War Dogs
Ajax's war dogs—brutal patchwork soldiers—owe their new lives to the Iron Saint and fight for him fanatically. War dog minions are the freshest recruits, possessing minimal patchwork qualities and generally treated as disposable. Those who survive a battle are rewarded with gifts from the Body Banks. Those who don't survive become recycled back into the Body Banks to be reborn.
War Dog Stat Block List
| Echelon | Name | Level | Organization | Role | EV |
|---|---|---|---|---|---|
| 1st | War Dog Commando | 1 | Minion | Ambusher | 3 for four minions |
| 1st | War Dog Conscript | 1 | Minion | Harrier | 3 for four minions |
| 1st | War Dog Sharpshooter | 1 | Minion | Artillery | 3 for four minions |
| 1st | War Dog Tetherite | 1 | Minion | Brute | 3 for four minions |
| 1st | War Dog Amalgamite | 2 | Horde | Brute | 4 |
| 1st | War Dog Crucibite | 1 | Horde | Artillery | 3 |
| 1st | War Dog Eviscerite | 1 | Horde | Harrier | 3 |
| 1st | War Dog Neuronite | 1 | Horde | Defender | 3 |
| 1st | War Dog Pestilite | 3 | Horde | Controller | 5 |
| 1st | War Dog Phosphorite | 2 | Horde | Hexer | 4 |
| 1st | War Dog Subcommander | 2 | Horde | Support | 4 |
| 1st | War Dog Teletite | 1 | Horde | Ambusher | 3 |
| 1st | War Dog Ground Commander | 3 | Leader | - | 20 |
| 2nd | War Dog Sparkslinger | 4 | Minion | Artillery | 6 for four minions |
| 2nd | War Dog Sweeper | 4 | Minion | Harrier | 6 for four minions |
| 2nd | War Dog War Frog | 4 | Minion | Ambusher | 6 for four minions |
| 2nd | War Dog Arachnite | 6 | Horde | Artillery | 8 |
| 2nd | War Dog Doomthief | 5 | Horde | Defender | 7 |
| 2nd | War Dog Equivite | 4 | Horde | Brute | 6 |
| 2nd | War Dog Hypokrite | 4 | Horde | Ambusher | 6 |
| 2nd | War Dog Mischievite | 5 | Horde | Harrier | 7 |
| 2nd | War Dog Thanatite | 6 | Horde | Controller | 8 |
| 2nd | War Dog Tormentite | 5 | Horde | Hexer | 7 |
| 2nd | War Dog War Doc | 5 | Horde | Support | 7 |
| 2nd | War Dog Tetrarch | 6 | Leader | - | 32 |
| 3rd | War Dog Draconite | 7 | Minion | Brute | 9 for four minions |
| 3rd | War Dog Saboteur | 7 | Minion | Ambusher | 9 for four minions |
| 3rd | War Dog Shriketroop | 7 | Minion | Artillery | 9 for four minions |
| 3rd | War Dog Aerocite | 8 | Horde | Harrier | 10 |
| 3rd | War Dog Ballistite | 8 | Horde | Artillery | 10 |
| 3rd | War Dog Blackcap | 7 | Horde | Ambusher | 9 |
| 3rd | War Dog Breaker | 7 | Elite | Brute | 36 |
| 3rd | War Dog Firestarter | 8 | Horde | Hexer | 10 |
| 3rd | War Dog Geomancer | 8 | Horde | Controller | 10 |
| 3rd | War Dog Iron Priest | 8 | Horde | Support | 10 |
| 3rd | War Dog Prismite | 8 | Horde | Defender | 10 |
| 3rd | War Dog Taxiarch | 9 | Leader | - | 44 |
| 4th | War Dog Blood Jumper | 10 | Minion | Harrier | 12 for four minions |
| 4th | War Dog Hunter-Killer | 10 | Minion | Artillery | 12 for four minions |
| 4th | War Dog Socialite | 10 | Minion | Hexer | 12 for four minions |
| 4th | Castellan Hoplon | 10 | Elite | Defender | 48 |
| 4th | Iron Champion Doru | 10 | Elite | Brute | 48 |
| 4th | Logostician Vesper | 10 | Elite | Controller | 48 |
| 4th | Soulbinder Psyche | 10 | Elite | Hexer | 48 |
| 4th | Strategos Alkestis | 10 | Leader | - | 48 |
Content Warning: Brainwashing and Body Horror
War dogs are explicitly evil soldiers built from the body parts of other humanoids. Check in with your players before running war dogs to make sure that they're okay with battling brainwashed soldiers with an appearance akin to Frankenstein's monster if he were built to be a shock trooper. If anyone is uncomfortable, modify the appearance and lore of the war dogs as you see fit.
Withdrawn From the Body Banks
Body Bank technology stolen from the upper worlds allows for the storage, manipulation, and reuse of biological body parts, and this technology has been put to terrible use by Ajax and his followers. For the rich and powerful elite, the Body Banks serve as a source of reliable medical materials and even enhancements. For everyone else, they are a looming threat and a warning of what might happen to the disloyal. Those body parts not claimed by the upper classes are stitched, welded, and fused together to become an endless supply of twisted warriors.
Soulless Soldiers
War dogs aren't undead. They still have minds, wills, and drives that separate them from zombies and mournlings. But one thing they share in common with the undead is the lack of a soul. Any remnants of a soul that didn't escape the shattered remains of their constituent parts are irrevocably damaged beyond repair in the process of making a war dog. War dogs are thus metaphysically unstable, incapable of higher spiritual functions such as empathy or love, and their personalities and beliefs are highly malleable. This makes them the ideal disposable soldier for a discerning tyrant.
War Dog Tactics
War dogs have a heavy focus on minion frontlines backed by captains with powerful control or support abilities. Those captains' tactics reflect the replaceability of their low-ranking troops, who they throw into the fray without caution. Once a squad of minions is reduced to a few stragglers, a captain will order them into position for maximum effect and manually detonate their loyalty collars.
War dog captains are intelligent, well trained, and focused on prioritizing threats to their mission. Defensive and support units focus on tying up and slowing down high-Stamina threats while offensive units try their best to bully low-Stamina backline heroes. Unless ordered, retreat is not an option for war dogs.
War Dog Sample Encounters
- Camp Patrol, 18 EV: Eight conscripts, eight sharpshooters, one eviscerite, one crucibite
- Bodyguard Squad, 24 EV: Eight sharpshooters, eight tetherites, two amalgamites, one phosphorite
- Scout Patrol, 34 EV: Eight commandos, sixteen conscripts, two teletalites, two neuronites, one subcommander
- Oppressor Force, 52 EV: Eight conscripts, eight sharpshooters, sixteen commandos, one pestilite, one neuronite, one ground commander
Enlisted at Rebirth
From the moment they are reborn, every war dog is part of Ajax's war machine. Fresh recruits undergo inspections and tests to ensure their viability and assess their capabilities, and those who are found lacking are immediately recycled.
Those who meet the minimum requirements are sent to a brief but intense training camp, where they are drilled in basic combat, personal fitness, and unswerving loyalty. It is here that war dogs are first indoctrinated with Ajax's ideals, and any who question those ideals are immediately recycled. Those who survive this training camp are fitted with loyalty collars—unremovable neck pieces fitted with explosive fuse-iron charges—and sent on to join a legion.
Chain of Command
Ajax leaves the management and tactical goals of individual legions to his hand-picked strategoi. Each strategos is an exceptionally talented war dog, often a veteran with dozens of upgrades and refinements, and is typically selected for their ability to think and plan. A strategos in turn appoints the most powerful and skilled war dogs in the legion to their inner council.
Below the inner council are hundreds of officers and thousands of soldiers. A single deviation from an order, no matter how rational or well considered, can get a lowly soldier sent back to the Body Banks. As such, lower-ranking war dogs rarely alter tactics or show initiative. Without an officer to command them, war dogs can easily turn into an unwieldy and stagnant force capable only of following their most recent orders.
War Dog Languages
Most war dogs speak Caelian and one Vaslorian human language.
War Dogs-1st Echelon
The Body Banks are filled with the remains of enemies of the state, conquered peoples, war dogs who have experienced a second death, and even scraps of monsters and animals that might prove useful. Though the creation of new war dogs is by no means an exact process, the flesh sculptors of the Body Banks take great pride in crafting a highly destructive, single-mindedly fanatical army.
The vast majority of war dogs are simple amalgams of humanoids fused, stitched, and welded together with stolen Upper World technology and forbidden alchemy. Their unnatural origin is on clear display: patchwork skin, mismatched limbs, and unsettling proportions marking them as artificial revenants.
War Dog Malice (Level 1+ Malice Features)
At the start of any war dog's turn, you can spend Malice to activate one of the following features.
👤 Reconstitute (3 Malice)
One war dog acting this turn tears apart a nearby corpse of a humanoid and incorporates its body parts into their own. The war dog regains Stamina equal to 5 times their level.
