A Fighter holds a stone crossing with sword and shield against two pursuers while companions retreat through a ruined arch.
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Steel is not strength. Strength is what remains when the steel breaks—and you keep fighting.

The Fighter is a master of battle—trained not only to survive war, but to command it. Through raw might, sharpened technique, and ruthless precision, Fighters turn conflict into choreography.

Some weather the front lines like walls of living iron. Others crush enemies in brutal bursts or strike down foes before they ever close the gap.

Fighter Paths

You do not need to read every Fighter Power before you begin. Start with the style that sounds most like the Fighter you want to play:

  • Warrior — fight up close. Create openings, defend yourself, and keep pressure on nearby enemies. Warrior Powers usually use Melee.
  • Marksman — control the fight from range. Make difficult shots, change position, and threaten areas of the battlefield. Marksman Powers usually use Ranged.
  • Titan — stand fast. Survive punishment, resist being moved, protect allies, and hold dangerous ground. Titan Powers usually use Athletics.

These Paths are signposts, not tracks. Begin wherever your character idea feels right. As you gain Fighter Powers, you may choose from any Fighter Path and any Tier you have unlocked.

For the rules shared by every Class Power, see Using Your First Class Power.

Starting Kit (Character Creation)

You can build a Fighter without reading the full Power list. Work through these steps:

  1. Record Fighter Level 1.
  2. Add 3 Skill Levels. Divide them across Athletics, Melee, and Ranged. At least two of those Skills must have 1 or more levels. Common splits are 2/1/0 or 1/1/1. Give at least 1 level to the Skill used by your starting Power.
  3. Choose 1 Tier 1 Fighter Power. Any Tier 1 Fighter Power is valid.
  4. Take 120 Dritch.
  5. Plan your starting equipment. A Fighter usually carries a melee weapon, a ranged weapon, armour suited to their fighting style, and basic adventuring gear. See Equipment for options and prices.

Quick Starts

If you want to begin without comparing every Power, choose one of these:

  • Warrior: Melee 2, Athletics 1, Ranged 0; start with Guardbreaker.
  • Marksman: Ranged 2, Athletics 1, Melee 0; start with Precise Shot.
  • Titan: Athletics 2, Melee 1, Ranged 0; start with Toughness.

These are recommendations, not fixed builds. You may change the Skill spread or choose any other Tier 1 Fighter Power, provided you still follow the creation rules above.


Path of the Warrior

Tier 1 Warrior Class Powers GuardbreakerParryWhirlwind Step 3 Powers

Guardbreaker

“I don’t wait for the breach. I make it.”

Trigger: When you initiate a Melee Exchange, Boost that Exchange with at least 1 AD. If the enemy chooses Full Guard as their Exchange Response, you may declare Guardbreaker.

Effect: After the Edge Phase, choose up to 1 die showing a Miss from your attack roll per Boost AD committed and reroll the chosen dice. You may reroll the chosen dice even if they have already been rerolled during this Exchange. Each new result replaces the previous result.

Tags: Action · Melee · Full Guard · Offence · Boost · Reroll

Parry

“I knew you’d give me an opening.”

Trigger: When an enemy initiates a Melee Exchange against you during their Activation, if you choose Full Guard as your Exchange Response and Boost that Response with at least 1 AD, you may declare Parry.

Effect: If you win this Exchange (a tie is not enough), reduce that enemy’s maximum Boost by your Melee SL, to a minimum of 0. This reduction applies to the next Melee Exchange they initiate against you during the same Activation, then ends. If no such Exchange occurs, the reduction ends when that Activation ends. A later successful Parry replaces your existing Parry reduction.

Tags: Response · Melee · Full Guard · Defence · Boost

Whirlwind Step

“Try and follow me.”

Trigger: When you initiate a Melee Exchange, if you Boost that Exchange with at least 1 AD, you may declare Whirlwind Step.

