recursal/Fanatic-Fandom huggingface dataset:
Vayl

User of the legendary Chronos Blades, Vayl’s control over the fabric of time itself has allowed him to become the best spy and assassin of the empire. This power has come at a high cost. At only 22 years he has the body of an old man.

### Licht Kaiserreich Streuner - St. 35

**Kronos-Klingen:** Vayl darf pro Runde eine Aktionsmarke als reagierende Aktion zurückerhalten. Immer wenn diese Fähigkeit eingesetzt wird, erleidet Vayl 2 Schadenspunkte und Langsam Stufe 1.
**Zeitdiebstahl:** Alle Schadensverursachenden Angriffe von Vayl verursachen außerdem Langsam Stufe 1, Effekt 13.

**oo - Heimlichkeit (List, Effekt)**
Vayl zählt als Verborgen. **Unterhalt : o**

**ooo - Zerfallende Zeit (Ki, Angriff)**
Wenn Zerfallende Zeit Schaden verursacht, wird das Ziel von Langsam Stufe 3 betroffen. Wenn Vayl diesen Angriff einsetzt erhält er Kritische Schadensmeisterschaft. Effekt 16.

**oo - Zeitnarbe (List, Angriff)**
+2 Angriff / +1 Schaden. Dieser Angriff verursacht automatisch einen kritischen Treffer. Diese Fähigkeit kann nur eingesetzt werden, wenn Vayl verborgen ist.
Jiang Pao

The cheerful and carefree Jiang Pao wanders throughout the world without more
concern than having a good time and flirting with beautiful women. However,
despite his easy going appearance, he hides an indomitable fighting spirit forged
by the best martial masters of the Maisen Academy.

### Neutral Wanderer Kämpfer - St. 40

**o - Leicht wie der Wind (Ki, Ausweichen)**
+3 Abwehr. Leicht wie der Wind funktioniert nur gegen Distanzangriffe. Diese Fähigkeit kann nicht benutzt werden, wenn Jiang Pao ein Schild-Manöver durchführt.

**ooo - Hiebhagel (Ki, Angriff)**
+3 Angriff. Wenn Hiebhagel Schaden verursacht, verliert das Ziel einen Aktionsmarker. Effekt 15.
Frederick Adler

Frederick Adler is a brilliant strategist and has controlled the Empire's intelligence service , the Hand of the Emperor, since the reign of the last Emperor. Despite being a cold and remorseless monster of a man, his loyalty to the throne is fanatical and unwavering. He wholeheartedly supports the Empress with his extensive network of covert agents.

### Dark Empire Prowler — Lv. 45

**Imperial Resources:** Imperial Agents (male and female) may spend an additional 5 levels on upgrades. This doesn't actually increase their cost.

**o — Order of Assassination (Subterfuge, Effect, Reactive)**
When a friendly Dark unit within Adler's Control Zone makes an attack they roll an additional die keeping the highest result.

**o — War Sacrifice (Subterfuge, Effect, Reactive)**
A friendly unit within Adler's Control Zone gets +X Attack until the end of the turn. X equals the amount of LP that unit sacrifices for this ability, up to 3 LP.

**o — Disposable Agents (Special Effect, Reactive)**
This ability may only be used once at the end of the Maintenance Phase. A friendly unit within Adler's Control Zone gets Shield Lv. 1 and Berserker Lv. 1.

**ooo — Kortana (Ki, Attack)**
+2 Damage / -2 Armor. Adler has Critical Mastery for this attack.
High Arbiter Arkeid

Arkeid, The Angel Judge, is one of the greatest powers of Gaïa, and a key piece in the structure of the Azure Alliance. Hiding to the world that she is not even a human being, she combines her incredible abilities of battle with a unique talent to summon luminous companies. Her power is such that she is even capable of altering reality, generating loops in time and space to exchange the position of people.

### Licht Azur Allianz Kämpfer Mystiker Anführer - St. 75+

**Beschwörungsstufe:** 1 **Zugehörigkeit:** Licht
**Automatische Fähigkeiten:** Initiative

**oo - Lichtsrahl (Magie, Distanzangriff)**
Distanz (16 Zoll).

**ooo - Herrschaft des Lichts (Ki, Angriff)**
+2 Angriff / +3 Schaden.

**ooo - Himmelsbrecher (Magie, Distanzangriff)**
Distanz (16 Zoll), +2 Schaden. Wenn der Angriff sein Ziel trifft, erleiden alle Charaktere im Umkreis von 2 Zoll um das Ziel denselben Angriff.

**ooo - Letzter Wunsch (Ki, Angriff)**
+2 Schaden. Letzter Wunsch betrifft alle Gegner innerhalb von 3 Zoll um Arkeid.

**oo - Lichtschild (Magie, Effekt)**
Ein freundlicher Charakter in Arkeid Kontrollzone bekommt Schild Stufe 2.

### ARBITER ARKEID Arbiter-Befehle

**Befehle pro Runde:** 3
**Einflussbereich:** 12 Zoll.
**Einschränkung:** Arkeids Arbiter-Befehle haben keine Wirkung auf Charaktere mit einer gleichen oder höheren Stufe, andere Arbiter oder Beschworene.
**Meisterhafte Beschwörung:** von Arkeid herbei gerufene Beschworene dürfen ihre Arbiter-Befehle empfangen.

**o - Motum (Spezial, Effekt)**
Bewege einen freundlichen Charakter in der Einflusszone von Alastor um 2 Zoll. Dies zählt nicht als Bewegungsaktion, kann also vor oder nach der Bewegung erfolgen. Motum kann pro Charakter pro Runde nur einmal eingesetzt werden.

**oo - Praesidium (Spezial, Ausweichen, Reagierend)**
Ein freundlicher Charakter in Arkeids Einflussbereich darf eine freie Ausweichen-Aktion machen.

**oo - Opugnis (Spezial, Angriff)**
Wähle einen freundlichen Charakter in der Einflusszone von Alastor. Dieser Charakter darf einen freien Handgemenge-Angriff durchführen.

**ooo - Conmutio (Spezial, Effekt)**
Zwei freundliche Charaktere in Arkeids Einflussbereich tauschen ihre Position aus. Diese Fähigkeit darf auch auf Charaktere angewendet werden, die sich im Handgemenge befinden.
Hecatonides Zero Sigma

Zero is the first Hecatodies, one of the greatest weapons ever produced by Solomon in the ancient days. Now, millennia after its birth, this unlimited living machine has formed a pact with Wissenschaft to command the combat organization division in exchange to the maintenance that its body requires.