🔳 Fire for Effect (5 Malice)
Area, Magic, Ranged Maneuver 📏 4 cube within 10 🎯 Each creature in the area Effect: Each target makes an Agility test. The same condition is imposed on each affected target.
- ≤11: 5 fire damage; slowed or weakened (save ends)
- 12-16: 5 fire damage; slowed or weakened (EoT)
- 17+: 5 fire damage
⭐️ Fodder Run (7 Malice)
Each war dog minion in the encounter shifts up to their speed and can make a free strike. A minion who does so is then reduced to 0 Stamina.
War Dog Commando
| Humanoid, Soulless, War Dog | - | Level 1 | Minion Ambusher | EV 3 for four minions |
|---|---|---|---|---|
| 1M Size |
5 Speed |
4 Stamina |
0 Stability |
2 Free Strike |
| - Immunity |
- Movement |
- | +1 damage bonus to strikes With Captain |
- Weakness |
| 0 Might |
+2 Agility |
0 Reason |
0 Intuition |
0 Presence |
⚔️ Daggers (Signature Ability)
Melee, Ranged, Strike, Weapon Main action 📏 Melee 1 or ranged 5 🎯 One creature or object per minion Power Roll + 2:
- ≤11: 2 damage
- 12-16: 4 damage
- 17+: 5 damage
Effect: After using this ability, the commando can attempt to hide even if observed.
⭐️ Loyalty Collar
When the commando is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.
War Dog Conscript
| Humanoid, Soulless, War Dog | - | Level 1 | Minion Harrier | EV 3 for four minions |
|---|---|---|---|---|
| 1M Size |
7 Speed |
4 Stamina |
0 Stability |
1 Free Strike |
| - Immunity |
- Movement |
- | +1 damage bonus to strikes With Captain |
- Weakness |
| +2 Might |
0 Agility |
0 Reason |
0 Intuition |
0 Presence |
⚔️ Blade (Signature Ability)
Charge, Melee, Ranged, Strike, Weapon Main action 📏 Melee 1 or ranged 5 🎯 One creature or object per minion Power Roll + 2:
- ≤11: 1 damage
- 12-16: 2 damage
- 17+: 3 damage
Effect: If used with the Charge main action, this ability gains an edge.
⭐️ Loyalty Collar
When the conscript is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.
War Dog Sharpshooter
| Humanoid, Soulless, War Dog | - | Level 1 | Minion Artillery | EV 3 for four minions |
|---|---|---|---|---|
| 1M Size |
7 Speed |
3 Stamina |
0 Stability |
2 Free Strike |
| - Immunity |
- Movement |
- | +5 bonus to ranged distance With Captain |
- Weakness |
| 0 Might |
+2 Agility |
0 Reason |
0 Intuition |
0 Presence |
🏹 Bolt Launcher (Signature Ability)
Ranged, Strike, Weapon Main action 📏 Ranged 5 🎯 One creature or object per minion Power Roll + 2:
- ≤11: 2 damage
- 12-16: 4 damage
- 17+: 5 damage
Effect: This ability ignores cover and concealment.
⭐️ Loyalty Collar
When the sharpshooter is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.
War Dog Tetherite
| Humanoid, Soulless, War Dog | - | Level 1 | Minion Brute | EV 3 for four minions |
|---|---|---|---|---|
| 1M Size |
5 Speed |
5 Stamina |
1 Stability |
2 Free Strike |
| - Immunity |
- Movement |
- | Gain an edge on strikes With Captain |
- Weakness |
| +2 Might |
0 Agility |
0 Reason |
0 Intuition |
0 Presence |
🗡 Banded Dagger (Signature Ability)
Melee, Strike, Weapon Main action 📏 Melee 2 🎯 One creature or object per minion Power Roll + 2:
- ≤11: 2 damage
- 12-16: 4 damage
- 17+: 5 damage
⭐️ Tethered
A captain attached to a tetherite squad has their stability increased by the number of tetherites within 2 squares of them.
⭐️ Loyalty Collar
When the tetherite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.
War Dog Amalgamite
| Humanoid, Soulless, War Dog | - | Level 2 | Horde Brute | EV 4 |
|---|---|---|---|---|
| 2 Size |
5 Speed |
25 Stamina |
2 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +2 Might |
0 Agility |
0 Reason |
0 Intuition |
0 Presence |
🗡 Several Arms (Signature Ability)
Melee, Strike, Weapon Main action 📏 Melee 2 🎯 Two creatures or objects Power Roll + 2:
- ≤11: 4 damage
- 12-16: 5 damage; A < 1 grabbed
- 17+: 6 damage; A < 2 grabbed
Effect: The amalgamite can have up to four targets grabbed at once.
3 Malice: The amalgamite deals 3 damage to each creature grabbed this way or who they already have grabbed, and regains Stamina equal to the damage dealt.
🏹 Posthumous Promotion
Magic, Ranged Maneuver 📏 Ranged 10 🎯 One war dog Effect: If the target has a loyalty collar, they are reduced to 0 Stamina.
⭐️ Loyalty Collar
When the amalgamite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Crucibite
| Humanoid, Soulless, War Dog | - | Level 1 | Horde Artillery | EV 3 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
10 Stamina |
0 Stability |
2 Free Strike |
| Fire 2 Immunity |
- Movement |
- | - With Captain |
- Weakness |
| 0 Might |
+2 Agility |
0 Reason |
0 Intuition |
0 Presence |
🔳 Flamebelcher (Signature Ability)
Area, Weapon Main action 📏 5 x 1 line within 1 🎯 Each creature and object in the area Power Roll + 2:
- ≤11: 2 fire damage
- 12-16: 4 fire damage
- 17+: 5 fire damage
Effect: The area is covered in sticky fire until the start of the crucibite's next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 2 fire damage.
3 Malice: The area becomes a 10 x 1 line, and if any ally of the crucibite is in the area when it is created, the ability deals an extra 2 damage to each target.
🏹 Posthumous Promotion
Magic, Ranged Maneuver 📏 Ranged 10 🎯 One war dog Effect: If the target has a loyalty collar, they are reduced to 0 Stamina.
⭐️ Loyalty Collar
When the crucibite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Eviscerite
| Humanoid, Soulless, War Dog | - | Level 1 | Horde Harrier | EV 3 |
|---|---|---|---|---|
| 1M Size |
7 Speed |
15 Stamina |
0 Stability |
1 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +1 Might |
+2 Agility |
0 Reason |
0 Intuition |
0 Presence |
🗡 Chainsaw Whip (Signature Ability)
Melee, Strike, Weapon Main action 📏 Melee 3 🎯 One creature or object Power Roll + 2:
- ≤11: 3 damage
- 12-16: 4 damage; pull 1
- 17+: 5 damage; pull 2
Effect: The eviscerite can automatically grab a target pulled adjacent to them this way.
🏹 Posthumous Promotion
Magic, Ranged Maneuver 📏 Ranged 10 🎯 One war dog Effect: If the target has a loyalty collar, they are reduced to 0 Stamina.
⭐️ Loyalty Collar
When the eviscerite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Neuronite
| Humanoid, Soulless, War Dog | - | Level 1 | Horde Defender | EV 3 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
20 Stamina |
0 Stability |
1 Free Strike |
| Psychic 2 Immunity |
Fly Movement |
- | - With Captain |
- Weakness |
| 0 Might |
+1 Agility |
0 Reason |
0 Intuition |
+2 Presence |
❇️ Synlirii Grafts (Signature Ability)
Area, Psionic Main action 📏 1 burst 🎯 Each enemy in the area Power Roll + 2:
- ≤11: 1 psychic damage; vertical slide 1
- 12-16: 2 psychic damage; vertical slide 2
- 17+: 3 psychic damage; vertical slide 3
🏹 Posthumous Promotion
Magic, Ranged Maneuver 📏 Ranged 10 🎯 One war dog Effect: If the target has a loyalty collar, they are reduced to 0 Stamina.
❇️ The Voice (1 Malice)
Area, Psionic Maneuver 📏 5 burst 🎯 Each enemy in the area Effect: The neuronite chooses one ally within 10 squares. Each target is either taunted by the ally, or the ally has damage immunity 3 whenever any target makes a strike against them (the neuronite's choice). Either effect lasts until the start of the neuronite's next turn.
⭐️ Loyalty Collar
When the neuronite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Pestilite
| Humanoid, Soulless, War Dog | - | Level 3 | Horde Controller | EV 5 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
20 Stamina |
0 Stability |
2 Free Strike |
| Poison 3 Immunity |
- Movement |
- | - With Captain |
- Weakness |
| 0 Might |
+1 Agility |
0 Reason |
0 Intuition |
+2 Presence |
🔳 Plaguecaster (Signature Ability)
Area, Magic, Ranged Main action 📏 3 cube within 10 🎯 Each creature in the area Power Roll + 2:
- ≤11: 2 poison damage; I < 0 frightened (save ends)
- 12-16: 4 poison damage; I < 1 frightened (save ends)
- 17+: 5 poison damage; I < 2 frightened (save ends)
Effect: The area is filled with a cloud of pestilence that lasts until the start of the pestilite's next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 2 poison damage.
