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Redguard

Though many races in Tamriel can boast of a strong martial history, few can match the pedigree of the Redguards or their prowess in single combat. Descendants of refugees from the sunken continent of Yokuda, the Redguards call the harsh desert province of HammerfellHammerfell [HF]Code: HF. their home and take their position in the Daggerfall Covenant very seriously. Though they revere the sacred, these honorable humans also fear the corrupting power of magic, viewing it as less reliable than a strong blade at your side.

Ability [Adrenaline Rush]: Once per battle, during your turn, remove up to 3 fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). or status dice from your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn. and healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 1 HP for each die removed. If the total HP recovered exceeds your HealthHealthHP chips are stacked underneath an adventurer's chip and removed to indicate how much damage they have taken relative to their Health stat. stat, it is gained as bonus HPBonus HPBonus HP chips are not added to the stack beneath the adventurer's chip, but instead are placed near their battle form tracker on the adventurer mat..

Ability [Martial Training]: Once per battle, when an enemy engagesEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value. you, gain 1 tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect.. Then, either gain 1 additional tenacity or overtaxOvertaxWhen you trigger an item's standard ability, you may also choose to trigger its overtax ability (but cannot trigger the overtax ability without triggering the item's standard ability). If you do, after the engage and both item abilities are resolved, that item must be discarded. an Armor IconArmorArmor items grant benefits while their owner is being engaged. Each Armor has a standard ability that is resolved when an enemy engages an adventurer. However, each Armor also has a secondary, overtax keyword ability that can be triggered during this engage in addition to the item's standard ability. this engage without discardingDiscardCards are discarded to a separate discard stack. Dice return to the supply. Defeated enemy chips go to a defeated enemy stack. Other chips go to the appropriate draw bag or supply. it.

StatValue
HealthHealthHP chips are stacked underneath an adventurer's chip and removed to indicate how much damage they have taken relative to their Health stat.4
StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills.3
MagickaMagickaRepresents the adventurer's capacity to roll dice for spellcasting skills, as well as those skills' range.2
CombatCombatCombat has 1 type of skill die which can be rolled in any battle form except Magic.3
CooldownCooldownThe number of dice removed from your cooldown track during the Recovery step of each of your turns in battle.1