### Neutral Wissenschaft Mystic Warrior Leader — Lv. 80

**Innate Abilities:** Flight, Immunity (Poison).
**Technomagical Golem:** Zero is a Gear and thusly can't be assigned Advantage Cards

**o — Prehensile Tail (Ki, Attack)**
This attack causes no damage. If it hits the target suffers Paralyze Lv. 1. Effect 15. **Limit:** Once per turn.

**oo — Code-34: Execution (Ki, Attack)**
+5 damage. This attack can only be used on a Paralyzed Character.

**ooo — Code-11: Destroyer Dome (Magic, Ranged Attack)**
Distance (16 inches). If this Attack hits its target, then all units within 2" of the target also suffer the attack.

**ooo — Force Shield (Ki, Attack)**
+3 Attack. This attack causes Throw.

**ooooo — Code-66 Terminus (Ki, Charge)**
+3 Attack / +2 Damage.

### Power Cells

At the Start of the game put 3 "Energy" tokens on this card.

Once per turn, as a reaction, you may spend 1 energy token from this card to have Zero gain 1 of the following bonuses until the end of the turn:

* Code-11: Destroyer Dome gets +2 Damage and will affect units within 4" of the target instead of 2".
* Code-34 Execution cost is reduced by 1 Action Point.
* Code-66: Terminus causes Throw and ignores the defender's armor.
Romeo Exxet

Romeo Exxet, The Supreme Inquisitor, is the most pre-eminent figure in the Inquisition. His name is whispered with a mixture of fear and unconditional devotion. Every part of him, from one of his hairs to the last drop of his blood, emanates true power. As it was foretold in ancient times, he is the chosen of the light, the embodiment of the dynasties of the seven Beryls. Blessed since the instant of his birth,Romeo has always been a giant among ants. His natural presence is such that even the most powerful Inquisitors and elementals kneel before him and serve him as if his word is law.

### Licht Kirche Kämpfer/Anführer - St. 75

**Gottesvernichter:** Alle Angriffe, die Romeo gegen Charaktere mit mittlerer oder großer Basis durchführt, verwenden seinen sekundären Schadenswert.
**Finaler Weltenbrand:** Wenn Romeo ausgeschaltet wird, führt er einen Angriff gegen alle Charaktere in 3 Zoll Umkreis durch.

**ooo - Dies Magna (Ki, Angriff)**
+2 Angriff / +3 Schaden.

**ooo - Caedus Celestia (Ki, Angriff)**
+6 Angriff. Um diesen Angriff durchführen zu können, muss Romeo über 8 oder weniger Lebenspunkte verfügen.

**o - Beten (Spezial, Effekt)**
Lege eine Wundermarke auf Romeo. Um diese Fähigkeit einzusetzen, muss Romeo 2 Lebenspunkte opfern. **Limit:** Einmal pro Runde.

### ROMEO EXXET Erwählter des Lichts

**Wunder:** Bei Spielbeginn wird eine Wundermarke auf Romeo platziert. Jedes Mal, wenn es zu einem der folgenden Ereignisse kommt, wird eine weitere Marke auf ihm platziert.

* *Ein freundlicher Charakter wird innerhalbseiner Kontrollzone ausgeschaltet.*
* *Er erleidet Schaden durch einen Gegner.*

**Seraphenflügel:** Romeo kann bis zum Ende der Runde fliegen. Um diese Fähigkeit zu aktivieren muss während der Erholungsphase eine Wundermarke entfernt werden.

**Geheiligtes Schwert:** Bis zum Ende der Runde bekommen alle Angriffe von Romeo +1 Angriff, +2 Schaden und -2 Rüstung. Um diese Fähigkeit zu aktivieren, müssen während der Erholungsphase zwei Wundermarken entfernt werden.

**Gottes Zorn:** Romeo führt in seiner Aktionsphase einen freien Angriff gegen jeden Charakter innerhalb von 4 Zoll durch. Die Fähigkeit Gottesvernichter zählt nicht für diesen Angriff. Um diese Fähigkeit zu aktivieren müssen während der Erholungsphase drei Wundermarken entfernt werden.

**Himmlischer Ruf:** Platziere zwei Beschworene des Lichts nach den üblichen Aufstellungsregeln in Romeos Kontrollzone, aber ohne Beschwörungskosten. Die beiden Beschworenen haben all ihre Aktionsmarken, agieren als unabhängige freundliche Charaktere und sind keine Siegpunkte wert, wenn sie ausgeschaltet werden. Am Ende der Runde in der die Beschworenen platziert wurden, werden sie wieder vom Spielfeld entfernt. Um diese Fähigkeit zu aktivieren, müssen während der Erholungsphase vier Wundermarken entfernt und 2 Lebenspunkte geopfert werden. Die beiden Beschworenen dürfen ein Gesamt-Atman von 120 nicht übersteigen.
Arkham

Arkham is an ex Order of the Magus member who became unhealthily fascinated with immortality and undeath. He is now one of the main field researchers participating in Black Sun's necromantic weapons testing. Surrounded by a legion of spectral ravens, utilizing traditional black magic, and commanding many undead minions this dark wizard will stop at nothing to achieve his goal of becoming the ultimate form of undead.

### Dark Black Sun Mystic — Lv. 35

**Guidance Points:** 2

**ooo — Soul Scavenger (Magic, Effect)**
Choose an Enemy Unit within Arkham's Control Zone. Until the end of the Turn, all attacks made against that Unit will automatically cause a Critical Hit, regardless of the outcome of the Attack roll. Effect 15.

**oo — Legion of Crows (Magic, Attack)**
+4 Attack. This Attack affects every Unit within 4 inches of Arkham, except Summons and Undead.

**oo — Beam (Magic, Ranged Attack)**
Distance 16 Inches. +1 Attack / +2 Damage.

**oo — Raven Flight (Magic, Run)**
Move Arkham up to 16 inches. While Making this movement Arkham has Flight.
Team The Three Dragons

**Type:** Plot
**Characters:** Li Long, Lin Pao, and Jiang Pao.

Li Long, Lin Pao and Jiang Pao form a Team and receive the following special abilities;

* **Lin Pao's Additional Abilities**

**ooo — Twin Dragon Combo (Ki, Charge, Reactive)**
Lin can Charge as a Reactive Action against the same enemy Jiang is charging. This skill must be declared when Jiang activates his own Charge, but before he executes it. If the enemy unit is destroyed by Jiang's Charge, Lin cannot move but still spends the Action Points of the Twin Dragon Combo.

* **Jiang Pao's Additional Abilities**

**ooo — Twin Dragon Combo (Ki, Charge, Reactive)**
Jiang can Charge as a Reactive Action against the same enemy Lin is charging. This skill must be declared when Lin activates her own Charge, but before she executes it. If the enemy unit is destroyed by Lin's Charge, Jiang cannot move but still spends the Action Points of the Twin Dragon Combo.