🏹 Posthumous Promotion
Magic, Ranged Maneuver 📏 Ranged 10 🎯 One war dog Effect: If the target has a loyalty collar, they are reduced to 0 Stamina.
⭐️ Loyalty Collar
When the pestilite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Phosphorite
| Humanoid, Soulless, War Dog | - | Level 2 | Horde Hexer | EV 4 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
15 Stamina |
0 Stability |
2 Free Strike |
| Acid 2 Immunity |
- Movement |
- | - With Captain |
- Weakness |
| 0 Might |
+2 Agility |
0 Reason |
0 Intuition |
0 Presence |
🏹 Caustic Detonator (Signature Ability)
Magic, Ranged Main action 📏 Ranged 10 🎯 One creature or object Effect: A detonator attaches to the target. At the end of each round, roll a die. On an odd result, the detonator explodes, triggering the following power roll.
Power Roll + 2:
- ≤11: 4 acid damage; M < 0 bleeding (save ends)
- 12-16: 6 acid damage; M < 1 bleeding (save ends)
- 17+: 10 acid damage; M < 2 bleeding (save ends)
Special: A creature adjacent to the target can attempt an Agility test as a maneuver to remove the detonator.
- ≤11: No effect.
- 12-16: The detonator is disarmed and destroyed.
- 17+: The creature can attach the detonator to another creature or object within 5 squares of them.
🏹 Posthumous Promotion
Magic, Ranged Maneuver 📏 Ranged 10 🎯 One war dog Effect: If the target has a loyalty collar, they are reduced to 0 Stamina.
⭐️ Loyalty Collar
When the phosphorite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Subcommander
| Humanoid, Soulless, War Dog | - | Level 2 | Horde Support | EV 4 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
20 Stamina |
0 Stability |
2 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +2 Might |
0 Agility |
0 Reason |
0 Intuition |
+1 Presence |
🗡 Command Saber (Signature Ability)
Melee, Strike, Weapon Main action 📏 Melee 1 🎯 One creature or object Power Roll + 2:
- ≤11: 4 damage
- 12-16: 5 damage
- 17+: 7 damage
Effect: One ally within 5 squares of the subcommander can make a free strike against the target.
🏹 Posthumous Promotion
Magic, Ranged Maneuver 📏 Ranged 10 🎯 One war dog Effect: If the target has a loyalty collar, they are reduced to 0 Stamina.
⭐️ The Iron Saint Does Not Recognize Retreat
Each ally within 5 squares of the subcommander gains a +3 bonus to stability.
⭐️ Loyalty Collar
When the subcommander is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Teletalite
| Humanoid, Soulless, War Dog | - | Level 1 | Horde Ambusher | EV 3 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
15 Stamina |
0 Stability |
2 Free Strike |
| - Immunity |
Teleport Movement |
- | - With Captain |
- Weakness |
| 0 Might |
+2 Agility |
0 Reason |
0 Intuition |
0 Presence |
⚔️ Corrupted Ash Daggers (Signature Ability)
Melee, Ranged, Strike, Weapon Main action 📏 Melee 1 or ranged 10 🎯 One creature or object Power Roll + 2:
- ≤11: 4 damage; slide 1
- 12-16: 6 damage; slide 2
- 17+: 7 damage; slide 3
Effect: The teletalite gains an edge on this ability if any ally is adjacent to the target.
1 Malice: The teletalite teleports the target 3 squares before sliding them.
🏹 Posthumous Promotion
Magic, Ranged Maneuver 📏 Ranged 10 🎯 One war dog Effect: If the target has a loyalty collar, they are reduced to 0 Stamina.
👤 Corrupted Ash Teleport (1 Malice)
Magic Maneuver 📏 Self 🎯 Self Effect: The teletalite can teleport up to 5 squares and gains an edge on strikes until the end of their turn.
⭐️ Loyalty Collar
When the teletalite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Ground Commander
| Humanoid, Soulless, War Dog | - | Level 3 | Leader | EV 20 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
120 Stamina |
2 Stability |
5 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +3 Might |
+2 Agility |
+3 Reason |
+2 Intuition |
+2 Presence |
⚔️ Conditioning Spear (Signature Ability)
Melee, Psionic, Ranged, Strike Main action 📏 Melee 1 or ranged 5 🎯 Two creatures or objects Power Roll + 3:
- ≤11: 8 damage; pull 1
- 12-16: 12 damage; pull 2
- 17+: 15 damage; pull 3
Effect: One ally within 10 squares of the ground commander can make a free strike.
1 Malice: A target who has I < 2 and who is adjacent to the ground commander after this ability is resolved is grabbed (save ends). This grab can't be escaped using the Escape Grab maneuver. The ground commander can grab up to two creatures at a time.
❇️ Highest Posthumous Promotion
Area, Magic Maneuver 📏 10 burst 🎯 Each war dog in the area Effect: Any target who has a loyalty collar is reduced to 0 Stamina.
❗️ Final Orders
Magic, Ranged Triggered action 📏 Ranged 10 🎯 One ally Trigger: The target takes damage, is force moved, or is reduced to 0 Stamina.
Effect: Even if reduced to 0 Stamina, the target moves up to their speed and can make a free strike after the triggering effect is resolved. The target then immediately dies.
⭐️ End Effect
At the end of each of their turns, the ground commander can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
⭐️ Loyalty Collar
When the ground commander is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
☠️ Combined Arms (Villain Action 1)
Area - 📏 10 burst 🎯 Each ally in the area Effect: Each target can make a ranged free strike, then immediately use the Charge main action.
☠️ Make an Example of Them (Villain Action 2)
Magic, Ranged - 📏 Ranged 10 🎯 One enemy Effect: Each ally within 5 squares of the target moves up to their speed and can make a free strike against the target. If the target has I < 2, they are frightened of the ground commander (save ends).
☠️ Claim Them for the Body Banks (Villain Action 3)
Area, Magic - 📏 10 burst 🎯 Each creature in the area Effect: Each target ally shifts up to 2 squares and can use the Grab maneuver. Until the end of the encounter, each target enemy takes a bane on the Escape Grab maneuver.
War Dogs-2nd Echelon
War dogs, like any soldiers, are outfitted to carry out warfare with weapons, armor, and no end of ghastly tools. But Ajax's war dog forces are no ordinary army, and they bear extraordinary equipment.
Shrikeguns
The shrikegun is a new kind of weapon fit for a new kind of soldier. Each shrikegun is a rapid-firing bolt-thrower that replaces the draw of a crossbow with the compact energy of torsion springs. When loosed, a standard shrikegun throws a five-inch, iron-tipped wooden stake hard enough to reliably pierce steel plate at 50 yards. The stabilization grooves cut into the stakes create a shrill whistle when they are fired, leading to many less-disciplined armies breaking upon hearing the "shrike scream" of a loosed volley.
Fuse-Iron
Some war dogs use fuse-iron weapons that emit flames or cause explosions. While the exact properties of fuse-iron depend on its specific alloy and shape, the material is known for turning physical force into heat and light. Special arrangements of fuse-iron utilize crush cavities to create concussive detonations that are incredibly powerful, if not particularly reliable. Fuse-iron is expensive, accident-prone, and almost impossible to work with in large quantities, so that fuse-iron equipment is granted only to war dog specialists.
Houndweapons
Insubordinate war dogs are usually punished with a trip back to the Body Banks, but individuals who need to be made an example of are condemned to an even harsher fate: becoming a houndweapon. These living weapons are horrific blends of flesh, machine, and spirit create as powerful and terribly cruel tools of war. Only the highest-ranking and most capable war dogs can requisition houndweapons, given those living armaments' power and the time and difficulty involved in making them.
War Dog Malice (Level 4+ Malice Features)
At the start of any level 4 or higher war dog's turn, you can spend Malice to activate one of the following features.
⭐️ Prior Malice Features (3-7 Malice)
The war dog activates a Malice feature available to war dogs of level 3 or lower.
🏹 Loyalty Unto Death (5 Malice)
Magic, Ranged Maneuver 📏 Ranged 10 🎯 Two war dogs Effect: Each target who has a loyalty collar shifts up to their speed, then is reduced to 0 Stamina. After each target's Loyalty Collar trait is resolved, each enemy adjacent to either target makes a Presence test.
- ≤11: Push 4; the enemy is frightened of the nearest non-minion war dog (save ends)
- 12-16: Push 2; the enemy is frightened of the nearest non-minion war dog (EoT)
- 17+: Push 2
War Dog Sparkslinger
| Humanoid, Soulless, War Dog | - | Level 4 | Minion Artillery | EV 6 for four minions |
|---|---|---|---|---|
| 1M Size |
5 Speed |
7 Stamina |
0 Stability |
3 Free Strike |
| Lightning 4 Immunity |
- Movement |
- | Lightning spread increases by 1 square With Captain |
- Weakness |
| 0 Might |
0 Agility |
+3 Reason |
0 Intuition |
+2 Presence |
🏹 Galvanic Arc (Signature Ability)
Magic, Ranged, Strike Main action 📏 Ranged 7 🎯 One creature or object per minion Power Roll + 3:
- ≤11: 3 lightning damage
- 12-16: 5 lightning damage; the lightning spreads 1 square
- 17+: 7 lightning damage; the lightning spreads 2 squares
Effect: The lightning's spread is the distance it arcs from a target to nearby enemies. Each enemy within that distance takes 2 lightning damage.
