Time Raider Nemesis

Level 3 Platoon Harrier
Humanoid, Time Raider EV 10
Stamina 50 Immunity Psychic 3
Speed 7 Size 1M / Stability 0
Free Strike 5

Might

1

Agility

2

Reason

2

Intuition

1

Presence

0

Golden Scythe 2d10 + 2

Melee, Psionic, Strike, Weapon Signature Action
Melee 2 One creature or object
≤11: 7 damage;
pull 1
12—16: 10 damage;
pull 2
17+: 13 damage;
pull 3;
A<2 restrained (save ends)
Effect:

This ability can affect creatures on parallel planes of existence and pull them onto the nemesis’s plane.

Kinetic Crush (2 Malice) 2d10 + 2

Psionic, Ranged, Strike Action
Ranged 10 One creature
≤11: 7 psychic damage;
M<0 slowed (save ends)
12—16: 10 psychic damage;
M<1 slowed (save ends)
17+: 13 psychic damage;
M<2 slowed (save ends)
Effect:

A creature slowed by this ability takes 2 damage whenever they move into or are force moved into a square until the condition ends.

Foresight

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

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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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