Scyza

Level 3 Troop Mount
Animal, Orc EV 20
Stamina 100
Speed 6 Size 4 / Stability 3
Free Strike 5

Might

2

Agility

-1

Reason

-4

Intuition

0

Presence

-1

Clawed Kick 2d10 + 2

Melee, Strike, Weapon Signature Action
Melee 2 2 creatures or objects
≤11: 7 damage 12—16: 11 damage;
prone
17+: 14 damage;
prone
Effect:

The scyza roars and the target is I<2 frightened (save ends).

Whiptail 2d10 + 2

Melee, Strike, Weapon Action
Melee 3 1 creature or object
≤11: 8 damage 12—16: 13 damage 17+: 16 damage;
A<2 bleeding (save ends)
Effect:

This ability has an edge against a target on top of the scyza and knocks the target prone into an unoccupied adjacent square.

Crestfall (2 Malice) 2d10 + 2

Area, Melee, Weapon Action
3 cube within 2 All enemies in the cube
≤11: 4 damage;
1 sonic damage;
R<0 dazed (save ends)
12—16: 7 damage;
2 sonic damage;
R<1 dazed (save ends)
17+: 9 damage;
3 sonic damage;
R<2 dazed (save ends)

Sandstorm (3 Malice) 2d10 + 2

Maneuver
3 burst Special
Effect:

The scyza kicks up a sandstorm concealing themselves and each ally in the affected area until the end of the scyza’s next turn. Each enemy in the burst makes an Intuition test.

≤11: 10 damage;
prone;
slowed (EoT)
12—16: 7 damage;
slowed (EoT)
17+: 4 damage

Brace and Bogart

Triggered Action
Self Self
The scyza or an ally riding the scyza is targeted by an ability.
Effect:

Any damage dealt by the triggering ability is halved. If the creature or object who used the ability is within 3 of the scyza, the scyza makes a free strike against them.

War Harness

Three of the scyza’s size 1 allies can occupy the same space while riding the scyza.

Terrible Beast

The scyza deals an additional 6 damage on strikes and abilities used against objects.

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  1. Orc Malice


    1. Overwhelming March

      3 Malice
      1. Each orc shifts up to their speed, moving through enemy squares if they can. Each enemy that was passed through during this movement makes a Might test.

      2. ≤11: 6 damage;
        prone
        12—16: 4 damage;
        prone
        17+: Push 2
    2. Mohler Trench

      5 Malice
      1. An orc acting this turn summons 2 mohlers out of the ground to dig a 1 × 10 line trench within 10 and join the encounter. The trench is 2 squares deep and is considered difficult terrain. The trench cannot be created directly underneath creatures.

    3. Mohler Cavity

      7 Malice
      1. The ground shakes as a group of mohlers dig a 5 cube pit beneath an area where at least one character is standing. The mohlers leave, and the area is considered difficult terrain. Each orc in the area can shift into the nearest unoccupied square outside of the pit before it is completed. Each non-orc in the area makes an Agility test.

      2. ≤11: 9 damage;
        target falls;
        prone can’t stand (EoT)
        12—16: 6 damage;
        target falls
        17+: Target can shift into the nearest unoccupied square outside of the pit

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