Effect: If you win this Exchange, you may move up to 2m per Boost AD committed as additional movement after the Exchange ends. You may move through the target’s space but cannot end there. This movement does not provoke Reactions. If you move at least 4m, the target has Disadvantage on their next Melee Exchange roll with you before their next Activation ends. This applies whoever initiates that Exchange.

Scene Modes: In Story Mode, make a meaningful nearby reposition; greater Boost permits a more ambitious shift. In Cinematic Mode, snap this movement distance to Zones normally. If the distance snaps to 0 Zones, you may still reposition within your current Zone. In Story and Cinematic Modes, repositioning with at least 2 Boost AD counts as moving at least 4m for this Power.

Tags: Action · Melee · Combat Exchange · Mobility · Boost · Disadvantage

Tier 2 Warrior Class Powers Combat FlowConcussive BlowRiposte 3 Powers

Combat Flow

“I waste no motion to bring you down.”

Trigger: When you initiate a Melee Exchange, Boost it with at least 2 AD and you may declare Combat Flow.

Effect: If you win this Exchange, gain Flow Points equal to the number of Boost AD you committed. For the rest of your Activation, you may spend Flow Points when initiating other Melee Exchanges. Each Flow Point substitutes for and pays only the AD Base Attack Cost. Each Flow Point spent in this way provides a +1 bonus to that Melee Exchange. You may Boost these Exchanges normally. Lose remaining Flow Points when your Activation ends.

Tags: Action · Melee · Combat Exchange · Offence · Boost · AD Pressure

Concussive Blow

“I only need one opening to leave you reeling.”

Trigger: When you initiate a Melee Exchange wielding a Heavy weapon or a melee weapon that can deal Physical (Impact) harm, Boost it with at least 2 AD and declare Concussive Blow.

Effect: If you win this Exchange and deal at least 1 Wound, the enemy you Wound is Unnerved until their next Activation ends. During their next Activation, after Refresh, the target may end Unnerved by moving as many Ready AD into Used as you committed to the Boost. They must move the full amount. A later successful Concussive Blow on that enemy replaces this one.

Tags: Action · Melee · Combat Exchange · Control · Boost · AD Pressure

Riposte

“You left me an opening. I only need one.”

Trigger: After winning a Melee Exchange using Full Guard (a tie is not enough), if your held melee weapon can reach the attacker, you may declare Riposte as a Reaction.

Effect: You take Tempo for one counter Melee Exchange. Immediately initiate it against the attacker with that weapon, committing its Base Attack Cost plus at least 2 Boost AD. The attacker responds normally. After the Edge Phase, choose up to one Critical Hit per Boost AD committed. Each counts as 3 dots instead of 2. You cannot apply another Class Power to this Exchange.

Tags: Reaction · Melee · Full Guard · Counterattack · Critical Hit · Tempo

Tier 3 Warrior Class Powers DeathblowKilling LinePassage of Blows 3 Powers

Deathblow

“You had your chance. This ends now.”

Trigger: When you initiate a Melee Exchange, Boost it with at least 3 AD and you may declare Deathblow.

Effect: If you win this Melee Exchange and, after resolving any Wound reductions, the target suffers at least 1 Wound from this Exchange, check its remaining Vitality. If that Vitality is at least 1 but no higher than your Melee SL, the target suffers additional Wounds equal to its remaining Vitality +1 (i.e. resulting in Vitality -1). These additional Wounds may also be reduced by Wound-reduction effects. After the Exchange ends, move all your remaining Ready AD to Used, whether you win, tie, or lose.

Tags: Action · Melee · Combat Exchange · Offence · Wounds · AD Pressure

Killing Line

“Found it.”

Trigger: When you win a Melee Exchange you initiated with a weapon during your Activation, if you Boosted it with at least 3 AD, applied no other Class Power, and would inflict Wounds after reductions, you may declare Killing Line.

Effect: Forgo those Wounds to prepare an opening; a later opening replaces it.

