Time Raider Armiger

Level 3 Platoon Defender
Humanoid, Time Raider EV 10
Stamina 60 Immunity Psychic 3
Speed 5 Size 1M / Stability 0
Free Strike 5

Might

0

Agility

2

Reason

2

Intuition

2

Presence

0

Serrated Saber 2d10 + 2

Melee, Psionic, Strike, Weapon Signature Action
Melee 1 One creature or object
≤11: 7 damage 12—16: 10 damage 17+: 13 damage;
R<2 weakened (save ends)
2 Malice:

A creature is bleeding while weakened from this ability.

Shared Sickness 2d10 + 2

Psionic, Ranged Triggered Action
Ranged 20 Triggering creature
A creature deals damage to any ally of the armiger to whom the armiger has line of effect.
≤11: 4 psychic damage;
R<0 5 poison damage
12—16: 6 psychic damage;
R<1 5 poison damage
17+: 9 psychic damage;
R<2 5 poison damage

Foresight

The armiger doesn’t have a bane on strikes against concealed creatures.

Kuran’zoi Heraldry

While any time raider starts their turn with line of effect to the armiger, that time raider can end one condition affecting them.

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  1. Time Raider Malice


    1. Gravity Well

      3 Malice
      1. Area, Psionic, Weapon Maneuver
        5 cube within 3
        Special
      2. Effect

        A time raider acting this turn activates a gravity well in the affected area. The gravity well sits in the center of the cube and lasts until the end of the encounter or until a creature who can reach the well uses a maneuver to disable it. The affected area is considered difficult terrain for enemies. Whenever an enemy ends their turn in an affected square, they are pulled 4 towards the well.

    2. Recall Module

      5 Malice
      1. Until the end of the round, each time raider has the teleport keyword added to their movement and their speed increases by 3.

    3. Psi-Cage

      10 Malice
      1. All time raiders in the encounter create a psionic field over the encounter map, which lasts until the time raider with the highest Stamina maximum drops to Stamina 0 or chooses to end the field. While the field is up, each non-time raider on the map must make a Reason test against this psionic effect at the start of each round.

      2. ≤11: 10 psychic damage;
        slowed (EoT)
        12—16: 7 psychic damage;
        slowed (EoT)
        17+: No effect

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