The profile of each model is detailed in a “profile card” which contains information on his front and his back. There are two types of models: the heroes, who have a name and are therefore unique (eg Iëcha Bint Sorhna), and the troops that are simply defined by their status (eg Avalonian recruit).
Here are the information you find on these profile cards:
Portrait of model
This is an illustration of the present or figures on the profile card.
Name of model
This is the name of the figurine. If it is called by its own name, he is a hero, a unique character.
The life line indicates the number of Damage (FOD) that can undergo a figurine before being put out of action. It also indicates what state it is thanks to the color of the last box unchecked. If a profile card contains several lifelines, is that it is possible to recruit several figures with the same card. There are 3 health states (white, yellow and red). During the game, you will need to use the white, yellow or red dice, depending on the model of health. The white dice are from 1 to 6, the yellow dice 1 to 5 and the red dice 1 to 4, so that a wounded figure will be more difficult to hit an opposing figure, parry a blow, succeed on a in contrast, etc. Also, there are symbols (Mass / Axe / Sword) on the dice that will be used for the table of Damage. A model health “white” state will have more probability of hitting the opponent and do more damage.
The circle features
The characteristics of a figure are four in number and are shown on an alchemical circle. They define the different physical and mental aspects of the figurine.
- The first characteristic, represented by the alchemical symbol for Air, is the spirit (Esp). This is both the tactical sense, courage or even the wisdom of the figurine. The mind will serve for the initiative, to take tests against the “frightening” figurines, against the “diplomats” figurines, and mind will also achieve the score for some alchemical formulas, which will launch the alchemists.
- The second feature, represented by the alchemical symbol for Water represents reflexes (Ref). They symbolize the combat action speed and agility of the figurine. In combat, it will determine who should strike first and is used in this case reflex. It will also be possible to disengage in combat and reflex will also intervene.
- The third characteristic, represented by the alchemical symbol of Fire, is the fight (Com). It reports the martial talent of the figure, its ability to attack but also to ward off during a fight. In combat, it will succeed in hurting the opponent figurine. You additionnerez the results of your dice to your combat value. Obviously, the more your combat value, the more chance you have to hit the opponent, and thus hurt him.
- The last feature, represented by the alchemical symbol of the Earth, is the defense (Def). It is the ability of a figurine to avoid the blows or shots. The number represents the score achieved by the opponent to successfully “pass” your defense, and thus injured.
In addition to these four main features, some profile cards (alchemists) also have small white circles numbered 1 to 4 about their alchemical circle. They represent the level of concentration of the alchemists. By spending 1 AP (Action Point), the alchemist increases its concentration level one. To start certain formulas, it may be concentrated in Level 2, Level 3, etc.
Action Points (PA)
At the center of alchemical circle, the figure in the black circle denotes the number of Action Points available or the miniature (s) depending on the card to act during a turn. Troops generally 2 PA, troops “elite” have 2 or 3 PA and heroes have 3 or 4 PA. We spend 1 AP to make a walk to load 1 AP, 1 PA to fight, to shoot 1 AP, 1 AP to launch an alchemical formula, etc., and 2 PA to make a run. The PA is also used for the scenarios. For example, you have to spend 2 AP to control a jin terminal (it is a goal that must be controlled) or to switch off.
The three figures at the base of the circle indicate the distance (in inches) that can travel at a figurine respectively: a start / load / a race.
It compares the figures to each other but also with respect to decorations. A human size is 2.
Here are all the skills and special abilities of figurines. When a model has a capacity, it is denoted in italics. The operating capacity is detailed on the back of the card.
Here are the information about Damage (FOD) inflicted by the figure when it hits an opponent in combat or shooting. During the fighting or shooting, you roll the dice depending on your condition (white, yellow or red). A Alkemy, one always starts at least 2 dice, but sometimes you happen to run 3 or 4 dice and you will keep that in the final 2. It will firstly “pass” the opposing defense with figures (added to the combat value of the figure), and symbols on the faces will give you the damage suffered by the opposing figure.
Information found on back of the card:
Report the name of the figurine.
The number in parentheses indicated after the postponement of the name of the model to the profile of the back of the card indicates the limit of cards you can recruit for this reference. Where no figure is mentioned is that the figure is a hero and it is unique.
Symbol people / faction
This symbol lets people know how the map is affiliated. Some cards can be recruited by several people, then they have several symbols.
This figure shows the cost to be paid by the player to enlist in his company each model depending on the card. For example: A rafter Avalonian can be recruited for 19 points; two rafters for 38 points.
Special ability Description
On the back is a description of the effects of special abilities specific to certain figures. It may be a permanent capacity as for the alchemists or an effect related to a special Damage indicated on the instrument Damage to some figures.
Text of atmosphere
Some models have a small text ambience that distills some information or stories about them.