Adept Mana Shield - Attacks from the Adept’s Front Arc deal damage to MP before HP. 2 ATK Concentrate - Roll MAG, if any results are a 6, regain 1 MP. 2 DEF 3 MAG 3 MOV 1 MP Ray Arrow - MAG, RNG 4, Holy Element. 1 JMP 1 MP Blur - MAG, RNG 5, Blind[2], No Damage. 1 ITM 2 MP Freezing Cone - MAG, Cone 2, Stop[1], Water Element. Circle Casting - Give +1 MAG to an Adjacent Adept{2}, This bonus stacks from multiple Adepts. e l p if le m a S HP MP Learning - When an Adept is adjacent to a 2+ Crystal ally, it may cast any MAG Command from their list, except for ALL MP Commands. Endless: Fantasy Tactics ©2013 On The Lamb Games Archer Dodge - Expend a number of MP to reroll an equal number of defensive dice. 4 ATK 4 DEF 2 MAG 5 MOV 3 JMP 2 ITM Elven Ancestry - A successful basic attack restores 1 MP to the Archer. Camouflage - The Archer is not affected by Multi-Target Commands, unless it is the only target of them. Precise - The Archer gains +1 ATK if it does not move before making a basic attack. e l p m a S HP if le Fleet - Move, Gain +1 DEF{1}. 1 MP Burning Arrow - ATK, RNG 5, Burn[1], Fire Element. 1 MP Silencing Shot - ATK, RNG 5, Silence[1]. 3 MP Scavenge - Add an Item from your party’s discard pile to your inventory (Cannot exceed ITM cap). 3 MP Volley - ATK, RNG 5, AoE 2. All MP Arcane Arrow - ATK+MAG, RNG 10, Piercing. MP Bow - The Archer’s basic attacks are RNG 5. Endless: Fantasy Tactics ©2013 On The Lamb Games Bandit 3 ATK 2 DEF 2 MAG 3 MOV 2 JMP 2 ITM Camouflage - The Bandit is not affected by Multi-Target Commands, unless it is the only target of them. Steal - In place of the Move AND Act Phases, the Bandit may take a random, non-unique Consume or Break item from an adjacent Model and use it immediately. if le Gang Up - ATK, one 1C friendly model, with line of sight to the target, may immediately Move. e l p 1 MP Blind - ATK, Blind[1]. 1 MP Sap - ATK, Sleep[2]. m a S HP MP Crossbow - The Bandit’s basic attacks are RNG 3 and counts the target’s Side Arc as Rear Arc. Endless: Fantasy Tactics ©2013 On The Lamb Games Chemist Last Drop - When the Chemist uses an item, roll a die. On a 5+, the item is not discarded. 3 ATK 3 DEF 3 MAG 3 MOV 2 JMP 6 ITM Salve - When the Chemist uses an item, the target is also healed for 1 HP. Perfect Mixture - When the Chemist uses an item that has a duration, it lasts 1 turn longer. e l p m a S HP MP Apothecary - The Chemist can use Consume items on models up to 4 squares away, and use Break items on adjacent models. if le Scrounge - When the Chemist moves at least 3 squares, roll a die. On a 6+, the Chemist regains a discarded 1 ITM item. Flask Belt - Once per Round, the Chemist may use a Consume item as Break item. Quick Swig - Make a basic attack and then use a Consume item on the Chemist. 1 MP Alchemical Bomb - ATK, RNG 3, AoE 1, Discard an item and apply any Common Status Effect[2]. 1 MP Magical Concoction - MAG, RNG 3. Discard an item, add the ITM value to the MAG value for total dice rolled. 2 MP Toxin Cloud - ATK, RNG 5, AoE 2, Poison[3], No Damage. All MP Mad Mixture - Chemist gains +2 ATK/DEF/ MAG{3}. Endless: Fantasy Tactics ©2013 On The Lamb Games Cleric Faith - Regain 1 MP for each 6 rolled when using a Command. 2 ATK 3 DEF 4 MAG 1 MP 3 MOV 2 MP 2 JMP Bless - RNG 2, Target gains +1 ATK and their basic attacks are Holy Element{3}. 2 ITM 2 MP Holy Shield - RNG 2, Target gains +1 DEF and Holy Blood{3}. 2 MP Purge - RNG 3, Target loses a Status Effect. 3 MP Heal - MAG, RNG 4, AoE 1, Heal. 4 MP Holy Smash - MAG x2, Wide, Holy Element. 5 MP Greater Heal - MAG, RNG 4, AoE 2, Heal, Safe. All MP Restore - RNG Any, Resurrect a model at full HP and their MP value at time of death. Symbol of Numina - Cleric has Holy Blood and +1 DEF. m a S e l p HP Silence - MAG, RNG 4, Silence[2], No Damage. if le MP Divine Protection - The Cleric may reroll one failed Defense or Magic die when attacked. Endless: Fantasy Tactics ©2013 On The Lamb Games Crusader 4 Healing Aura - While the Crusader has 2+ MP, adjacent ally models heal 1 HP on a successful Crusader MAG roll, at the start of their turn. ATK 4 DEF 3 MAG 3 MOV 2 JMP 2 ITM Numina’s Light - The Crusader has Holy Blood, +1 DEF, and +1 MOV. Hallowed Blade - ATK, RNG 3, Holy Element. Smite - ATK, Fear[1]. e l p 1 MP Warrior Mend - MAG, Heal, +1 ATK{2}, Cannot Target Self. 1 MP Righteous Wave - MAG, Cone 2, Stop[1]. 1 MP Shield of Light - Target Gains +2 DEF{2}. Cannot Target Self. 2 MP Consecrate - MAG, RNG 3, Remove a status effect from an ally and damage enemies adjacent to the target. HP 2 MP Cry of Devotion - MAG, Around 3, Silence[1], Safe. MP All MP Divine Crash - ATK+MAG, RNG 2, AoE 1, Holy Element, Piercing. am S if le Sacred Relic - The Crusader may have one Equip item that does not count toward it’s ITM limit or to the Unique per party restriction. Endless: Fantasy Tactics ©2013 On The Lamb Games Dark Priest 3 ATK 2 DEF 4 MAG 3 MOV 2 JMP 2 ITM Phylactery - If the Dark Priest is reduced to 0 HP, roll remaining MP. Restore 1 HP per 6 rolled. Reduce MP to 0. Minion Lord - May use MAG in place of DEF rolls when adjacent to a 1C model. Eldritch Arts - Using any MP Cost Command causes Fear[1] to all non-Dark Blood within 3 Squares of the Dark Priest. m a S e l p if le Bloody Incantation - Reduce adjacent ally’s MP by any amount to heal its HP by an equal amount. Shadow Walk - Place the Dark Priest adjacent to an ally within 4 squares. Both become Dark Blood{2}. 1 MP Profane Touch - ATK, Dark Element, Piercing. 1 MP Drain - MAG, RNG 2, Dark Priest heals 1 HP. HP 2 MP Curse - MAG, RNG 4, apply any Common Status Effect[2], No Damage. MP 3 MP Aetheric Void - RNG 5, Models within 3 Squares of target Dark Blood model suffer Silence[1]{4}. Miasma Infusion - Basic attacks made against the Dark Priest cause equal damage in MP to the attacking model. All MP Apocalyptic Wave - ATK+MAG, Cone 3, Endless: Fantasy Tactics Dark Element. ©2013 On The Lamb Games
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