* **Combined Abilities**

**ooo — Heaven and Earth (Ki, Attack))**
+5 Attack / +5 Damage. Roll two dice and keep the higher one. Heaven and Earth may only be activated if all three of the characters who are part of this team are engaged with the same enemy. Any character from the team may activate this attack. The other two characters on this team must spend one Action Point to pay for its activation. **Limit:** 1 per turn.
Duncan Reid

One of the special agents of The Hand of the Emperor, Duncan is a warrior of great skill. After years of irreproachable services for Abel, he is now in charge of finding relics of the Lost Loggia.

### Licht Kaiserreich Kämpfer - St. 40

**ooo - Gekreuzte Klingen (Ki, Angriff)**
Wenn Duncan einen Angriff durchführt, und dieser Erfolgreich ist, darf er sofort einen weiteren kostenlosen Angriff durchführen.

**oo - Stolz (Ki, Effekt, Reagierend)**
Duncan erhält Stufe 2 Schutz.
Gear Mk. Trithemius

**Availability:** Trithemius are not unique, and you may include 1 for every 150 Levels available to your Wissenschaft party. For example a party of 300 levels could include up to two Trithemius. Trithemius count against the number of agents you may include in your Wissenschaft party.
**Gear:** Trithemius are gears and therefore can't have advantage cards associated with them.

**oo+ — Canyon Legate (Magic, Ranged Attack)**
Distance (12 inches). The Trithemius may spend any number of additional AP while paying for this attack. For every 2 additional AP spent while paying for this attack it gets +1 Attack / +1 Damage and 2 inches more distance.

### Modifications

A Trithemius can possess any combination of the following options, as long the added levels do not take their total level above 45. Any option cannot be chosen more than once.

* The Trithemius gets the Flight Innate Ability and its Speed is increased to 8/12. **Lv:** +5.
* The Trithemius Recovers one more Action per turn. **Lv:** +10.
* If Canyon Legate hits, it affects all units within 2 inches of its target. **Lv:** +5.
* Ranged Attacks targeting the Trithemius apply the penalty for the Light Cover. **Lv:** +5.
* The Trithemius gets +1 Attack. **Lv:** +5.
* The Trithemius gets +2 Damage. **Lv:** +5.
* The Trithemius gets +4 LP and +1 Armor. **Lv:** +5.
* The Trithemius gets the following ability. **Lv:** +5.

**oo — Remote Assistance (Magic, Effect, Reactive)**
A friendly gear within Trithemius's Control Zone Recovers 1 AP. **Limit:** Once per turn.
Shinobi

Shinobi are elite assassins said to come from the Eastern island of Varja. Ruthlessly trained in ancestral ki techniques, as well as the darkest arts of infiltration and concealment, these shadowy killers dedicate their entire existence to their lords.

### Dark Prowler — Lv. 20+ (small base)

**Agent:** Shinobi are not unique Characters and you may include 1 for every 150 levels avaliable to a Party of any Faction or Organization. If taken as part of an Organization Party, then Shinobi count toward the number of Agents of that Organization allowed in a Party. For example you could include 1 Shinobi and 1 Azur agent in an Azur Alliance Party of 300 Levels, but not up to 2 Shinobi and up to 2 Azur Agents.

**ooo — Ninpo (Ki, Attack)**
+3 Attack.

#### Skill Card

A Shinobi can possess any combination of the following options, as long the added levels do not take their total level above 40. Any option can't be chosen more than once.

* The Shinobi's Speed is increased to 12/16 and they get Open Movement. **Lv: +10**
* The Shinobi recovers one more Action point per turn. **Lv: +10**
* The Shinobi gets Infiltration and Advanced Deployment. **Lv: +5**
* The Shinobi gets the Innate Ability Ranged Attack, Distance (8 inch). **Lv: +5**
* The Shinobi gets one of the following Abilities: **Lv: +5**

**oo — Stealth (Subterfuge, Effect)**
The Shinobi becomes Hidden. **Upkeep: o**
**ooo — Kagetorii (Subterfuge, Run)**
The Shinobi Runs 16 inches. During this move the Shinobi is Intangible.
**oo — Maboroshi (Subterfuge, Dodge)**
+4 Defense.

* The Shinobi gets one of the following Abilities. **+5**

**oo — Korosu (Ki, Attack)**
+5 Attack/+4 Damage. This Attack can only be used if the Shinobi is Hidden.
**ooo — Mugen no Ken (Ki, Attack)**
The Shinobi makes two consecutive attacks against the same target.
**oooo — Hakai Shinken (Ki, Charge)**
+4 Attack.
Sho

Sho's foreign ways make him no less deadly as a warrior.

**Combo:** Whenever Sho causes damage to an enemy unit with an Attack that the enemy unit attempted to Dodge, Sho recovers an Action Point.
**Kurokami:** Sho gets +1 Damage for every 3 LP he is below his starting LP.
**Master:** Enemy units that attempt to Escape while engaged with Sho get -2 to the roll.

**oo — Iaido (Attack, Ki, Reactive)**
This attack can only be used when an enemy unit declares a melee attack against Sho. This attack is resolved before the enemy unit's attack. If this attack destroys its target, then the enemy unit's attack isn't resolved. **Limit:** Once per turn.

**ooo — Bushu (Attack, Ki)**
Sho gets a bonus equal to his Attack Damage bonus received by the rule Kurokami. If damage occurs with Bushu, get Healing Lv.2.

45empirelightsaga3+4warrior
Azur Agent

**Agent:** Weil Agenten keine einzigartigen Charaktere sind, darf in einer Gruppe der Azur Allianz pro 150 Stufen ein Azur Agent enthalten sein. Eine Gruppe für 300 Punkte dürfte zum Beispiel bis zu zwei Azur Agenten enthalten.

**oo - Heimlichkeit (List, Effekt)**
Der Azur Agent zählt als Verborgen. **Unterhalt:** O

**oo - Mordanschlag (List, Angriff)**
+3 Angriff / +2 Schaden. Der Azur Agent muss verborgen sein, um den Angriff durchführen zu können.

#### **AZUR AGENT** Fertigkeiten

Ein Azur Agent darf eine beliebige Kombination der folgenden Optionen wählen, solange die dafür investierten Stufenpunkte seine Gesamtstufe nicht über 40 steigern. Er darf keine Option mehr als einmal wählen.