The next attack you initiate consumes it, even if you decline its benefit. If you win the follow-on Melee Exchange, add twice your Melee SL to its Wound Margin before conversion if you exploited the opening with that weapon. When exploiting it, you cannot apply another Class Power to that Exchange.

This effect ends when the first of the following occurs:

  • Your Activation ends.
  • The opponent leaves that weapon’s reach.
  • You cease wielding that weapon.
  • You initiate an attack against another target.

Tags: Action · Melee · Combat Exchange · Offence · Wounds · Positioning

Passage of Blows

“You’re only the first.”

Trigger: Once during your Activation, when you initiate a Melee Exchange, Boost it with at least 3 AD and declare Passage of Blows.

Effect: If you win this Exchange, gain Passage Points equal to the number of Boost AD you committed.

After this Exchange and each later Melee Exchange you initiate and win during this Activation, you may do the following once per Exchange:

  1. Spend 1 or more Passage Points to move up to 4m per point as additional movement. You may pass through enemy spaces but cannot end there. This movement provokes no Reactions.
  2. Spend 1 Passage Point to move 1 of your Used AD to Ready.

Lose remaining Passage Points when your Activation ends.

Scene Modes: In Story Mode, more points mean a more ambitious reposition. In Cinematic Mode, if this movement is not enough to enter another Zone, you may reposition within your current Zone.

Tags: Action · Melee · Combat Exchange · Mobility · Boost · AD Pressure


Path of the Marksman

Tier 1 Marksman Class Powers Precise ShotSuppressing FireSwift Reposition 3 Powers

Precise Shot

“I only need one shot—so I make it count.”

Trigger: When you initiate a Ranged Exchange, if you Boost that Exchange with at least 1 AD, you may declare Precise Shot.

Effect: After the Edge Phase, choose up to your Ranged SL dice showing a Miss from your attack roll and reroll the chosen dice. You may reroll the chosen dice even if Advantage or Disadvantage has already rerolled them during this Exchange. Each new result replaces the previous result.

Tags: Action · Ranged · Combat Exchange · Offence · Boost · Reroll

Suppressing Fire

“Keep your heads down—or pay the price!”

Trigger: Once during your Activation, before a Ranged Exchange, choose a visible point within your weapon’s effective range and declare Suppressing Fire.

Effect: Make consecutive Ranged Exchanges with that weapon against valid targets within 4m of the point, paying normal costs and spending a Ranged use each time. Each resolves normally and can deal Wounds. After each, stop or reload as required and continue. When you stop, gain 1 Suppression Point for each Exchange whose final attack total was at least 1. Until your next Activation starts, before an enemy in the area rolls a Skill Check that exposes it to your firing position, you may spend 1 Suppression Point to give that roll Disadvantage. This is not a Reaction. Only 1 Suppression Point can affect each roll. Suppression Points expire when your next Activation starts.

Scene Modes: In Story Mode, choose enemies clustered closely around the target. In Cinematic Mode, the 4m radius affects only the part of the target’s Zone close to them, not the entire Zone.

Tags: Action · Ranged · Combat Exchange · Control · Disadvantage · Area

Swift Reposition

“I keep moving, keep shooting.”

Trigger: When you initiate a Ranged Exchange, if you Boost that Exchange with at least 1 AD, you may declare Swift Reposition.

Effect: After the Exchange ends, you may move up to 2m per Boost AD committed as additional movement. This movement does not provoke Reactions. All other movement rules apply.

Scene Modes: In Story Mode, make a meaningful nearby reposition; greater Boost permits a more ambitious shift. In Cinematic Mode, snap the movement distance to Zones under the normal Scene Mode rules. If the snapped movement distance is 0 Zones, you may still reposition within your current Zone.

Tags: Action · Ranged · Combat Exchange · Mobility · Boost · Positioning

Tier 2 Marksman Class Powers Dead SightSnapfire RhythmWatchpoint 3 Powers

Dead Sight

“Bad angle. Bad light. Still dead.”

