Rival Tactician

Level 2 Troop Ambusher
Humanoid, Rival EV 16
Stamina 60
Speed 5 Size 1M / Stability 2
Free Strike 5

Might

2

Agility

0

Reason

1

Intuition

0

Presence

0

Dual Targeting Shot 2d10 + 2

Ranged, Strike, Weapon Signature Action
Ranged 10 Two creatures or objects
≤11: 7 damage 12—16: 11 damage 17+: 14 damage
2 Malice:

Two allies within distance can make a free strike against one of the targets.

I’ll Cover You! (3 Malice) 2d10 + 2

Ranged, Strike, Weapon Action
Ranged 5 One creature or object
≤11: 8 damage;
M<0 weakened (save ends)
12—16: 13 damage;
M<1 weakened (save ends)
17+: 16 damage;
M<2 weakened (save ends)
Effect:

An ally adjacent to the target regains 5 Stamina.

Overwatch

Ranged Triggered Action
Ranged 10 1 enemy
The target moves
Effect:

At any point during the movement, the tactician makes a free strike against the target.

Rivalry

The tactician selects one creature within line of effect at the start of an encounter. Both the tactician and the creature can add a 1d3 to all power rolls made against each other.

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  1. Rival Malice


    1. Work as One

      3 Malice
      1. Until the end of the round, each rival can impose a bane against a strike made against an adjacent rival as a free triggered action.

    2. We Just Do It Better

      3 Malice
      1. Until the end of the round, each rival rolls an additional 1d3 on all power rolls made against the target of their Rivalry trait.

    3. Check Out Our Loot

      5 Malice
      1. The rival pulls out a magic consumable and hurls it, targeting a 5 x 1 line within 1 or a 3 cube within 10. Each enemy in an affected area makes an Agility test.

      2. ≤11: 11 damage;
        condition (save ends)
        12—16: 8 damage;
        condition (EoT)
        17+: 5 damage
      3. Effect

        The rival chooses the damage type and condition afflicted from one of the following pairs: sonic and dazed, poison and weakened, or fire and frightened.

    4. Calling the Shots

      7 Malice
      1. All rivals regain 10 Stamina. Until the end of the round, when a rival uses an ability against an enemy, each rival adjacent to that enemy can make a free strike against them.

    5. Coordinated Takedown

      10 Malice
      1. Each rival moves up to their speed and uses an action or maneuver that doesn’t cost Malice.

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