* Die Schnelligkeit des Agenten erhöht sich auf 12/16. **St. +10**
* Der Agent erhält pro Runde eine zusätzliche Aktionsmarke zurück. **St. +10**
* Die Schnelligkeit des Agenten erhöht sich auf 8/12. **St. +5**
* Der Agent erhält Infiltration und Offene Bewegung. **St. +5**
* Der Agent erhält die Automatische Fähigkeit Distanzangriff mit Distanz (12 Zoll). **St. +5**
* Mordanschlag wird auf +4 Angriff / +4 Schaden erhöht. **St. +5**
* Wenn der Agent mit einem normalen oder Spezialangriff Schaden verursacht, verursacht er außerdem Gift Stufe 2. Effekt 14. **Lv +5**
* Der Agent erhält +1 Angriff. **St. +5**
* Der Agent erhält +1 Abwehr. **St. +5**
* Der Agent erhält +4 Lebenspunkte. **St. +5**
* Der Agent erhält die folgende Fähigkeit. **St. +5**

**ooo - Kaiser (Ki, Angriff)**
+4 Angriff.
Freya

Adolf Brunner’s twin daughters, Frey and Freya have been raised as living weapons whose sole purpose is destroying Adolf’s enemies. Inheriting bestial spirit power from their mother Tuan Dalyr and modified with enhanced physical abilities due to their father’s experiments, they are terrifyingly inhuman predators. Frey and Freya aren’t driven by evil and cruelty, sadly depravity and death is all they have ever known.

### Dark Azur Alliance Prowler — Lv. 40 (small base)

**Innate abilities:** Open Movement.
**Unbound:** At the end of the Maintenance phase roll a dice. On 6+, Freya suffers Berserk Lvl 1.

**oo — Stealth (Subterfuge, Effect)**
Freya becomes Hidden. **Upkeep: o**

**oo — Ragnarok (Subterfuge, Attack)**
+4 Attack / +2 Damage. This Attack affects all enemy Units within 2 inches of Freya. Freya may only use this attack if she is Hidden.

**ooo — Unbound Beast (Ki, Charge)**
+3 Damage. Freya can only use this Charge if she is Berserk. If this Charge deals damage to an enemy Unit, remove 1 Berserk counter from Freya.
Die dunklen Lande

Die Dunklen Lande werden mit Recht so genannt, sind sie doch unheimliche Länder voller Mythen, Mysterien und

unerforschter Gebiete. Selbst zu Zeiten als Abel hier noch regierte war dies nicht anders. Erzengel und der Thron sind weit weg.
Das Reich hat bisher noch keine Stellungnahme zur Unabhängigkeit der dunklen Lande gemacht, was aber wohl von einem gewissen Desinteresse an diesen problematischen Ländern herrührt.

#### Moth

Tückische Sümpfe, dunkle Gewässer, tiefe Wälder und ewiger Nebel. Das ist Moth. Sonnenschein ist hier nur selten

zu sehen. Nominal wird das Land von Prinz Lucer Grey regiert, der aber nur wenig Kontrolle über die einzelnen Fürsten und ihrer Ländereien hat. Städte sind hier rar und falls existent recht klein gehalten. Kommunikation mit der Außenwelt ist nicht existent, dafür ist allerdings Tradition hier sehr wichtig. Das Christentum ist hier weit verbreitet, aber ebenso gibt es genügend andere mystische Glaubensaspekte die hier zu Tage treten und sich manchmal sogar mit den christlichen Lehren vermischen.
Viele Gegenden des Landes sind, da man sie nur schwer erreichen kann, nicht erkundet, und von den wenigen Expeditionen aus dem Süden die sich dieser Herausforderung annehmen hört man meistens nie wieder ein Lebenszeichen.

#### Dwänholf

Das Land der Gesetzlosen ist ideal für jeden Verbrecher auf den woanders nur der Galgen warten würde. Das

Innenland ist wegen des feuchten Klimas und der mangelnden Eignung für Landwirtschaft nicht bewohnt. Die wenigen Städte befinden sich alle an der Küste und fungieren meistens auch gleichzeitig noch als illegale Häfen für Piraten der inneren See.
Steuern sind nicht existent und das Land wird von einigen Adligen mit zwielichtigem Ruf regiert. Raub, Mord und schlimmeres sind hier an der Tagesordnung, was das normale Leben oder Reisen in diesen Landen unmöglich macht.
Besonders während der Nächte…
Dafür kann man hier jede Ware Erhalten die man sucht. Die Schwarzmärkte der Hafenstädte die als Umschlagsplatz der Piraten fungieren sind legendär.
Kerberos

The captain of Les Jaeger, Kerberos, also known among his subordinates as the God of Blood, is an inhuman creature that feeds on death to satisfy his immortal appetite. He regularly competes with the Colonel for the position of primacy amongst Azur Alliance agents. He comes out on top much of the time due to his monstrous powers and millennia of experience.

### Dark Azur Alliance Warrior — Lv. 45

**Independent:** Kerberos can't receive Arbiter Orders.
**Blood Puppets:** If Kerberos is in your group, Azur Agents receive +1 attack. If Kerberos dies, all Azur Agents are automatically removed as casualties.

**oo — Bloody Wings (Special, Movement)**
Kerberos moves 16 in. in a straight line. During this movement he is considered to have Flight. This consumes one Blood Counter.

**ooo — Midnight Bless (Ki, Attack)**
+6 Attack. Consumes one Blood Counter.

**ooo — Sanguinis Vitae (Ki, Attack)**
+3 Attack. If this deals damage, put two additional Blood Counters on Kerberos.

### Lord of the Blood.

**Blood Counter:** At the beginning of the game, put a Blood Counter on Kerberos.

**The Power of Blood:** Before any Attack or Defense roll (normal or special) you may spend a Blood Counter to roll an additional die and choose the result you prefer

**Regeneration:** During Kerberos' activation you may choose to exchange a Blood Counter for Healing Lv. 1

**Blood Absorption:** If Kerberos damages an enemy after an attack or charge, he obtains a Blood Counter. This ability doesn't affect Gears, Summons or Undead.
Kingsley Warlock

Kingsley Warlock is one of the CEOs of Black Sun, as well as one of the most trusted agents of the Delacroix family. Master of both the sword and the darkest arts, he uses his control over the undead to greatly increase Black Sun’s, as well as his own, influence.

### Dark Black Sun Warrior Mystic Controller — Lv. 45

**Guidance Points:** 2

**Blood Magic:** Whenever Kingsley uses one of his Magic Abilities he loses 1 Life Point.

**ooo — Curse of Damballa (Magic, Attack)**
If this attack causes damage, the target suffers Blind, Seal, Slow, and Doom all at Lv. 2. Effect: 16.