Trigger: When you initiate a Ranged Exchange with Disadvantage, Boost it with at least 2 AD and you may declare Dead Sight.

Effect: After the initial roll, before resolving Disadvantage, choose up to your Ranged SL dice showing Hits or Critical Hits to protect. Protected dice keep their initial results and are excluded when resolving Disadvantage. Resolve Disadvantage normally for every other Hit and Critical Hit. Each protected Critical Hit counts as 3 dots instead of 2 when calculating your final attack total.

Tags: Action · Ranged · Combat Exchange · Offence · Critical Hit · Disadvantage

Snapfire Rhythm

“One more downrange—fast and clean.”

Trigger: When you initiate a Ranged Exchange, Boost with at least 2 AD and you may declare Snapfire Rhythm.

Effect: If you win this Exchange, gain Rhythm Points equal to the number of Boost AD you committed. For the rest of your Activation, you may spend Rhythm Points in two ways:

  1. Spend Rhythm Points as a substitute for AD to pay for the reload cost of your held ranged weapon.
  2. Spend Rhythm Points as a substitute for AD to pay the Base Attack Cost and provide a +1 bonus to that Ranged Exchange. You may Boost these Ranged Exchanges normally.

Lose remaining Rhythm Points when your Activation ends.

Tags: Action · Ranged · Combat Exchange · Offence · Boost · AD Pressure

Watchpoint

“Go ahead. Move.”

Trigger: During your Activation, choose a loaded or ready ranged weapon, then a visible point within its effective range. Prepay and reserve the AD Base Attack Cost, Boost with at least 2 AD, and you may declare Watchpoint. These AD are moved to Used, but remain available only for the effect below.

Effect: The watched area is a radius up to 2m per level of your Ranged SL from that chosen point. After your current Activation ends, when the first enemy that you can see enters or moves 2m within the watched area, pause their movement. As a Reaction, take Tempo for one Ranged Exchange against them with that weapon. They respond normally; no other Class Power from you applies. After this Exchange, restore Tempo; the enemy resumes movement if able. The watch ends whether you act or decline this attack. Otherwise, Watchpoint lasts until you move, initiate a Ranged Exchange, lose sight of the point, the weapon becomes unloaded or unready, or your next Activation starts.

Scene Modes: In Story Mode, describe the watched area; higher Ranged SL broadens it. In Cinematic Mode, snap its radius to Zones; a 0-Zone radius still watches a local part of the point’s Zone.

Tags: Reaction · Ranged · Combat Exchange · Control · Area · Positioning

Tier 3 Marksman Class Powers Firing SolutionKill ShotPoint-Blank Breakout 3 Powers

Firing Solution

“Wind left. Hold high. Wait—now.”

Trigger: When an adjacent ally declares a Ranged Exchange against a target you can see, you may use a Reaction to declare Firing Solution. Make a Routine Ranged Skill Check and Boost it with at least 3 AD. Only one character may declare Firing Solution for each Ranged Exchange.

Effect: That ally gains Spotter Points equal to your final dots. After the Edge Phase, before comparing final totals, they may spend 1 Spotter Point per die to turn a Miss into a Hit or a Hit into a Critical Hit. Each die may have its result changed only once after the Edge Phase, regardless of source. Lose all unspent Spotter Points when the Exchange ends.

Tags: Reaction · Ranged · Skill Check · Support · Boost · Critical Hit

Kill Shot

“One breath. One shot. One ending.”

Trigger: During your Activation, if you have moved no faster than a Walk, initiate a Ranged Exchange, Boost it with at least 3 AD, and you may declare Kill Shot.

