Dwarf Grenadier

Level 2 Platoon Hexer
Dwarf, Humanoid EV 8
Stamina 39
Speed 5 Size 1M / Stability 3
Free Strike 4

Might

1

Agility

0

Reason

0

Intuition

2

Presence

0

Concussive Grenade 2d10 + 2

Area, Ranged, Weapon Signature Action
3 cube within 5 All enemies in the cube
≤11: 3 damage;
push 1
12—16: 6 damage;
push 3;
M<1 slowed (save ends)
17+: 8 damage;
push 5;
M<2 slowed (save ends)
Effect:

A target restrained by a dwarf can be pushed by this ability.

Sleep Grenade (3 Malice) 2d10 + 2

Area, Ranged Action
3 cube within 5 All enemies in the cube
≤11: 3 poison damage;
I<0 dazed (save ends)
12—16: 6 poison damage;
I<1 dazed (save ends)
17+: 8 poison damage;
I<2 dazed (save ends)
Effect:

A creature dazed by this ability has -1 to all characteristics while resisting potent effects until the condition ends.

Indirect Fire

The grenadier ignores cover and concealment and doesn’t need to establish line of effect for their abilities.

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  1. Dwarf Malice


    1. Breaching Charge

      3+ Malice
      1. A dwarf can destroy one adjacent object or square of wall for every 3 malice spent. Each enemy adjacent to the destroyed object or square takes the object’s Stamina in damage (3 wood / 6 stone / 9 metal).

    2. Rappelling Barrage

      5 Malice
      1. All dwarves acting this turn gain the climb keyword to their movement. At any point during their movement, they can make a free strike.

    3. Snaring Line

      7 Malice
      1. Area, Magic, Ranged Maneuver (Non-Minion)
        1 × 10 line within 10
        All enemies
      2. Effect

        Each target makes an Agility test.

      3. ≤11: 8 damage;
        restrained (EoT)
        12—16: 6 damage;
        slowed (EoT)
        17+: No effect
      4. Effect

        The snaring line remains until the end of the encounter. An enemy that moves into an affected square for the first time on their turn must make the test.

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