**ooo — Tonnere Diable (Magic, Ranged Attack)**
Distance 16 inches. -1 Damage. If this Attack causes damage the target suffers Poison Lv. 2. Effect: 16.

**o — Ayizan (Magic, Effect)**
Until the end of the turn, enemy units that are more than 8 inches away from Kingsley can’t draw Line of Sight to him.

**o — Ogoun (Magic, Effect)**
Until the end of the turn, whenever an enemy unit causes Kingsley damage, they lose an amount of Life Points equal to the damage caused to Kingsley. If Kingsley dies as a result of the damage dealt to him, then this ability will not cause the unit that dealt the damage to lose Life Points. Effect: 14.
Faust Orbatos

As the last member of the renowned Orbatos lineage, Faust is a man marked by a dark destiny. After the destruction of his entire family, now this unmatched warrior wanders the world looking for his destiny, even if it takes him to the depths of hell.

### Neutral Wanderer Warrior — Lv. 60 (small base)

**oo — Scorpion Grip (Ki, Effect)**
Cast Lv2 Slow on an enemy target unit inside Faust's Control Zone. Effect 14.

**ooo — Dark Cross (Ki, Attack)**
+6 Attack.

**ooo — Hakkai Zangetsu (Ki, Attack)**
+6 Attack / -6 Armor. To use this Attack Faust must sacrifice 3 Life Points.
Tiamat

"Unique" is the best way to describe Tiamat, the youngest of the four 7th Heaven Knights that serves Elisabetta Bardados. A lazy womanizer, but with a god like talent for fighting is also another way. Making him sit up and take things seriously is the last thing his enemies would ever want.

### Neutral Empire Optional Leader Warrior/Prowler — Lv. 55

**Innate Abilities:** Initiative.
**Cancer:** Tiamat can make melee Attacks on targets within 4 inches of himself. Charges are not affected by this ability.

**ooo — Awe of the Forgotten (Ki, Attack)**
This attack rolls 2 dice and keeps the highest. If this Attack causes damage, its target suffers Seal Lv. 1. Effect 16.

**oo — World of Wires (Ki, Effect)**
Move an enemy unit within Tiamat’s Control Zone 4 inches in the direction of your choice. This ability can be used to move Characters Engaged in Combat. Effect 15.

**o — Wires of Destiny (Ki, Effect)**
Tiamat gains Haste Lv. 3. **Limit:** Once per game.

**His true power…**

**Optional Leader:** You may choose to use this skill card when you include Tiamat in your group. If you do, Tiamat gets +5 Levels, has the abilities on this card, and is a Leader.

**Perfect Defense:** While Tiamat hasn’t moved during a turn, all Ranged Attacks that target him automatically miss and no roll is made for them. Once Tiamat has moved during a turn, this ability won’t have any affect until the beginning of the next turn.

**ooo — Starlight Romance (Ki, Effect)**
All enemy units within Tiamat’s Control Zone suffer Paralyze Lv. 1. Effect: 15.
**Limit:** Once per game.
Dragon Blood

**Type:** Power
**Category:** All
**Actions:** Automatic
**Level:** +10

This Advantage card may only be taken by at maximum one Character in a party. When the Life Points of the bearer of this card are reduced to zero, instead of removing it from the game normally, roll on the following chart and apply the results:
1-5: The character is removed from the game as normal.
6-7: The character remains in play with one LP. Remove this card from it.
8-9: The character remains in play with three LP. Remove this card from it.
10: The character remains in play with three LP.
Xavier

The Dark Hunter, also know as the Shadow Inquisitor, is an enigmatic man enlisted to protect High Saint Elienai from harm. His power allows him exchange his own blood for raw dark energies he may use to destroy even the smallest form of light in any being, consuming their souls in the process.

### Dunkelheit Kirche Kämpfer - St. 50

**Dunkle Begeisterung:** Wenn Xavier einen gegnerischen Charakter des Lichts zerstört, bekommt er alle Aktionsmarken zurück und darf eine Bewegung durchführen, selbst wenn er sich in der laufenden Runde bereits bewegt hat. Diese Fähigkeit kann nur einmal pro Runde eingesetzt werden.

**Dunkler Jäger:** Alle Angriffe von Xavier gegen Charaktere des Lichts verwenden seinen zweiten Schadenswert.

**ooo - In Ungnade fallen (Ki, Angriff)**
+2 Angriff / +2 Schaden.

**ooo - Seelendiebstahl (Ki, Angriff)**
Xavier erhält so viele LP zurück, wie dieser Angriff Schaden verursacht.

**ooo - Ursünde (Ki, Sturmangriff)**
Xavier bekommt einen Bonus auf den Schaden in Höhe von ihm geopferten LP (maximal 5).
Supernatural Traps

**Type:** Plot
**Level:** +10

Reveal this card after all Characters have been setup at the beginning of the game to place 3 "Trap" markers on the board. A "Trap" marker cannot be placed within 8" of an enemy Unit. If a Character (friend or enemy) comes within 2 inches of a "Trap" marker then that marker makes an attack on them at 5 Attack / 5 Damage. If a Charging or Running Character takes damage from this they stop their movement. Hidden or flying Characters do not trigger these attacks from "Trap" markers. After a "Trap" marker has resolved an attack it is removed from play.
Eve

Eve's ghostly powers make her as deadly as she is beautiful.

**o — Stealth (Subterfuge, Effect)**
Eve becomes Hidden. **Upkeep: o**

**oo — Bad Apple (Subterfuge, Attack)**
+6 Attack. If the target has at least one Brand token then they also suffer Seal Lv. 2 Effect 17. This attack can be used only if Eve is Hidden.

**oo — Checkmate (Subterfuge, Attack)**
-1 Attack / -1 Damage. Eve makes two consecutive attacks against the same target.

### Ghost Sygil

**Illusory Brand:** When Eve hits a character with an attack, put a "Brand" token on them. A unit with at least one Brand token on them can't stop Eve from becoming Hidden if she is in their Control Zone.
**Phantom:** When a unit attacks Eve, roll a die. If the roll is equal to or less than the number of Brand tokens on the attacking unit they automatically miss.

**o — Sigil (Magic, Effect)**
Put a Brand token on an enemy unit within Eve's Control Zone. This ability can be used only if Eve is Hidden. **Limit:** Once per round.

**o — Phantom Jump (Magic, Effect, Movement)**
Remove a Brand token from a unit to immediately put Eve in to contact with them, engaging the two units. Eve may be placed anywhere you wish in contact with the target's base. This ability may be used even if Eve has already moved this turn.