Effect: After the Edge Phase, before comparing final totals, gain Aim Points equal to the total AD you committed to this Exchange, up to your Ranged SL. Each Aim Point may be spent once, in one of two ways:

  1. Before comparing final totals, spend any number of Aim Points to turn an equal number of Hits into Critical Hits.
  2. If you win this Exchange, after calculating Wound Margin but before converting it to Wounds, spend any number of remaining Aim Points to add 2 to that margin per Aim Point spent.

When the Exchange ends, lose any remaining Aim Points. Your movement is limited to Walking for the rest of your Activation.

Tags: Action · Ranged · Combat Exchange · Offence · Critical Hit · Wounds

Point-Blank Breakout

“You left me one way out. Through you.”

Trigger: When an enemy initiates a Melee Exchange against you while you hold a ranged weapon loaded or otherwise ready to fire, you may declare Point-Blank Breakout and Clash using Ranged; the attacker uses Melee. Pay its Base Attack Cost and Boost with at least 3 AD.

Effect: Ignore only the Disadvantage for ranged attacks while engaged in melee. If you win this Exchange, after it ends, you may move through and beyond the attacker’s position up to 2m per Boost AD committed as additional movement. The attacker cannot React to it; other creatures can. Other movement rules apply.

Scene Modes: In Story Mode, move through the attacker to a meaningful position beyond them; greater Boost permits a more ambitious escape. In Cinematic Mode, snap the total distance to Zones; you may move beyond the attacker within the current Zone or continue through connected Zones within that limit.

Tags: Response · Ranged · Clash · Mobility · Disadvantage · Positioning


Path of the Titan

Tier 1 Titan Class Powers ResurgenceStalwartToughness 3 Powers

Resurgence

“I’ve always got another reserve.”

Trigger: After your Impaired Refresh leaves at least 1 Used AD, you may declare Resurgence.

Effect: Choose up to your Athletics SL Used AD left by that Refresh and reroll the chosen AD. You may reroll the chosen AD even if Advantage or Disadvantage has already rerolled them during that Refresh. Each new result stands and cannot be rerolled again. For each Hit or Critical Hit, move that AD from Used to Ready. Each Miss remains Used.

Tags: Passive · Athletics · Refresh · Recovery Aid · AD Pressure · Reroll

Stalwart

“Come move an anchor.”

Trigger: When an effect would force you to move or knock you Prone, you may use a Reaction to declare Stalwart. If you do, spend 1 Ready AD and make a Side Roll using a number of dice equal to your Athletics SL.

Effect: Reduce the forced movement by 2m per dot, to a minimum of 0. If the Side Roll produces at least 2 dots, prevent the triggering Prone effect.

Scene Modes: In Story Mode, each dot meaningfully reduces the movement. In Cinematic Mode, a 0-Zone forced-movement reduction still leaves you closer to your starting position within the final Zone.

Tags: Reaction · Athletics · Side Roll · Defence · Positioning

Toughness

“Still standing.”

Trigger: After you know that a Physical or Elemental effect would cause you 1 or more Wounds, but before applying those Wounds, you may declare Toughness. If you do, choose and spend 1 or more Ready AD, up to your Athletics SL.

Effect: Roll the AD you spent. If the roll produces at least 1 dot, reduce those Wounds by 1, to a minimum of 0.

Tags: Passive · Athletics · Defence · Wounds · AD Pressure

Tier 2 Titan Class Powers Adamant GuardDriving ImpactShake It Off 3 Powers

Adamant Guard

“You tire before I yield.”

Trigger: When you choose Full Guard against a Melee Exchange, Boost with at least 2 AD and you may declare Adamant Guard.

Effect: For this Exchange, you may use Athletics instead of Melee. If you win this Exchange (a tie is not enough), gain Guard Points equal to the number of Boost AD you committed. Until your next Activation starts, when you declare Full Guard, you may spend 1 Guard Point to pay the Base Cost and provide a +1 bonus to that Melee Exchange. When your next Activation starts, lose any remaining Guard Points.

Tags: Response · Athletics · Full Guard · Defence · Boost · AD Pressure

Driving Impact

“Try stopping this momentum.”