⭐️ Loyalty Collar
When the sparkslinger is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Sweeper
| Humanoid, Soulless, War Dog | - | Level 4 | Minion Harrier | EV 6 for four minions |
|---|---|---|---|---|
| 1M Size |
6 Speed |
8 Stamina |
0 Stability |
2 Free Strike |
| - Immunity |
- Movement |
- | Gain an edge on strikes With Captain |
- Weakness |
| 0 Might |
+3 Agility |
0 Reason |
+2 Intuition |
0 Presence |
⚔️ Shrikegun Shot (Signature Ability)
Melee, Ranged, Strike, Weapon Main action 📏 Melee 1 or ranged 3 🎯 One creature or object per minion Power Roll + 3:
- ≤11: 2 damage
- 12-16: 4 damage; push 1
- 17+: 6 damage; push 3
Effect: Any target within 2 squares of the sweeper takes an extra 3 damage.
⭐️ Shrapnel-Laced Loyalty Collar
When the sweeper is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each enemy and object within 2 squares of them.
War Dog War Frog
| Humanoid, Soulless, War Dog | - | Level 4 | Minion Ambusher | EV 6 for four minions |
|---|---|---|---|---|
| 1S Size |
5 Speed |
8 Stamina |
0 Stability |
3 Free Strike |
| Poison 4 Immunity |
Climb, swim Movement |
- | +2 bonus to speed With Captain |
- Weakness |
| -1 Might |
+3 Agility |
0 Reason |
+2 Intuition |
0 Presence |
⚔️ Poisoned Dagger (Signature Ability)
Melee, Ranged, Strike, Weapon Main action 📏 Melee 1 or ranged 4 🎯 One creature per minion Power Roll + 3:
- ≤11: 3 poison damage
- 12-16: 5 poison damage
- 17+: 7 poison damage
Effect: The war frog can jump 3 squares before or after making the strike. If they end this jump in cover or concealment, they can attempt to hide.
⭐️ Loyalty Collar
When the war frog is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Arachnite
| Humanoid, Soulless, War Dog | - | Level 6 | Horde Artillery | EV 8 |
|---|---|---|---|---|
| 1L Size |
5 Speed |
35 Stamina |
0 Stability |
4 Free Strike |
| Psychic 6 Immunity |
Climb Movement |
- | - With Captain |
- Weakness |
| 0 Might |
+3 Agility |
+2 Reason |
+2 Intuition |
+1 Presence |
🏹 Longarm Shrikegun (Signature Ability)
Ranged, Strike, Weapon Main action 📏 Ranged 15 🎯 One creature or object Power Roll + 3:
- ≤11: 7 damage
- 12-16: 9 damage
- 17+: 11 damage; A < 3 bleeding (save ends)
Effect: This ability ignores cover and concealment. The arachnite chooses one of the following damage types when making the strike: acid, cold, fire, lightning, poison, psychic, or sonic.
2 Malice: The arachnite can use this ability as if they were in the space of any ally within distance.
🔳 Web Vial
Area, Ranged Maneuver 📏 2 cube within 10 🎯 Special Effect: The area is difficult terrain until the end of the encounter.
⭐️ Eight-Eyed Sight
At the start of each of their turns, the arachnite automatically knows the location of each hidden creature within 10 squares of them.
⭐️ Loyalty Collar
When the arachnite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Doomthief
| Humanoid, Soulless, War Dog | - | Level 5 | Horde Defender | EV 7 |
|---|---|---|---|---|
| 1L Size |
5 Speed |
40 Stamina |
2 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +3 Might |
-1 Agility |
0 Reason |
+3 Intuition |
+1 Presence |
🔳 Ripper Shrikegun (Signature Ability)
Area, Weapon Main action 📏 10 x 3 line within 1 🎯 Each enemy in the area Power Roll + 3:
- ≤11: 3 damage; push 1
- 12-16: 5 damage; push 3
- 17+: 6 damage; push 5; A < 3 slowed (save ends)
Effect: The doomthief can't willingly move on the same turn they use this ability.
⭐️ Doom Magnet
The doomthief emits a 3 aura of warped fate that blocks line of effect for any enemy ability that doesn't include them as a target.
👤 Expanding Doom (4 Malice)
- Maneuver 📏 Self 🎯 Self Effect: The doomthief has damage immunity 4 and the size of the aura from their Doom Magnet trait increases by 3, both until the start of their next turn.
⭐️ Loyalty Collar
When the doomthief is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Equivite
| Soulless, War Dog | - | Level 4 | Horde Brute | EV 6 |
|---|---|---|---|---|
| 2 Size |
8 Speed |
53 Stamina |
2 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +3 Might |
+3 Agility |
-1 Reason |
-2 Intuition |
0 Presence |
🗡 Fuse-Iron Lance (Signature Ability)
Charge, Melee, Strike, Weapon Main action 📏 Melee 2 🎯 One creature or object Power Roll + 3:
- ≤11: 6 damage
- 12-16: 8 damage
- 17+: 10 damage; I < 3 frightened (save ends)
Effect: This ability gains an edge while charging.
2 Malice: The ability deals an extra 3 fire damage to the target and each enemy adjacent to the target.
🗡 Blazing Charge
Melee, Weapon Maneuver 📏 Special; see below 🎯 Special Effect: The equivite moves up to their speed and ignores difficult terrain. Any mundane size 1 object whose space they move through is destroyed. The equivite makes one power roll against each enemy whose space they move through for the first time.
Power Roll + 3:
- ≤11: 2 damage; push 1
- 12-16: 4 damage; push 2
- 17+: 5 damage; push 3; M < 3 prone
⭐️ Loyalty Collar
When the equivite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Hypokrite
| Humanoid, Soulless, War Dog | - | Level 4 | Horde Ambusher | EV 6 |
|---|---|---|---|---|
| 1M Size |
8 Speed |
30 Stamina |
0 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +1 Might |
+3 Agility |
0 Reason |
0 Intuition |
+2 Presence |
🗡 Needle-Knife (Signature Ability)
Melee, Strike, Weapon Main action 📏 Melee 1 🎯 One creature or object Power Roll + 3:
- ≤11: 6 damage
- 12-16: 8 damage; A < 2 bleeding (save ends)
- 17+: 10 damage; A < 3 bleeding and weakened (save ends)
Effect: This ability deals an extra 6 damage if the hypokrite is hidden or disguised.
❗️ Feign Death (2 Malice)
Ranged Triggered action 📏 Ranged 20 🎯 Special Trigger: The hypokrite takes damage.
Effect: The hypokrite detonates their loyalty collar to deal 2d6 damage to each adjacent enemy, but teleports to an unoccupied space adjacent to an ally within distance and remains alive.
⭐️ Face in the Crowd
The hypokrite is invisible while adjacent to any ally who isn't hidden, and they can attempt to hide even while observed. Whenever they use the Hide maneuver, the hypokrite can disguise themself as another creature within line of effect.
⭐️ Loyalty Collar
When the hypokrite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Mischievite
| Humanoid, Soulless, War Dog | - | Level 5 | Horde Harrier | EV 7 |
|---|---|---|---|---|
| 1M Size |
6 Speed |
35 Stamina |
0 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +1 Might |
+3 Agility |
0 Reason |
+2 Intuition |
0 Presence |
⚔️ Fuse-Iron Knives (Signature Ability)
Melee, Ranged, Strike, Weapon Main action 📏 Melee 1 or ranged 5 🎯 Two creatures Power Roll + 3:
- ≤11: 5 damage
- 12-16: 7 damage
- 17+: 8 damage; R < 3 the target is dazzled (save ends)
Effect: A dazzled target takes a bane on strikes and has line of effect only within 1 square.
🏹 Misdirection
Ranged Maneuver 📏 Ranged 3 🎯 One ally or dazzled creature Effect: The mischievite swaps positions with the target. An ally targeted by this ability can make a free strike before or after being swapped.
2 Malice: The mischievite can use this ability as a triggered action when they are targeted by an ability. If they do, the swapped target becomes the new target of the triggering ability.
⭐️ Crafty
The mischievite doesn't provoke opportunity attacks by moving.
⭐️ Loyalty Collar
When the mischievite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Thanatite
| Humanoid, Soulless, War Dog | - | Level 6 | Horde Controller | EV 8 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
35 Stamina |
0 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +1 Might |
+1 Agility |
+2 Reason |
+3 Intuition |
+1 Presence |
🏹 Snaking Entrails (Signature Ability)
Magic, Ranged Main action 📏 Ranged 10 🎯 One ally Effect: The target dies and the thanatite makes one power roll against each enemy within 2 squares of the target.