**o — Illusion of Death (Magic, Effect)**
Remove 3 Brand tokens from an enemy unit within Eve's Control Zone. If you do, they suffer Paralyzed Lv. 1.

**o — False Reality (Magic, Effect, Reactive)**
After an enemy unit with Brand token rolls a die, remove one Brand token from them to force them to re-roll the die.
Odin Goldsmith

Many say that there are people born with a special talent for war. With his almost seven and a half feet of height, chiseled musculature, and unbreakable spirit, Odin Goldsmith proves this maxim true. Over thirty years he has been present in every documented conflict and involved in hundreds of secret special operations. Today, at forty-six years old, he continues being the perfect soldier, an unstoppable fighting machine.

### Licht Kaiserreich Kämpfer - St. 50

**Automatische Fähigkeiten:** Kritische Schadensmeisterschaft.

**Nachschlag:** Wenn Odin bei einem Sturmangriff oder Angriff einen kritischen Treffer erzielt, darf er anschliessend einen freien Angriff gegen das selbe Ziel durchführen. Dieser freie Angriff darf weitere Nachschlag-Angriffe nach sich ziehen.

**Ans Limit:** Wenn Odin 10 oder weniger Lebenspunkte hat, regeneriert er pro Runde einen zusätzliche Aktionsmarke. Wenn er 5 oder weniger Lebenspunkte hat, regeneriert er pro Runde sogar zwei zusätzliche Aktionsmarken.

**ooo - Magnum (Ki, Angriff)**
Wirf zwei Würfel und verwende das höhere Würfelergebnis.

**ooo - Schwertwirbel (Ki, Angriff)**
Dieser Angriff betrifft alle Gegner innerhalb von 2 Zoll von Odin. Dieser Angriff verwendet nicht die Nachschlag-Regeln.
Raziel Achetypum

The ultimate necromatic weapons, Raziel are terrifying undead knights created by combining Black sun's scientific research with the power of the Book of the Dead. Each a masterpiece of death and destruction, just one can lay waste to whole armies with its fell blades.

### Neutral Black Sun Warrior Undead — Lv. 45+ (medium base)

**Influence:** 2 **Uncontrollable:** 9+
**Availability:** Raziel Archetypums are not unique, and you may include 1 for every 150 levels available to your Party.
**Raxxor:** Whenever a Raziel Archetypum causes a Critical Hit, it uses its secondary damage attribute for that Attack.
**Dead Eyes:** The Raziel Archetypum gets +1 to Seek rolls.

**o — Finishing Claw (Ki, Attack)**
-3 Damage. This Attack can only be used after the Raziel Archetypum resolves a successful basic Attack or Charge. This Attack is not affected by the Raxxor ability.

**ooo — Sweep (Ki, Attack)**
+2 Damage. This Attack effects every Enemy Unit engaged with the Raziel Archetypum.

### Modifications

A Raziel Archetypum may be given up to two of the following upgrades, increasing their base Level by the amount noted.

**Dual Raxxors — Level: +5**
The Raziel Archetypum's Finisher Claw no longer suffers -3 damage, and benefits from the Raxxor Ability.

**Indestructable — Level: +5**
The Raziel Archetypum gains +10 Life Points, +1 Armor, and the Damage Resistance rule.

**Retractable Finger Claws — Level: +5**
The Raziel Archetypum gains the following Skill.

**ooo — Retractable Fingers (Ki, Ranged Attack)**
Distance 12 Inches. -3 Damage. If this Attack causes damage the target is moved in a straight line, ignoring any interfering units or terrain, to contact with the base of the Raziel Archetypum. This ability is not affected by the Raxxor Ability. Effect 15

**Spectral Body — Level: +10**
At the End of each Maintenance Phase roll a die. On a 6+ the Raziel Archetypum is Intangible until the end of the turn.
Dark Chesire

One of the fallen cherubim of the breed of the Ebudan. Cheshire is so old he has forgotten even his true name. Gifted with a natural talent for annihilation and war, his inborn powers are terrifying.

### Dark Samael Warrior — Lv. 50 (small base)

**oooo — Excisun Aeris (Ki, Ranged Attack)**
Distance (12 inches). +2 Attack / +2 Damage

**ooo — Summun (Ki, Attack)**
+4 Attack / +4 Damage.
Kairos

The duk'zarist Kairos is the younger brother of the 9th Fallen Angel, Ophiel, one of the lords of Samael. Even if he doesn't share the same radical ideas of his brother about humankind, he still works under his command hoping that in this way he could try to stop his most extreme actions.

### Dark Samael Warrior — Lv. 40 (small base)

**ooo — Dark Valestis (Ki, Charge)**
+4 Damage. Kairos may charge up to 16 inches.

**ooo — Soul Spiral (Ki, Ranged Attack)**
Distance (16 inches). +2 Damage.

**ooo+ — Final Burst (Ki, Attack)**
Final Burst affects all enemy units within 3 inches of Kairos. Kairos may spend an additional action point to gain +2 Attack.
Kirchen Agent

Church Agent's are the special forces available to the Churches highest circles of power. Many have been trained in Caedus since childhood to hunt down and destroy the forces that threaten humanity, while others learn to use the divine gifts they where born with to further the Churches work. While they come from disparate walks of life, every church agent has been drawn to the fold to become an instrument of their god's will on Gaia.

### Neutral Kirche Kämpfer oder Mystiker - St. 20+

**Agent:** Weil Agenten keine einzigartigen Charaktere sind, darf in einer Gruppe der Kirche pro 150 Stufen ein Kirche Agent enthalten sein. Eine Gruppe für 300 Punkte dürfte zum Beispiel bis zu zwei Kirche Agenten enthalten.

**ooo - Deus Ex Terra (Ki, Angriff)**
+3 Angriff / +2 Schaden. Deus Ex Terra kann nur benutzt werden, wenn der Agent ein Kämpfer ist.

**ooo - Heilung (Magie, Effekt)**
Ein freundlicher Charakter in der Kontrollzone des Agenten bekommt2 Lebenspunkte geheilt. Heilung kann nur benutzt werden, wenn der Agent ein Mystiker ist.

#### **KIRCHE AGENT** Fertigkeiten

Ein Kirche Agent darf eine beliebige Kombination der folgenden Optionen wählen, solange die dafür investierten Stufenpunkte seine Gesamtstufe nicht über 40 steigern. Er darf keine Option mehr als einmal wählen. Es können entweder Inquisitor-Optionen oder Heiliger-Optionen gewählt werden, nicht beide gleichzeitig.