Trigger: During your Activation, move at least 4m straight towards an enemy, ending within melee reach, then immediately initiate a Melee Exchange against that enemy. As long as you Boost this Exchange with at least 2 AD, you may declare Driving Impact.

Effect: First, you may choose Athletics as your maximum Boost AD. If you win this Exchange and deal at least 1 Wound, push the target 2m per Wound directly away from you following your line of movement. They follow a legal path, stopping before occupied or blocked space. Collisions cause no automatic Wounds.

Scene Modes: In Story Mode, a clear straight-line run-up satisfies the 4m requirement, and each Wound pushes the target meaningfully farther away. In Cinematic Mode, a 0-Zone result becomes 1 Zone if a directly away path into that Zone is legal.

Tags: Action · Athletics · Combat Exchange · Control · Boost · Forced Movement

Shake It Off

“That all you’ve got?”

Trigger: When a Physical or Elemental effect would apply Hindered, Slowed, Stunned, or Weakened to you, but before applying that condition, you may declare Shake It Off. If you do, choose and spend 1 or more Ready AD, up to your Athletics SL.

Effect: Roll the AD you spent. If the roll produces at least 1 dot, the condition is not applied.

Tags: Passive · Athletics · Defence · AD Pressure · Condition

Tier 3 Titan Class Powers Last BastionLoving The PainUnstoppable Charge 3 Powers

Last Bastion

“Over my dead body.”

Trigger: During your Activation, declare Last Bastion; make a Routine Athletics Skill Check, Boosting it with at least 3 AD.

Effect: Gain Bastion Points equal to final dots:

  1. When an enemy moves adjacent to a visible ally, use a Reaction, spend at least 1 point, and move legally up to 2m per point, ending adjacent to that ally if able.
  2. Before Responses to an enemy’s Melee Exchange against an adjacent ally, use a Reaction and spend 1 point to swap with that willing ally if both can legally move between those positions. The Exchange now targets you instead; Respond only with Full Guard or No Response.

Points expire when your next Activation starts; a new pool replaces the old.

Scene Modes: In Story Mode, spend points matching narrated distance. In Cinematic Mode, 0-Zone movement may still end adjacent within your Zone.

Tags: Reaction · Athletics · Full Guard · Defence · Positioning

Loving The Pain

“Good, hurt me some more.”

Trigger: Once during your Activation, you may declare Loving The Pain. If you do, make a Routine Athletics Skill Check and Boost that check with at least 3 AD.

Effect: Gain Pain Points equal to the check’s final dots. Until your next Activation starts, each time 1 or more Wounds are applied to you, if you remain above 0 Vitality, you may spend 1 Pain Point. If you do, move up to 2 Used AD to Ready. When your next Activation starts, lose any remaining Pain Points.

Tags: Action · Athletics · Skill Check · Recovery Aid · Boost · AD Pressure

Unstoppable Charge

“Brace the line. I’m coming through.”

Trigger: During your Activation, choose a straight route that would be legal without enemies, then make an Athletics Sprint. Choose and spend 3 or more Ready AD, up to your Athletics SL, choose up to one enemy on the route per AD spent, and declare Unstoppable Charge.

Effect: Make an Athletics Side Roll using 1 die plus 1 die per AD spent on Unstoppable Charge. This roll does not change your Sprint distance. Move along the route up to that distance. When you reach a chosen enemy, compare the Side Roll’s final dots with their Athletics Readiness Score. If higher, move them 2m to a legal position off the route and knock them Prone. Continue only if the route is clear; otherwise stop before the blocking enemy. Collisions cause no automatic Wounds.

Scene Modes: In Story Mode, 2m means meaningfully clear of the route. In Cinematic Mode, the 2m move may reposition the enemy within their Zone to clear the route.

Tags: Action · Athletics · Movement · Mobility · Side Roll · AD Pressure · Forced Movement