Power Roll + 3:
- ≤11: 3 corruption damage; A < 1 slowed (save ends)
- 12-16: 5 corruption damage; A < 2 slowed (save ends)
- 17+: 7 corruption damage; A < 3 restrained (save ends)
3 Malice: If an affected enemy is adjacent to any corpse, they are frightened of the thanatite (save ends).
🔳 Wall of Flesh
Area, Magic, Ranged Maneuver 📏 10 wall within 10 🎯 One corpse Effect: The target spawns a wall of bloody muscle and pulsing viscera that must share one or more squares with the target. Each enemy in the area when the wall is created vertically slides up to 2 squares and is knocked prone. Each square of the wall has 3 Stamina.
⭐️ Loyalty Collar
When the thanatite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Tormentite
| Humanoid, Soulless, War Dog | - | Level 5 | Horde Hexer | EV 7 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
30 Stamina |
0 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| 0 Might |
0 Agility |
+2 Reason |
+3 Intuition |
0 Presence |
🏹 Mark of Agony (Signature Ability)
Magic, Ranged, Strike Main action 📏 Ranged 10 🎯 One creature or object Power Roll + 3:
- ≤11: 6 corruption damage
- 12-16: 8 corruption damage; the target is marked (save ends)
- 17+: 9 corruption damage; the target is marked (save ends)
Effect: Strikes made against a target marked this way gain an edge. Additionally, whenever the tormentite takes damage, each target marked by them takes 3 damage.
🔳 Vortex of Pain (3 Malice)
Area, Magic, Ranged Main action 📏 4 cube within 10 🎯 Each enemy in the area Power Roll + 3:
- ≤11: 2 corruption damage
- 12-16: 4 corruption damage
- 17+: 5 corruption damage; one ally in the area can end one effect on them that can be ended by a saving throw, and can give that effect to one target
Effect: The tormentite regains 2 Stamina for each creature targeted by this ability.
⭐️ Persistent Pain
From the start of the encounter, the tormentite takes 1 damage at the start of each of their turns.
⭐️ Loyalty Collar
When the tormentite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog War Doc
| Humanoid, Soulless, War Dog | - | Level 5 | Horde Support | EV 7 |
|---|---|---|---|---|
| 1L Size |
5 Speed |
35 Stamina |
1 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| 0 Might |
+1 Agility |
+3 Reason |
+2 Intuition |
0 Presence |
🏹 Syringe Crossbow (Signature Ability)
Ranged, Strike, Weapon Main action 📏 Ranged 10 🎯 One creature Power Roll + 3:
- ≤11: 6 poison damage
- 12-16: 8 poison damage
- 17+: 9 poison damage; M < 3 weakened (save ends)
Effect: A target enemy is subject to this ability's power roll. A target ally instead gains 5 temporary Stamina and can make a free strike.
🏹 Posthumous Promotion
Magic, Ranged Maneuver 📏 Ranged 10 🎯 One war dog Effect: If the target has a loyalty collar, they are reduced to 0 Stamina.
❗️ Sanguine Stimulants (1 Malice)
Magic, Ranged Triggered action 📏 Ranged 15 🎯 Special Trigger: One ally within distance dies.
Effect: Each ally adjacent to the dead ally deals an extra 6 damage on their next strike.
⭐️ Body Bank Branch Manager
If the war doc uses the Reconstitute war dog Malice feature, it costs 1 Malice less. Additionally, allies can treat the living war doc as a corpse when using the Reconstitute feature (see Reconstitute).
No Loyalty Collar?
The war doc and the iron priest are among the most zealous war dogs in their ranks. When placed into positions of authority, they are often called upon to determine which war dogs are ready for combat and which units should be scrapped for parts.
War Dog Tetrarch
| Humanoid, Soulless, War Dog | - | Level 6 | Leader | EV 32 |
|---|---|---|---|---|
| 1M Size |
7 Speed |
180 Stamina |
2 Stability |
7 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +4 Might |
+3 Agility |
+2 Reason |
+3 Intuition |
+4 Presence |
⚔️ Houndblade (Signature Ability)
Charge, Melee, Ranged, Strike, Weapon Main action 📏 Melee 1 or ranged 3 🎯 Two creatures or objects Power Roll + 4:
- ≤11: 11 damage
- 12-16: 16 damage; taunted (EoT)
- 17+: 19 damage; taunted (EoT)
Effect: A creature taunted this way takes a bane on strikes.
3 Malice: Each target loses 1d3 Recoveries.
🏹 Get Them, You Dolts! (1 Malice per target)
Ranged Maneuver 📏 Ranged 10 🎯 Three creatures Effect: Each target shifts up to their speed and can make a free strike. If the free strike targets an enemy taunted by the tetrarch, it deals an extra 4 damage.
❗️ Sneering Disregard
Ranged Triggered action 📏 Ranged 10 🎯 The triggering creature Trigger: A creature within distance who is not taunted by the tetrarch targets the tetrarch with a power roll.
Effect: The power roll has a double bane. If the target obtains a tier 1 outcome, the tetrarch ignores any of the power roll's effects other than damage and the target is frightened of the tetrarch (save ends).
⭐️ End Effect
At the end of each of their turns, the tetrarch can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
☠️ Enter the Fray (Villain Action 1)
Area - 📏 2 burst 🎯 Each enemy in the area Effect: The tetrarch can jump up to 7 squares before using this ability.
Power Roll + 4:
- ≤11: Push 2; I < 2 frightened (save ends)
- 12-16: Push 4; I < 3 frightened (save ends)
- 17+: Push 5; I < 4 frightened (save ends)
☠️ Lay Waste (Villain Action 2)
Area, Ranged, Weapon - 📏 Five 2 cubes within 20 🎯 Each creature and object in the area Power Roll + 4:
- ≤11: 7 fire damage; A < 2 slowed (EoT)
- 12-16: 13 fire damage; A < 3 slowed (save ends)
- 17+: 16 fire damage; A < 4 slowed (save ends)
Effect: The area is set ablaze until the end of the encounter. While ablaze, the area is difficult terrain, and any creature takes 2 fire damage for each square in the area they enter for the first time in a round.
☠️ You Would Dare?! (Villain Action 3)
- - 📏 Self 🎯 Self Effect: Until the end of the encounter, the tetrarch has damage immunity 2, and their Houndblade ability targets three creatures or objects.
War Dogs-3rd Echelon
As a war dog proves their loyalty and gains the favor of their superiors, they might be rewarded with special attention from the flesh sculptors of the Body Banks, smoothing out their construction and supplying them with higher-quality parts. War dogs who have risen through the ranks this way pride themselves on their nearly ordinary appearances.
Happy Accidents
Making war dogs is more art than science, and happy little accidents can create war dogs with unusual characteristics. These war dogs are given great attention by the flesh sculptors, both to further improve the abilities of these deviants and to learn how to replicate their creation.
Made to Order
War dogs are most often made by playing the odds, with each new reurrection assumed to create certain ratios of infantry, mages, specialists, and so on. However, by radically altering their creation processes and providing special materials, war dogs can be made who bear little resemblance to any humanoid, and who possess power beyond that of any typical conscript.
These monstrous war dogs are developed to fulfill specific roles and combat niches, and are often fused with inorganic materials after their rebirth as living war machines. Monstrous war dogs are uniformly respected for having been chosen for greatness, and they consider their unnatural forms a badge of honor bestowed by Ajax.
War Dog Malice (Level 7+ Malice Features)
At the start of any level 7 or higher war dog's turn, you can spend Malice to activate one of the following features.
⭐️ Prior Malice Features (3-7 Malice)
The war dog activates a Malice feature available to war dogs of level 6 or lower.
🌀 Alchemical Cloud (7 Malice)
A bank of choking chemicals sweeps across the area of the encounter map. Each enemy in the encounter makes a Might test.
- ≤11: 8 poison damage; dazed (EoT)
- 12-16: 7 poison damage; weakened (EoT)
- 17+: 4 poison damage
War Dog Draconite
| Humanoid, Soulless, War Dog | - | Level 7 | Minion Brute | EV 9 for four minions |
|---|---|---|---|---|
| 2 Size |
5 Speed |
13 Stamina |
2 Stability |
4 Free Strike |
| - Immunity |
- Movement |
- | +3 damage bonus to strikes With Captain |
- Weakness |
| +4 Might |
+1 Agility |
-2 Reason |
-1 Intuition |
+2 Presence |
🗡 Greatsword and Roar (Signature Ability)
Charge, Melee, Strike, Weapon Main action 📏 Melee 2 🎯 One creature or object per minion Power Roll + 4:
- ≤11: 4 damage
- 12-16: 4 damage, 3 psychic damage
- 17+: 4 damage, 4 psychic damage; the target must move their speed in a straight line away from the draconite
Effect: If this damage leaves the target winded, they are frightened of the draconite until the end of the target's next turn.
