Category:Warriors: Difference between revisions

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Heroes of the Warrior archetype.
Heroes of the Warrior archetype.
{{#dpl:
  |category    = Warriors
  |namespace    =
  |include      = {Infobox hero}:name:expansion:speed:health:stamina:defense:willpower:might:knowledge:awareness:ability:feat
  |table        = class="wikitable sortable",-, Name, Exp, Spd, {{Heart}}, {{Fatigue}}, {{Shield}}, {{Willpower}}, {{Might}}, {{Knowledge}}, {{Awareness}}, Ability, Feat
  |tablerow    = [[%PAGE%¦%%]], ²{ValidateExpansionCode¦%%}², %%, %%, %%, %%, %%, %%, %%, %%, %%, %%
  |tablesortcol = 2
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[[Category:Archetypes]]
[[Category:Archetypes]]
[[Category:Warriors]]
[[Category:Warriors]]

Revision as of 07:31, 4 August 2017

Heroes of the Warrior archetype.

Name Exp Spd Heart Fatigue Shield Willpower Might Knowledge Awareness Ability Feat
Corbin DJ27 3 12 5 Gray 2 5 2 2 Each time you suffer 2 or more Heart, reduce the amount of Heart suffered by 1. Use when attacked, before you roll defense dice. After you roll defense dice, you may change each defense die to a different result of your choice.
Tahlia DJ28 3 14 4 Gray 3 3 2 3 Each time you defeat a monster, you receive 2 movement points. Use when a monster starts its activation or moves into a space adjacent to you. Immediately perform an attack that targets that monster. After the attack is resolved, the monster's activation resumes.
Syndrael DJ01 4 12 4 Gray 2 4 3 2 If you have not moved during this turn, you recover 2 Fatigue at the end of your turn. Use during your turn to choose a hero within 3 spaces of you. You and that hero may each immediately perform a move action. This is in addition to the 2 actions each hero receives on his turn.
Grisban the Thirsty DJ01 3 14 4 Gray 3 5 2 1 Each time you perform a rest action, you may immediately discard 1 Condition card from yourself. Use during your turn to perform 1 attack action. This is in addition to your 2 actions on your turn.
Eliam DJ02 5 12 5 Brown 3 3 2 3 While you have 2 Melee weapons equipped, each time you attack an adjacent monster and do not roll an X, deal 1 Heart to one other monster adjacent to you. Use at the end of your turn. Until the start of your next turn, each time you are attacked by an adjacent monster, you may suffer 1 Fatigue to attack that monster before it rolls its attack dice.
Hugo the Glorious DJ02 3 12 3 Black 4 4 1 2 If you do not move this round, you may reroll 1 of your defense dice each time you are attacked. Use at the start of your turn. Double the Heart on your attack roll for each attack you perform this turn.
Laughin Buldar DJ02 3 14 3 Gray 2 4 2 3 You may treat 1 of your equipped Melee weapons as if it only had 1 hand icon (even if it has 2 hand icons). Use as your entire activation to perform 3 attack actions. If you do, you cannot move this turn, not even by suffering Fatigue.
Varikas the Dead DJ02 3 12 3 Gray 3 4 2 2 At the start of your turn, recover 1 Fatigue. Use at the start of your turn if you are knocked out. Recover all Heart and Fatigue. You may still perform 2 actions this turn.
Corbin DJ02 3 12 5 Gray 2 5 2 2 Each time you suffer 2 or more Heart, you suffer 1 less Heart. Use when attacked, before rolling defense dice. Instead of rolling defense dice, place them showing any face you choose.
Karnon DJ02 4 14 3 Gray 2 6 1 2 Each time a monster attacks you, after rolling dice, you may suffer 1 Fatigue to cancel 1 Surge rolled on the attack. Action: Choose a minion monster adjacent to you and roll the blue attack die. If you roll an X, you miss. Otherwise that monster is defeated. Regardless of the outcome, you suffer 1 Fatigue.
Krutzbeck DJ02 3 12 3 Gray 3 4 2 2 While you have at least 6 Heart, each of your attacks gains +2 Heart. Use when attacking, after dice are rolled. Roll 1 red power die, suffer Heart equal to the Heart rolled, and add the same amount of Heart to your attack roll.
Lord Hawthorne DJ02 4 12 3 Gray 2 4 3 2 When attacking with a Melee weapon, each of your attacks gain Reach. Action: Perform an attack, then you may move up to 2 spaces and perform another attack against a different target.
Mordrog DJ02 3 14 3 Gray 3 5 1 2 Each time you suffer any amount of Heart, you may recover 1 Fatigue. Action: Perform an attack. If your attack does not defeat your target, you may make a second attack against that target.
Nanok of the Blade DJ02 4 12 4 Black 2 4 2 3 If you do not have any armor equipped, each of your attacks gains 1 Surge. Use when you are attacked, after the dice are rolled. You are not affected by this attack.
Nara the Fang DJ02 5 10 4 Gray 2 4 1 4 Each time you attack a monster that was at least 3 spaces away from you at the start of your turn, your attack gains +1 Heart. Action: Choose a monster in your line of sight and at least 3 spaces away from you. Move to an empty space adjacent to that monster and perform an attack against that monster. This attack gains +2 Heart.
One Fist DJ02 4 10 4 Gray 3 3 2 3 You can only equip 1 hand icon worth of equipment. On each of your turns, you may perform 1 free Melee attack using 1 blue attack die and 1 yellow power die (this does not require an action). Use when you are defeated to perform an attack action. After the attack is resolved, you are knocked out.