* Der Agent erhält pro Runde eine zusätzliche Aktionsmarke zurück. **St. +10**
* Die Schnelligkeit des Agenten erhöht sich auf 8/12. **St. +5**

**Inquisitor**

* Angriffe des Agenten gegen Charaktere des Lichts erhalten +4 Schaden. **St. +5**
* Angriffe des Agenten gegen Charaktere des Dunkelheit erhalten +4 Schaden. **St. +5**
* Angriffe des Agenten gegen Mystiker Charaktere erhalten +4 Schaden. **St. +5**
* Der Agent erhält +1 Angriff und +2 Schaden. **St. +5**
* Der Agent erhält +4 Lebenspunkte. **St. +5**

**Heiliger**

* Die Fähigkeit Heilung des Agenten heilt 5 anstelle von 2 Lebenspunkten. St. +10
* Automatische Fähigkeit: Alle freundlichen Charaktere in der Kontrollzone des Agenten bekommen +1 Widerstand. St. +10
* Der Agent erhält die folgende Fähigkeit. St. +5

**oo - Heiliger Schutz (Magie, Effekt)**
Ein freundlicher Charakter in der Kontrollzone des Agenten bekommt Schild Stufe 1 und Schutz Stufe 1.

**Zugehörigkeit:** Wenn der Agent Inquisitor-Optionen wählt, dann gehört er der Dunkelheit an und ist ein Kämpfer. Wählt er Heiliger-Optionen, dann gehört er dem Licht an und ist ein Mystiker. Wenn keine Optionen gewählt werden, ist der Agent neutral und der Spieler entscheidet, ob er ein Kämpfer oder ein Mystiker ist.
Daimah

Das erste was einem an einem Daimah auffallen dürfte, ist der Katzenschwanz und die Ohren mit dem feinen Haarbesatz an der Spitze. Ihre Finger besitzen feine Krallen und ihr Gebiss besitzt einzelne raubtierhafte Elemente, aber längst nicht so stark wie bei den Jayan. Ihre Augen sind meistens rot, grün oder Türkis während die Iris wie bei Katzen geschlitzt ist.
Sie besitzen einen schlanken katzengleichen Körperbau und besitzen hervorragende Reflexe. Ebenso wie normale Katzen scheinen sie auch immer auf ihren Füßen zu landen egal wie tief sie fallen.
Daimah besitzen eine angeborene Affinition zur Natur und sind in der Regel lebensfrohe und neugierige Wesen. Allerdings sind sie auch schnell gelangweilt. Vor allem bei komplexen oder langwierigen Vorgängen.
Daimah genießen es wenn sich alles um sie dreht, weshalb sie häufig versuchen sich in den Mittelpunkt der Dinge zu stellen, allerdings trifft man sie nur selten außerhalb ihrer geliebten Wälder, weshalb ihre Siedlungen und Städte auch eben dort erbaut sind, und sie schützen ihre Wälder wenn es sein muss mit ihrem Leben.
Ihre Gesellschaft hat einen leichten Hang zum Matriarch, denn auch wenn beide Geschlechter gleich behandelt werden, bekleiden meist die Frauen die höheren Ämter.
Geprägt durch ihren Animistischen Glauben sind auch die Priester diejenigen, die das Volk führen, und die vier höchsten werden die Priester der vier Jahreszeiten genannt, welche angeblich über mächtige magische Fähigkeiten verfügen.

**Nephilim:**
Die Nephilim der Daimah sind nach den Sylvain diejenigen die am häufigsten existieren.
Sie besitzen leicht geschlitzte Augen und das Haupthaar der Frauen scheint schneller als bei den Menschen zu wachsen. Ebenso haben männliche Daimah-Nephilim stets einen Dreitagebart, egal wie häufig sie sich rasieren.
Genauso wie ihre Ahnen sind auch die Nephilim Frohnaturen, und sind nicht gerade die aufmerksamsten Wesen, dafür aber die Neugierde persönlich, was sie mehr als einmal in missliche lagen bringt.
Da ihr Körper keinen Schwanz besitzt, versucht die Seele dies oftmals durch Kleidung zu kompensieren. Die Nephilim scheinen deshalb eine Vorliebe für Schärpen, Gürtel oder andere Kleidungsstücke zu haben, die lässig über ihr Gesäß herab hängen können, und manchmal sogar bis auf den Boden reichen. Die Frauen scheinen zusätzlich noch gerne Haarreifen mit aufgenähten Katzenohren zu tragen.
Kudoi

Wacky and unstoppable, even by the standards of his race, the young Daimah Kudoi is one of the newest members of Samael. He traveled from the east to protect the Aoi Inukai, but in the Old World he has found much more than he expected. An endless adventure that will put his skills to the test!

### Light Samael Warrior/Prowler — Lv. 40 (small base)

**Innate Abilities:** Open Movement.
**Acrobat:** Kudoi gets +2 to his Escape rolls.

**oooo — Flying Crane (Ki, Charge)**
This attack gets +1 Attack / +1 Damage for each 4 inches between Kudoi and the target when he begins moving for this Charge.

**oooo — Court Mantis (Ki, Attack)**
+8 Attack.

**oooo — Howling Wolf (Ki, Ranged Attack)**
Distance (16 inches). +4 Attack / +4 Damage. This attack gets -1 Attack / -1 Damage for each 4 inches between Kudoi and his target.
Lostaroth Marchosias

**Lord of Slaughter:** Whenever Marchosias destroys a unit, put a Slaughter Token on him. Having Slaughter Tokens on Marchosias will grant him additional abilities as detailed on the following chart:

*—1+:* While Marchosias suffers Berserk, he uses his secondary Armor attribute.
*—2+:* Marchosias gets Critical Mastery.
*—3+:* Whenever Marchosias makes an Attack, he rolls 2 dice and takes the highest.
*—4+:* Whenever Marchosias Attacks or Charges (Basic or Special ones), reduce the cost of that Action by 1 Action Point.

**ooo — Neo Genocide (Ki, Attack)**
+3 Attack. This Attack effects all enemy units engaged with Marchosias.

**ooooo — Final Annihilation (Ki, Attack)**
Marchosias makes 3 consecutive attacks against each enemy unit engaged with him.

