I do appreciate that they have unique unlock methods and can be hired with reputation (even though it isn't optimal to do so). So here is my first draft at making them shine a bit more, considering there is only one figure for each type. Note that I make the Arbalist/Crossbowman roll 1CD against adjacent enemies and I do not allow crossbows to fire at diagonally adjacent squares.Any feedback is appreciated!
Cadre of the Raven’s Veil Skills
The Cadre of the Raven Veil are highly skilled Elven mercenaries. At the start of each quest, each Elven mercenary gains one random skill from their respective deck which may be used in that quest only. If a reputation was used to hire the Mercenary, they gain two skills instead. After the Rise of the Dread Moon Quest Pack has been completed, it will require more incentive for these warriors who are fiercely loyal to Elathorn to venture beyond their realm. The cost in gold to hire and retain each Elven Mercenary is increased by 50, although any remaining reputation may still be used to hire them as normal.
Arbalist
Fade: Use this card when a monster ends its movement in a space adjacent to the Arbalist. The Arbalist immediately makes an attack with their Dagger, and then moves up to three spaces. If the monster has not yet attacked it may still do so after the Arbalist moves, if it is alive and has a valid target. May be used once per quest.
Rapid Fire: Use this card before the Arbalist attacks with their crossbow. Make 2 attacks instead of 1. Each attack must target a different monster. May be used once per Quest.
Exploit: Use this card immediately after the Arbalist survives an attack from a monster. That monster rolls one less combat die for defense, to a minimum of 1, until the Arbalist can no longer “see” it. May be used once per quest.
Glaive
Trip: Use this card when a monster leaves a space adjacent to the Glaive. The Glaive trips the monster, it cannot move away and its turn ends. May be used once per quest.
Lunge: Use this card before the Glaive attacks. They may attack up to two spaces away either orthogonally or diagonally, even if they cannot “see” the target. In other words, they may attack through a Hero or monster to hit a target beyond. May be used once per quest.
Defend: Use this card when a Wandering Monster is revealed in the same room as the Glaive. The Glaive is now considered the treasure-searcher for the encounter. The Wandering Monster is placed next to the glaive and immediately attacks them instead of the searching Hero. May be used once per quest.
Scout
Warning: Use this card when a Hero triggers a trap. If the trap may be detected with a Search for Traps Action, the Hero does not trigger it. If the trap cannot be searched for, this card is returned to the Scout with no effect. If the Hero was moving, they stop adjacent to the trap and their movement ends. May be used once per quest.
Hit and Run: Use this card on the Scout’s turn. They may split their movement up before and after attacking. May be used once per quest.
Peek: Use this card on the Scout’s turn if they are adjacent to a closed door or secret door. Reveal the contents of the room beyond the door without opening it. The monsters within may not take their turns until they are able to “see” a hero or mercenary. May be used once per quest.
Striker
Multi-Attack: Use this card before the Striker attacks. They may divide any hits rolled among any or all adjacent monsters. Each monster rolls defense separately against only the hits assigned to it. May be used once per quest.
Cunning Strike: Use this card before the Striker attacks. The monster must roll Combat Dice equal to their current Mind Points, to a minimum or 1, instead of Defense against this attack. May be used once per quest.
Elven Fortitude: Use this card when the Striker is killed. They are not killed, and instead regain 1 Body Point. May be used once per quest.















