Orc Warleader

Level 3 Leader
Humanoid, Orc EV 20
Stamina 120
Speed 6 Size 1M / Stability 2
Free Strike 5

Might

3

Agility

2

Reason

1

Intuition

2

Presence

2

Go.

Signature Action
Ranged 10 1 ally
Effect:

The target moves up to their speed and uses an action.

1 Malice:

The warleader targets a second ally.

3 Malice:

The warleader targets a squad instead of a second ally.

Mace Lariat 2d10 + 3

Melee, Strike, Weapon Action
Melee 1 All enemies
Effect:

Each target moves up to their speed and uses the Grab maneuver with an edge. The warleader moves up to their speed.

Courtesy Call

Triggered Action
Ranged 10 1 creature
The target gets a tier 1 result on a power roll.
Effect:

The target has a double edge on next power roll.

Close In

Area Villain Action 1
10 Burst All allies
Effect:

Each target moves up to their speed. Each enemy within 1 of a target makes an Intuition test.

≤11: Frightened of the warleader (save ends) 12—16: Frightened of the warleader (EoT) 17+: no effect

Familial Reinforcements

Area Villain Action 2
Ranged 10 All allies
Effect:

The warleader shifts up to their speed and 5 orc blitzers appear in unoccupied spaces within distance.

I’ll Do This Myself

Attack, Melee, Weapon Villain Action 3
Self Self
Effect:

The warleader shifts up to their speed and uses Mace Lariat. Then, the warleader shifts up to their speed and uses Mace Lariat. Finally, the warleader shifts up to their speed and uses Mace Lariat.

End Effect

At the end of their turn, the warleader can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.

Relentless

If the warleader’s Stamina drops to 0, they can take a free strike before dying. If the target is reduced to 0 Stamina or killed by the strike, the dohma 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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