly Bone Horde Companion unit within 6 inches of Nocturnal.
That unit may immediately move up to its normal Speed.
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This movement:
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Does not count as the selected unit's activation.
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Does not allow the selected unit to Run.
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Does not grant the selected unit an attack or Ability Action.
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Must obey all normal movement and terrain restrictions.
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A unit moved by March of the Dead may still activate normally later in the round if it has not already activated.
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Bone Guard
Type: Special Ability (SA)
Cost: 2 Soul Tokens
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Nocturnal tears open the boundary between life and death, calling skeletal warriors to her side to serve as her personal guard.
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Summon 2 Bone Soldiers and place them within 3 inches of Nocturnal.
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These Bone Soldiers become Nocturnal's Bone Guard.
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Nocturnal may never have more than 2 Bone Guards in play at one time.
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Bone Guards use the normal Bone Soldier profile, abilities, and Universal Rules.
Protect the General
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While a Bone Guard is within 3 inches of Nocturnal, an attack that successfully targets Nocturnal may instead be redirected to one Bone Guard within 3 inches.
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The chosen Bone Guard becomes the target of the attack and suffers the attack's effects normally.
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Only one Bone Guard may intercept each attack.
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If no Bone Guard is within 3 inches of Nocturnal, the attack cannot be redirected.
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Bone Guards remain in play if Nocturnal is removed from play and are treated as a unit.
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Bone Armor
Type: Ultimate, Free Action
Cost: 5 Fate Tokens
Limit: Once per game
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Nocturnal turns upon her own guards and commands their bodies to collapse. Their bones tear themselves apart and surge toward their General, locking around her body and reinforcing her armor with layer upon layer of skeletal protection.
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When Bone Armor is activated, destroy all active Bone Guards belonging to Nocturnal.
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For each Bone Guard destroyed this way, Nocturnal permanently gains +1 Armor.
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Therefore:
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1 Bone Guard sacrificed = +1 Armor
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2 Bone Guards sacrificed = +2 Armor
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The Armor gained from Bone Armor remains for the rest of the game unless Nocturnal is destroyed.
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Bone Armor does not require a Fate roll.
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Nocturnal cannot sacrifice ordinary Bone Soldiers or other Bone Horde units to activate Bone Armor. Only Bone Soldiers specifically summoned through Bone Guard may be sacrificed.