### And Death Walks With Him

**Optional Leader:** You may choose to use this skill card when Marchosias is in your party. If you do, Marchosias gains +5 levels, has the abilities on this card, and is a Leader.
**Surge of Death:** In addition to the effects described in Lord of Slaughter, Slaughter tokens also grant the abilities detailed in the following chart:

*—1+:* Friendly units within Marchosias's Control Zone gain +1 Damage.
*—2+:* Friendly units within Marchosias's Control Zone gain Critical Mastery.
*—3+:* Whenever friendly units within Marchoasias's Control Zone make an Attack, they roll 2 dice and take the highest.
*—4+:* If a friendly unit within Marchosias's Control Zone scores a Critical Hit, they can make a Basic Attack against the original Attack's target. The additional Attacks generated by this ability is not affected by it.
Cenette

Obwohl sie die dritte Prinzessin von Daphne ist, hat Cennette entschieden die Roseninsel ihrem Schicksal zu überlassen und dem Mann zu folgen den sie liebt: Drake. Gesegnet mit Engelsblut und einer herausragenden Begabung für den Kampf, ist Cennette bekannt als eine der fähigsten Kämpfer ihrer Zeit. An der Seite von Drake, zögert sie nie zur Waffe zu greifen wenn es nötig werde sollte.

### Light Wanderer Warrior — Lv. 40 (small base)

**Master Dodge:** Whenever Cenette Dodges successfully, you may move her 2 inches. This movement may be used to leave Hand-to-hand combat without having used an Action to Escape previously.
**Supreme Agility:** When Cenette Charges (Normal or Special) she can change the direction of her Line of Charge one time. The Charge can still be Intercepted if she passes close enough to an enemy Unit.

**oooo — Albas (Ki, Charge)**
+3 Attack / +2 Damage.

**ooo — Last Rose (Ki, Attack)**
+5 Attack.
Valentine

Valentine is a legend among the spies of the Empire. Throughout the entire network of agents, she is the only one who has never failed a mission in any way. An expert at infiltrating enemy lines and using Lost Logias in combat, Valentine provides exemplary support for the child Empress.

### Dark Empire Prowler — Lv. 40 (small base)

**Innate Abilities:** Ranged Attack (16 In.), Infiltration
**Information:** At the beginning of the game you can force an enemy unit to reveal its Advantage Cards.
**Surprise Shot:** The turn Valentine comes out from Infiltration her Ranged Attacks cannot be intercepted.

**oo — Stealth (Subterfuge, Effect)**
Valentine becomes Hidden. **Upkeep: o**

**o — In My Sights (Subterfuge, Effect, Reactive)**
Activate this ability during the Upkeep Phase and choose an enemy unit to which Valentine has Line of Sight. Until end of turn, if said unit declares any type of Movement, Valentine can make a free Ranged Attack against it before it moves.

**ooo — Perfect Shot (Subterfuge, Ranged Attack)**
Ranged (12 In.) +5 Attack / -2 Armor. If the target is less than 4 inches away from Valentine, this attack obtains an additional +4 damage. This attack can only be used if Valentine is Hidden.

**ooo — Execution (Subterfuge, Ranged Attack)**
Ranged (16 In.). Throw two dice and keep the highest roll. If this attack deals damage, it causes Slow Lv 3. Effect 16.
Anna Never

The young merchant Anna Never is a complete mystery. As she travels around Gaia she seems to unconsciously position herself to be involved with major issues and problems facing the world. Additionally she has exhibited martial abilities unheard of for a girl of her age an apparent lack of training to possess.

With no known connection to any established power block, one can’t help but wonder that maybe there is more to her than she is letting on …

### Light Wanderer Warrior — Lv. 45

**Innate Abilities:** Critical Mastery.
**Destiny's Chosen:** After seeing the roll for an attack that targets Anna, you may spend one Gnosis Point to have your opponent to reroll the attack.
**The One:** You cannot spend Gnosis to improve any roll made by Anna. However, Anna rolls an additional dice an keeps the highest when making any roll.
**Stubborn:** Anna cannot be included in a party that has more Dark units than Light units in it.

**ooo — Void God (Ki, Attack)**
+3 Attack.

**oo — Libera Me (Ki, Dodge)**
+3 Defense.

**oooo — Infinity Requiem (Ki, Attack)**
+1 Attack / +2 Damage. You may spend any amount of Gnosis that you wish when making the attack. Anna makes an additional Infinity Requiem attack with the same target as the first one for each Gnosis point spent when making this attack (up to 2 Gnosis points).
Kira

Thanks to her legendary aim and her unparalleled agility, Kira was one of the first people to become an Aria of Wissenschaft. Her love of money and volatile nature keep her volunteering for mission after mission.

### Neutral Wissenschaft Prowler — Lv. 40

**Innate Abilities:** Ranged Attack (16 inches), Free Movement.

**oo — Impure Shot (Subterfuge, Ranged Attack)**
Distance (4 inches). After this attack is resolved, Kira may move up to 8 inches, even if she has already moved this turn.

**ooo — Buster Shot (Subterfuge, Ranged Attack)**
Distance (8 inches). +2 Attack / +3 Damage. After this attack is resolved Kira moves 4 inches directly away from her target (this can't cause collisions), even if she has already moved this turn.

**oo+ — Buckshot (Subterfuge, Ranged Attack)**
Distance (8 inches). Kira may spend any number of additional AP when paying for this attack. For each additional AP spent in this way she makes an additional attack against the same target.

**ooo — Valkyrie (Subterfuge, Dodge, Ranged Attack)**
Distance (4 inches). If Kira successfully Dodges, she may move up to 2 inches, even if she has already move this turn. If Kira is engaged she automatically Escapes. After she moves due to this ability, she may then make a Ranged Attack against her attacker if she is in range.
Kyler

Some people born with innate aptitudes for arts… and others for death. However, in Colonel's own words, there are very few able to perform assassination as a fine art. Kyler is one of those chosen ones. Remodeled using Lost Logias and turned into a psychotic killing machine, this Les Jaeger agent has become one of the most prominent killers in the whole world.

### Dunkelheit Azur Allianz Streuner - St. 35

**Todestänzer:** Kyler bekommt +1 Verteidigung für jeden Gegner im Handgemenge mit ihm.

**oo -Heimlichkeit (List, Effekt)**
Kyler zählt als Verborgen. Unterhalt: O

**oo - Oblidiom (List, Angriff)**
+4 Angriff / +3 Schaden. Diese Fähigkeit kann nur benutzt, wenn Kyler verborgen ist.

**o - Wilder Tanz (Ki, Angriff)**
-1 Angriff / -2 Schaden.
Janus Faith

A Heaven's Order High Knight raised to master all fighting styles. Even when he was only a child, he showed an unbound talent as a Domine fighter and was trained secretly to control his Ki abilities. Now, under the direct orders of the Empress Child, he commands one the units in charge of searching for the Lost Loggias.

### Licht Kaiserreich Kämpfer - St. 45

**ooo - Vollstrecker (Ki, Angriff)**
+4 Schaden

**oo - Absolute Verteidigung (Ki, Effekt)**
Erhöhe Janus Rüstung um 3 Pünkte. **Unterhalt : o**