Orc Bloodrunner

Level 3 Platoon Harrier
Humanoid, Orc EV 10
Stamina 50
Speed 8 Size 1M / Stability 0
Free Strike 5

Might

2

Agility

2

Reason

0

Intuition

1

Presence

1

Shield Bash 2d10 + 2

Melee, Strike, Weapon Signature Action
Melee 1 1 creature or object
≤11: 7 damage (enemy only);
push X
12—16: 10 damage (enemy only);
push X
17+: 13 damage (enemy only);
push X or prone
Effect:

Push X is equal to the number of squares the bloodrunner moved on their turn before using this ability.

2 Malice:

An ally pushed by this ability can make a free strike on a creature.

Unimpeded

This bloodrunner can share a prone creature’s square. The first time a bloodrunner enters a creature’s square on their turn, that creature takes 3 damage.

Relentless

If the bloodrunner’s Stamina drops to 0, they can make a free strike before dying. If the target is reduced to 0 Stamina or killed by the strike, the bloodrunner lives and their Stamina is reduced to 1 instead.

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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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