Shadow Guard
Calm, armored, and very hard to hit.

Enemies need a higher roll to hit him.
Enemies need +1 to hit it (shooting and melee).
Charging at him doesn't hit any harder.
Takes no +1 Charge damage.
Calm, armored, and very hard to hit.

Enemies need a higher roll to hit him.
Enemies need +1 to hit it (shooting and melee).
Charging at him doesn't hit any harder.
Takes no +1 Charge damage.
The fastest blade in the clan.

His hits take away two health.
Melee hits remove 2 Tough.
Enemies need a higher roll to hit him.
Enemies need +1 to hit it (shooting and melee).
Steady hands, sharp eyes, trusty rifle.

In melee, use the SHOOT number.
Veteran rifleman — reliable mid-range shooter.
Strikes, then vanishes in smoke.

His hits take away two health.
Melee hits remove 2 Tough.
He escapes any fight for free, once a turn.
Once per turn: free Disengage at the start of his activation.
One big axe. One big swing.

His axe hits take away two health.
Melee hits remove 2 Tough.
Once per game, he sprints in and swings — twice the run, one big hit!
Once per game: Move, Move, Fight in one turn. That Fight counts as a charge.
Sees you before you see him.

In melee, use the SHOOT number.
His shots go right through cover.
Shots ignore cover (terrain, melee, and Shield). A roll of 6 deals 2 damage.
| Unit | Mv | Sht | Rng | Fgt | Tgh | Rules | Pts |
|---|---|---|---|---|---|---|---|
| Shadow Guard | 5" | — | — | 3+ | 3 | Hard to Hit, Charge Immune | 5 |
| Shadow Lord | 8" | — | — | 2+ | 3 | Deadly, Hard to Hit | 8 |
| Shadow Ranger | 5" | 3+ | 10" | Sht | 3 | — | 5 |
| Shadow Ninja | 7" | — | — | 3+ | 2 | Deadly, Smoke Bomb | 5 |
| Shadow Axe | 5" | — | — | 3+ | 2 | Deadly, Headlong Charge | 4 |
| Shadow Sniper | 4" | 3+ | 12" | Sht | 2 | Marksman | 6 |
"Sht" in the Fgt column means that unit uses its Shoot number to hit in melee.
Mv=Move Sht=Shoot Rng=Range Fgt=Fight Tgh=Tough Pts=Points
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