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. (Action) ♦ Signature

Keywords
Distance Ranged 10 Target 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 (Action) ♦ 2d10 + 3 ♦ Signature

Keywords Melee, Strike, Weapon
Distance Melee 1 Target All enemies
≤11: 7 damage; push 1; M<1 dazed (save ends) 12—16: 10 damage; push 3; M<2 dazed (save ends) 17+: 13 damage; push 5; M<3 dazed (save ends)

Lockdown (Maneuver) ♦ 3 VP

Keywords
Distance Ranged 10 Target 3 allies
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)

Keywords
Distance Ranged 10 Target 1 creature
Trigger: The target gets a tier 1 result on a power roll.
Effect: The target has a double edge on next power roll.

Close In (Villain Action 1)

Keywords Area
Distance 10 Burst Target 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 (Villain Action 2)

Keywords Area
Distance Ranged 10 Target 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 (Villain Action 3)

Keywords Attack, Melee, Weapon
Distance Self Target 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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