⭐️ Loyalty Collar
When the draconite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Saboteur
| Humanoid, Soulless, War Dog | - | Level 7 | Minion Ambusher | EV 9 for four minions |
|---|---|---|---|---|
| 1S Size |
6 Speed |
12 Stamina |
0 Stability |
4 Free Strike |
| - Immunity |
- Movement |
- | +5 bonus to ranged distance With Captain |
- Weakness |
| -1 Might |
+2 Agility |
+4 Reason |
+3 Intuition |
+1 Presence |
🏹 Fuse-Iron Bomb (Signature Ability)
Ranged, Weapon Main action 📏 Ranged 5 🎯 One creature or object per minion Power Roll + 4:
- ≤11: 4 fire damage
- 12-16: 7 fire damage; push 1
- 17+: 8 fire damage; push 3
Effect: The space the target occupies fills with dark smoke and blocks line of effect until the start of the saboteur's next turn.
⭐️ Loyalty Collar
When the saboteur is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Shriketroop
| Humanoid, Soulless, War Dog | - | Level 7 | Minion Artillery | EV 9 for four minions |
|---|---|---|---|---|
| 1M Size |
5 Speed |
10 Stamina |
0 Stability |
4 Free Strike |
| - Immunity |
- Movement |
- | Gain an edge on strikes With Captain |
- Weakness |
| +1 Might |
+4 Agility |
+3 Reason |
+1 Intuition |
+1 Presence |
🏹 Canis Shrikegun (Signature Ability)
Ranged, Strike, Weapon Main action 📏 Ranged 10 🎯 One creature or object per minion Power Roll + 4:
- ≤11: 4 damage
- 12-16: 7 damage
- 17+: 8 damage; I < 3 the target is frightened of all shriketroops (EoT)
Effect: The target must move their speed in a straight line away from the shriketroop.
⭐️ Loyalty Collar
When the shriketroop is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Aerocite
| Humanoid, Soulless, War Dog | - | Level 8 | Horde Harrier | EV 10 |
|---|---|---|---|---|
| 1M Size |
8 Speed |
50 Stamina |
0 Stability |
3 Free Strike |
| - Immunity |
Fly Movement |
- | - With Captain |
- Weakness |
| 0 Might |
+4 Agility |
+1 Reason |
+3 Intuition |
+1 Presence |
🗡 Dive Bomb (Signature Ability)
Melee, Strike, Weapon Main action 📏 Melee 1 🎯 One creature or object Power Roll + 4:
- ≤11: 7 damage
- 12-16: 10 damage; vertical slide 2
- 17+: 12 damage; vertical slide 3
1 Malice: An enemy force moved by this ability is grabbed instead.
🔳 Caustic Paste Bomb (2 Malice)
Area, Magic, Ranged Maneuver 📏 3 cube within 5 🎯 Each creature or object in the area Power Roll + 4:
- ≤11: 2 acid damage; M < 2 slowed (save ends)
- 12-16: 4 acid damage; M < 3 slowed (save ends)
- 17+: 6 acid damage; M < 4 slowed (save ends)
Effect: The area is difficult terrain.
⭐️ Jetwing Agility
If the aerocite moves 5 or more squares on their turn, strikes made against them take a bane until the start of their next turn.
⭐️ Loyalty Collar
When the aerocite is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
War Dog Ballistite
| Soulless, War Dog | - | Level 8 | Horde Artillery | EV 10 |
|---|---|---|---|---|
| 1L Size |
0 Speed |
72 Stamina |
5 Stability |
4 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +4 Might |
-2 Agility |
+2 Reason |
+3 Intuition |
+2 Presence |
🏹 Biokinetic Ballista (Signature Ability)
Ranged, Strike, Weapon Main action 📏 Ranged 15 🎯 Two creatures or objects Power Roll + 4:
- ≤11: 7 damage; push 1
- 12-16: 10 damage; push 3
- 17+: 11 damage; push 5
Effect: Any target pushed into an obstacle is knocked prone, and if they have M < 3 they are restrained (save ends).
🔳 Kill Zone (3 Malice)
Area, Magic, Ranged Maneuver 📏 3 cube within 12 🎯 Special Effect: Until the start of the ballistite's next turn, the area is difficult terrain, and any ranged ability targeting an enemy in the area deals an extra 8 damage.
⭐️ Set Up and Tear Down
At the start of each of the ballistite's turns, they can gain a +4 bonus to speed until the end of their turn. While their speed is greater than 0 by any means, they can't use main actions or maneuvers.
⭐️ Loyalty Collar
When the ballistite is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
War Dog Blackcap
| Humanoid, Soulless, War Dog | - | Level 7 | Horde Ambusher | EV 9 |
|---|---|---|---|---|
| 1M Size |
6 Speed |
45 Stamina |
0 Stability |
4 Free Strike |
| - Immunity |
Teleport Movement |
- | - With Captain |
- Weakness |
| +1 Might |
+4 Agility |
+4 Reason |
+2 Intuition |
0 Presence |
⚔️ Flesh-Eater Knife (Signature Ability)
Magic, Melee, Ranged, Strike, Weapon Main action 📏 Melee 1 or ranged 5 🎯 One creature or object Power Roll + 4:
- ≤11: 8 damage
- 12-16: 11 damage
- 17+: 12 damage; M < 4 bleeding and weakened (save ends)
Effect: The blackcap can teleport up to their speed before using this ability, creating an ash clone (see below) in their original square.
🏹 Ashes to Ashes
Ranged Maneuver 📏 Ranged 20 🎯 Up to three ash clones Effect: Each target makes a free strike.
⭐️ Ash Clones
An ash clone created by the blackcap has the blackcap's statistics but has 1 Stamina. Ash clones don't take turns in combat, but they can act when the blackcap allows them to and can move when the blackcap willingly moves.
⭐️ Duplicating Loyalty Collar
When the blackcap or any of their ash clones is reduced to 0 Stamina, that creature's loyalty collar explodes, dealing 3d6 poison damage to each adjacent enemy and object. If any adjacent enemy has A < 3 they are also weakened (save ends)
War Dog Breaker
| Humanoid, Soulless, War Dog | - | Level 7 | Elite Brute | EV 36 |
|---|---|---|---|---|
| 2 Size |
5 Speed |
200 Stamina |
4 Stability |
7 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +4 Might |
+2 Agility |
+1 Reason |
+1 Intuition |
+3 Presence |
🗡 Pile Bunker Gauntlet (Signature Ability)
Charge, Melee, Strike, Weapon Main action 📏 Melee 1 🎯 Two creatures or objects Power Roll + 4:
- ≤11: 12 damage; push 4; prone
- 12-16: 17 damage; slide 4; prone or M < 3 dazed (save ends)
- 17+: 21 damage; slide 4; prone; M < 4 dazed (save ends)
👤 Surging Power
- Maneuver 📏 Self 🎯 Self Effect: Until the start of their next turn, the breaker has a double edge on abilities and is automatically affected by all potency effect.
⭐️ Breaking Point
When the breaker would be reduced to 0 Stamina, they delay that effect as they end any conditions affecting them and immediately take a turn, regardless of whether they have already taken a turn this round. The breaker's abilities deal an extra 5 damage during this turn, at the end of which they are reduced to 0 Stamina.
⭐️ Loyalty Collar
When the breaker is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
War Dog Firestarter
| Humanoid, Soulless, War Dog | - | Level 8 | Horde Hexer | EV 10 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
45 Stamina |
0 Stability |
3 Free Strike |
| Fire 8 Immunity |
- Movement |
- | - With Captain |
- Weakness |
| 0 Might |
+2 Agility |
+3 Reason |
+4 Intuition |
+1 Presence |
🔳 Twin Flamebelchers (Signature Ability)
Area, Weapon Main action 📏 10 x 1 line within 1 🎯 Each creature and object in the area Power Roll + 4:
- ≤11: 3 fire damage; A < 2 the target is seared (save ends)
- 12-16: 6 fire damage; A < 3 the target is seared (save ends)
- 17+: 8 fire damage; A < 4 the target is seared (save ends)
Effect: A seared creature takes a bane on strikes and has damage weakness 5. If this ability obtains a tier 3 outcome against one or more creatures who are already seared, the firestarter can use Enflame as a free triggered action.
🏹 Enflame
Magic, Ranged Maneuver 📏 Ranged 10 🎯 Special Effect: This ability targets each enemy within 2 squares of any seared creature within distance.
Power Roll + 4:
- ≤11: 2 fire damage
- 12-16: 4 fire damage; A < 3 the target is seared (save ends)
- 17+: 6 fire damage; A < 4 the target is seared (save ends)
⭐️ Loyalty Collar
When the firestarter is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
War Dog Geomancer
| Humanoid, Soulless, War Dog | - | Level 8 | Horde Controller | EV 10 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
45 Stamina |
3 Stability |
3 Free Strike |
| - Immunity |
Burrow Movement |
- | - With Captain |
- Weakness |
| +2 Might |
+1 Agility |
+4 Reason |
+4 Intuition |
+2 Presence |
🔳 Earthwave (Signature Ability)
Area, Magic, Ranged Main action 📏 7 x 2 line within 10 🎯 Each creature in the area Power Roll + 4:
- ≤11: 3 damage; M < 2 push (see effect)
- 12-16: 6 damage; M < 3 push
- 17+: 8 damage; M < 4 push, prone
Effect: This ability ignores stability. The geomancer declares a direction for the area, and any creature pushed by this ability is pushed to the last space in the area in the chosen direction.