Sir Valadir DJ02 4 12 3 Gray 4 3 3 1 Once per turn, after dice are rolled, you may suffer 1 Fatigue to add 1 Surge to your attack roll. Action: Suffer any amount of Heart. An adjacent hero recovers the same amount of Heart.
Steelhorns DJ02 4 14 3 Gray 3 5 1 2 If you perform 2 move actions on your turn, you may suffer 1 Fatigue to perform an attack at the end of your turn. Action: Move your Speed. During this movement, you may enter spaces occupied by monster figures and move those figures into an adjacent empty space (or closest empty space) of your choice.
Tahlia DJ02 3 14 3 Gray 3 3 2 3 Each time you defeat a monster, you receive 2 movement points. Use before a monster activates, or when a monster moves into a space adjacent to you. You may immediately perform an attack against that monster. After the attack is resolved, the monster's turn resumes.
Trenloe the Strong DJ02 3 12 3 Gray 4 4 1 2 Each time you attack, you may reroll 1 power die. Limit once per attack. Use when you perform an attack action. Before dice are rolled, choose and remove 1 defense die from the defense pool of your target.
Mordrog DJ29 4 14 4 Gray 3 5 1 2 Each time you suffer 1 or more Heart, you may recover 1 Fatigue. Use after you perform an attack that does not defeat a target. Perform an additional attack, using the same target. This attack adds 1 Surge to the results.
Lord Hawthorne DJ29 4 12 3 Gray 2 4 3 2 Each time you perform an attack with a Melee weapon, that attack gains Reach. Action: Perform an attack, then you may move up to 2 spaces and perform another attack against a different target.
Pathfinder Durik DJ04 5 10 4 Gray 2 3 2 4 During each of your move actions, you may move through spaces containing monsters by spending one additional movement point for each occupied space. Use when you move out of a space containing a monster to immediately perform an attack targeting that monster. This attack does not require an action and gains Surge: Pierce 3
Reynhart the Worthy DJ03 4 12 4 Gray 4 3 1 3 If you roll an X during an attack roll, you may suffer 1 Fatigue and reroll 1 attack die. Limit once per attack. Use after rolling an X during an attack roll to recover all of your Fatigue and to reroll any or all of the dice in your attack pool.
Alys Raine DJ21 4 12 4 Gray 3 3 4 1 Each time a hero adjacent to you suffers 1 or more Heart from an attack, you recover 1 Fatigue. Use during a player's turn to refresh all exhausted cards in your play area and recover 2 Fatigue.
Orkell the Swift DJ07 5 10 5 Brown 2 4 1 4 Each time you are attacked by a monster and suffer at least 1 Heart, you may move 1 space after the attack. Use during your turn, while you are knocked out, to perform a stand up action. Then, you may either recover all Heart or move each monster adjacent to your figure 1 space. You can still perform 2 actions this turn.
Trenloe the Strong DJ26 3 12 3 Gray 4 4 1 2 Each of your attacks gains: +1 Heart
Each time you are affected by an attack, add 1 Shield to your defense results.
Use when you perform an attack action, before dice are rolled. Choose and remove 1 defense die from the defense pool of your target.
Karnon DJ34 4 14 3 Gray 2 6 1 2 Each time a monster adjacent to you is defeated, recover 1 Fatigue. Use when you perform an attack with a Melee weapon that targets a minion monster, after dice are rolled. You may change the result of each attack die and power die to a different result of your choice.
One Fist DJ34 4 10 4 Gray 3 3 2 3 If 1 of your hands is empty, add 1 yellow power die to each of your Melee attacks. Use when you are defeated to perform 1 Melee attack. For each monster you defeat during this heroic feat, you may perform 1 additional Melee attack. Then, you are knocked out.
Steelhorns DJ34 4 14 3 Gray 3 5 1 2 Each time you perform an attack that targets a figure adjacent to you that was not adjacent to you at the start of your turn, that attack gains +1 Heart. Use during your turn. Roll 1 power die of your choice. You and each figure adjacent to you suffers Heart equal to the Heart rolled. If you roll at least 1 Surge, you may also move each affected figure up to 1 space.
Nanok of the Blade DJ33 4 12 4 Black 2 4 2 3 You cannot equip Light Armor or Heavy Armor.
Once during your turn, you may choose 1 non-large monster adjacent to you. Suffer 1 Heart and move that monster 1 space.
Use after another hero performs an attack. Immediately perform an attack with a Melee weapon that targets 1 of the same monsters. Then, that hero may perform an attack that targets that same monster.
Krutzbeck DJ32 3 12 4 Gray 3 4 2 2 While you or a hero adjacent to you has 6 or more damage tokens on his Hero sheet, each of your attacks gains +2 Heart. Use when you perform an attack, after dice are rolled. Suffer 3 Heart. Then, roll 3 red power dice and replace the results of your attack roll with the results of the red power dice.
Nara the Fang DJ30 5 10 4 Gray 2 4 1 4 Once per round, after you defeat a monster with a Melee weapon, before removing its figure from the map, you may place your figure in any empty space adjacent to that monster. Action: Choose any empty space within 3 spaces of your figure. Remove your figure from the map and place it in the chosen space. Then perform an attack. This attack gains Pierce 2.
Sir Valadir DJ30 4 12 4 Gray 4 3 3 1 Once per turn, after dice are rolled, you may suffer 1 Fatigue to add 1 Surge to your attack roll. Action: Recover Fatigue up to your stamina. Then, perform an attack.
This attack gains: Surge: +3Heart