Adept ATK 2

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.
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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.
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HP
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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.
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Gang Up - ATK, one 1C friendly model,
with line of sight to the target, may
immediately Move.
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1 MP
Blind - ATK, Blind[1].
1 MP
Sap - ATK, Sleep[2].
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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.
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HP
MP
Apothecary - The Chemist can use Consume items on
models up to 4 squares away, and use Break items on
adjacent models.
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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.
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HP
Silence - MAG, RNG 4, Silence[2], No
Damage.
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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].
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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.
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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.
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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