2 Malice: The ground beneath the area becomes a 2-square-deep trench after the power roll is resolved.
🔳 Siegeworks
Area, Magic, Ranged Maneuver 📏 5 wall within 10 🎯 Special Effect: The geomancer raises a wall of stone set with viewing gaps. Creatures have line of effect through the wall while adjacent to it.
⭐️ Dust Cloud
The geomancer is always surrounded by a 2 aura of swirling dust and earthen debris. The geomancer and any ally in the area have concealment.
⭐️ Loyalty Collar
When the geomancer is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
War Dog Iron Priest
| Humanoid, Soulless, War Dog | - | Level 8 | Horde Support | EV 10 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
50 Stamina |
0 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +2 Might |
+1 Agility |
+1 Reason |
+4 Intuition |
+4 Presence |
🔳 Houndcannon (Signature Ability)
Area, Weapon Main action 📏 7 x 1 line within 1 🎯 Each enemy in the area Power Roll + 4:
- ≤11: 3 damage
- 12-16: 6 damage; P < 3 bleeding (save ends)
- 17+: 8 damage; P < 4 the target loses 1 Recovery and is bleeding (save ends)
Effect: Any ally within 2 squares of the iron priest gains an edge on their next strike. If any target lost a Recovery, any affected ally has a double edge instead.
❇️ Iron Banner (2+ Malice)
Area, Magic Maneuver 📏 4 aura 🎯 Each war dog in the area Effect: For every 2 Malice spent, each target gains one of the following effects until the start of the iron priest's next turn.
- The target has damage immunity 2.
- The target's strikes deal an extra 3 holy damage.
- The target has a +3 bonus to speed.
⭐️ Chosen of the Iron Saint
The Director gains 1 Malice whenever an ally within 3 squares of the iron priest obtains a tier 3 outcome on a power roll.
War Dog Prismite
| Soulless, War Dog | - | Level 8 | Horde Defender | EV 10 |
|---|---|---|---|---|
| 2 Size |
5 Speed |
82 Stamina |
2 Stability |
3 Free Strike |
| - Immunity |
Fly, hover Movement |
- | - With Captain |
- Weakness |
| +4 Might |
0 Agility |
+4 Reason |
+2 Intuition |
+3 Presence |
❇️ Grasping Tonguetacles (Signature Ability)
Area, Psionic, Weapon Main action 📏 2 burst 🎯 Each enemy in the area Power Roll + 4:
- ≤11: 3 psychic damage
- 12-16: 6 psychic damage; R < 3 grabbed, pull 2
- 17+: 8 psychic damage; R < 4 grabbed and the target takes a bane on the Escape Grab maneuver, pull 2
🔳 Hard Light Field
Area, Psionic, Ranged Maneuver 📏 4 cube within 10 🎯 Each ally in the area Effect: Until the start of the prismite's next turn, each target has cover and gains a +2 bonus to stability.
❗️ Tractor Beam (1 Malice)
Psionic, Ranged Triggered action 📏 Ranged 10 🎯 The triggering enemy Trigger: An enemy within distance uses a melee ability against an ally.
Effect: The target is pulled up to 5 squares toward the prismite and any damage from the triggering ability is halved.
⭐️ Prismacore Detonation
When the prismite is reduced to 0 Stamina, they explode, dealing 3d6 psychic damage to each enemy within 2 squares of them.
War Dog Taxiarch
| Humanoid, Soulless, War Dog | - | Level 9 | Leader | EV 44 |
|---|---|---|---|---|
| 1M Size |
7 Speed |
240 Stamina |
1 Stability |
9 Free Strike |
| - Immunity |
Teleport Movement |
- | - With Captain |
- Weakness |
| +1 Might |
+3 Agility |
+5 Reason |
+4 Intuition |
+3 Presence |
🏹 Stunning Surge (Signature Ability)
Magic, Ranged, Strike Main action 📏 Ranged 10 🎯 Two creatures or objects Power Roll + 5:
- ≤11: 14 lightning damage; the lightning spreads 1 square; I < 3 dazed (save ends)
- 12-16: 19 lightning damage; the lightning spreads 2 squares; I < 4 dazed (save ends)
- 17+: 23 lightning damage; the lightning spreads 3 squares; I < 5 dazed (save ends)
Effect: The spread is the distance the charge arcs from a target to nearby enemies. Each enemy within spread takes 5 lightning damage.
2 Malice: The lighting spread increases by 2 squares. Additionally, any creature who takes lightning damage from this ability and who has M < 4 is slowed until the end of their next turn.
🔳 Overcharge (2 Malice)
Area, Magic, Ranged Maneuver 📏 4 cube within 10 🎯 Each war dog in the area Effect: Each target shifts up to their speed and can make a free strike that deals an extra 5 lightning damage.
❗️ Thunderstruck
Magic, Melee Triggered action 📏 Melee 1 🎯 The triggering enemy Trigger: An enemy within distance deals damage to the taxiarch.
Effect: After the ability is resolved, the target is teleported up to 5 squares and is thunderstruck (save ends). A thunderstruck creature has lightning weakness 5, and the taxiarch gains an edge on power rolls against them.
⭐️ End Effect
At the end of each of their turns, the taxiarch can take 15 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
☠️ Magnetic Trickery (Villain Action 1)
Area, Magic - 📏 10 burst 🎯 Each enemy in the area Effect: Slide 5, and if the the target has M < 4, they fall prone.
☠️ Conductor of Combat (Villain Action 2)
Area, Magic - 📏 5 burst 🎯 Each war dog in the area Effect: Each target shifts up to their speed, then can make a free strike or use a maneuver.
☠️ Unlimited Power! (Villain Action 3)
Area, Magic - 📏 3 burst 🎯 Each creature in the area Effect: Each target makes an Agility test.
- ≤11: 18 lightning damage; the target is thunderstruck (save ends)
- 12-16: 14 lightning damage; the target is thunderstruck (EoT)
- 17+: 9 lightning damage
See Thunderstruck. Additionally, until the end of the encounter, any enemy who moves within 3 squares of the taxiarch for the first time in a round or starts their turn there takes 3 lightning damage.
War Dogs-4th Echelon
At the apex of the war dog command structure, a number of infamous figures are known for their brutal tactics, legendary battle prowess, and unbreakable loyalty to Ajax.
Castellan Hoplon
Hoplon's scars are not from the Body Banks, but from years of combat and hard-fought sieges. A master of the harrying retreat, the holdfast, and the last stand, Hoplon is there to lead the defense wherever the fighting is most intense and the lines threaten to buckle
Iron Champion Doru
Upon the accidental creation of the Iron Champion, only the intervention of Ajax was able to stop Doru's rampage. His raw strength and untempered aggression make him a valuable combatant, but it is his mysterious regeneration that makes him a true monster on the battlefield
Logostician Vesper
A master of logistical support and a living portal network, Vesper is the emergent personality of several dozen potent psychic minds working in concert. From their position within an armored and highly mobile flesh chassis, Vesper manages supply lines and transport for the forces of the Iron Saint.
Soulbinder Psyche
Viewed by other war dogs as "The Goddess of the Banks," Psyche possesses a spirit that can return from the Body Banks again and again without ever losing her core self. She is a master of the connection between soul and flesh, and a talented mage besides
Strategos Alkestis
Leader of the Legion Alkestis and one of the most brilliant commanders ever to be born a war dog, Alkestis has made her legion one of the most feared of Ajax's armies. The Silver Wolf is known for her battlefield tactics and a willingness to stoop to any depths to gain an edge on her enemies.
War Dog Malice (Level 10+ Malice Features)
At the start of any level 10 or higher war dog's turn, you can spend Malice to activate one of the following features.
⭐️ Prior Malice Features (3-7 Malice)
The war dog activates a Malice feature available to war dogs of level 9 or lower.
❇️ Cry Havoc (7 Malice)
Area, Magic Maneuver 📏 3 burst 🎯 Each enemy in the area Power Roll + 5:
- ≤11: 7 psychic damage
- 12-16: 11 psychic damage; P < 4 frightened (save ends)
- 17+: 14 psychic damage; P < 5 frightened (save ends)
Effect: Each war dog within distance deals an extra 15 damage with strikes until the end of their next turn. Additionally, they end any effect on them that can be ended by a saving throw or that ends at the end of their turn, then shift up to their speed and can make a free strike.
Special: This ability can't be used by a minion.
War Dog Blood Jumper
| Humanoid, Soulless, War Dog | - | Level 10 | Minion Harrier | EV 12 for four minions |
|---|---|---|---|---|
| 1M Size |
7 Speed |
15 Stamina |
2 Stability |
4 Free Strike |
| - Immunity |
Fly Movement |
- | +3 bonus to speed With Captain |
- Weakness |
| +5 Might |
+4 Agility |
+2 Reason |
+3 Intuition |
+2 Presence |
🗡 Jumplance (Signature Ability)
Charge, Melee, Strike, Weapon Main action 📏 Melee 1 🎯 One creature or object per minion Power Roll + 5:
- ≤11: 4 damage
- 12-16: 7 damage
- 17+: 9 damage; A < 4 bleeding (save ends)
⭐️ Drop Troop
If the jumper doesn't end their turn on the ground, they fall prone.
⭐️ Loyalty Collar
When the jumper is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
War Dog Hunter-Killer
| Humanoid, Soulless, War Dog | - | Level 10 | Minion Artillery | EV 12 for four minions |
|---|---|---|---|---|
| 1M Size |
5 Speed |
14 Stamina |
0 Stability |
5 Free Strike |
| - Immunity |
- Movement |
- | +4 damage bonus to strikes With Captain |
- Weakness |
| +1 Might |
+5 Agility |
+3 Reason |
+5 Intuition |
+2 Presence |
🏹 Fuse-Iron Rocket (Signature Ability)
Ranged, Strike, Weapon Main action 📏 Ranged 10 🎯 One creature or object per minion Power Roll + 5:
- ≤11: 5 damage; push 2
- 12-16: 8 damage; push 3
- 17+: 10 damage; push 4
Effect: Each enemy adjacent to the target before the forced movement takes 5 fire damage.
⭐️ Loyalty Collar
When the hunter-killer is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
War Dog Socialite
| Humanoid, Soulless, War Dog | - | Level 10 | Minion Hexer | EV 12 for four minions |
|---|---|---|---|---|
| 1M Size |
5 Speed |
14 Stamina |
0 Stability |
4 Free Strike |
| Psychic 10 Immunity |
- Movement |
- | Gain an edge on strikes With Captain |
- Weakness |
| +2 Might |
+2 Agility |
+4 Reason |
+3 Intuition |
+5 Presence |
🏹 Call to Self-Sabotage (Signature Ability)
Psionic, Ranged, Strike Main action 📏 Ranged 5 🎯 One creature per minion Power Roll + 5:
- ≤11: The target makes a free strike (tier 1 result) against themself
- 12-16: The target makes a free strike (tier 2 result) against themself
- 17+: The target makes a free strike (tier 3 result) against themself
Effect: The target takes an extra 5 damage for each surge they have.
⭐️ Loyalty Collar
When the socialite is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
Castellan Hoplon
| Humanoid, Soulless, War Dog | - | Level 10 | Elite Defender | EV 48 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
260 Stamina |
3 Stability |
10 Free Strike |
| Damage 3 Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +5 Might |
+2 Agility |
+4 Reason |
+3 Intuition |
+4 Presence |
🗡 Inspiring Strike (Signature Ability)
Melee, Strike, Weapon Main action 📏 Melee 1 🎯 Two creatures or objects Power Roll + 5:
- ≤11: 15 damage
- 12-16: 20 damage; push 3
- 17+: 24 damage; push 5
Effect: Two allies within 10 squares of Hoplon each shift up to their speed, then can take the Defend main action or make a free strike.
🏹 Summon the Onyx Tower (5 Malice)
Ranged Maneuver 📏 Ranged 15 🎯 Special Effect: A 10-square-tall tower made of black stone shimmers into being in an unoccupied space that is 5 squares on a side. The tower has three floors, an entrance in the middle of each side on the ground floor, and a crenelated rooftop. Any war dog inside or adjacent to the tower has damage immunity 2 and regains 5 Stamina at the start of each of their turns, and war dogs inside the tower can observe through and have line of effect through its walls. This ability can be used only once per encounter.
❇️ Shield Warden (2 Malice)
Area Maneuver 📏 3 burst 🎯 Each enemy in the area Power Roll + 5:
- ≤11: R < 3 taunted (EoT)
- 12-16: R < 4 taunted (EoT)
- 17+: R < 5 taunted (EoT)
Effect: Until the start of Hoplon's next turn, any enemy ability that includes him as a target takes a bane.
❗️ Timely Intervention
Magic Triggered action 📏 Self 🎯 Self Trigger: An enemy within 10 squares targets an ally with an ability.
Effect: Hoplon teleports to an unoccupied space adjacent to the enemy and becomes the new target of the ability. He can then make a free strike against the enemy, and if that enemy has R < 4 they are taunted until the end of their next turn.
⭐️ Hold the Line
Each ally within 3 squares of Hoplon has cover and damage immunity 2.
⭐️ Last Stand
The first time in an encounter that Hoplon is reduced to 0 Stamina, he instead has 1 Stamina and gains damage immunity 10 until the end of his next turn. When Hoplon is reduced to 0 Stamina again, each ally within 5 squares of him gains damage immunity 3 and deals an extra 5 damage on strikes, all until the end of the encounter.
Iron Champion Doru
| Humanoid, Soulless, War Dog | - | Level 10 | Elite Brute | EV 48 |
|---|---|---|---|---|
| 1L Size |
5 Speed |
260 Stamina |
2 Stability |
10 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +5 Might |
+4 Agility |
+1 Reason |
+4 Intuition |
+2 Presence |
🗡 Houndaxe (Signature Ability)
Melee, Strike, Weapon Main action 📏 Melee 2 🎯 Two creatures or objects Power Roll + 5:
- ≤11: 15 damage
- 12-16: 21 damage; Doru gains an edge on his next power roll; M < 4 slide 3
- 17+: 25 damage; Doru has a double edge on his next power roll; M < 5 slide 5
Effect: The damage from this ability can't be reduced in any way.
3 Malice: This ability targets one additional target.
❇️ Bloody Whirlwind (2 Malice)
Area, Weapon Main action 📏 3 burst 🎯 Each creature and object in the area Power Roll + 5:
- ≤11: 5 damage; A < 3 bleeding (save ends)
- 12-16: 11 damage; A < 4 bleeding (save ends)
- 17+: 15 damage; A < 5 bleeding (save ends)
Effect: This ability deals an extra 5 damage for each winded target in the area.
🏹 Hunting Leap
Ranged Maneuver 📏 Ranged 5 🎯 One creature or object Effect: Doru jumps to an unoccupied space adjacent to the target, then can make a free strike against them. If the target is bleeding or winded, the distance of the ability becomes Ranged 10 and the free strike deals an extra 5 damage.
❗️ Laugh It Off
- Triggered action 📏 Self 🎯 Self Trigger: An enemy makes a strike against Doru.
Effect: The triggering strike takes a bane and Doru gains an edge on his next power roll.
⭐️ Iron Juggernaut
Doru can't be made slowed or restrained. Additionally, he can move while grabbed, and a creature grabbing him moves along with him unless they let go.
⭐️ The Scarless
Doru regains 10 Stamina at the start of each of his turns unless he took acid or fire damage since the start of his previous turn. Whenever he regains Stamina this way, the Director can spend 2 Malice to end one effect on Doru that can be ended by a saving throw.
⭐️ Champion's Loyalty Collar
When Doru is reduced to 0 Stamina, his loyalty collar explodes, dealing 20 damage to each enemy and object within 3 squares of him.
Logostician Vesper
| Soulless, War Dog | - | Level 10 | Elite Controller | EV 48 |
|---|---|---|---|---|
| 2 Size |
10 Speed |
253 Stamina |
3 Stability |
10 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +2 Might |
+1 Agility |
+5 Reason |
+4 Intuition |
+1 Presence |
🔳 Portal to the Firing Line (Signature Ability)
Area, Ranged, Weapon Main action 📏 5 x 3 line within 15 🎯 Each creature and object in the area Special: This ability targets only non-prone creatures.
Power Roll + 5:
- ≤11: 8 damage
- 12-16: 12 damage; I < 4 slowed (save ends)
- 17+: 15 damage; I < 5 slowed (save ends)
Effect: A target creature can choose to drop prone, in which case the ability takes a bane against them.
2 Malice: The area remains active until Vesper is reduced to 0 Stamina or until the end of the encounter. Any non-prone enemy who enters the area for the first time in a round or starts their turn there takes 15 damage, or 7 damage if they choose to fall prone.
🔳 Portal to the Mantle (3 Malice)
Area, Magic, Ranged Main action 📏 3 cube within 15 🎯 Each creature and object in the area Power Roll + 5:
- ≤11: 8 fire damage
- 12-16: 12 fire damage
- 17+: 15 fire damage
Effect: The area is difficult terrain. Any creature who enters the area for the first time in a round or starts their turn there takes 10 fir damage. Until the end of the encounter, the size of the area increases by 1 at the start of each round.
🔳 Portal to the Void
Area, Magic, Ranged Maneuver 📏 5 cube within 15 🎯 Each creature and object in the area Power Roll + 5:
- ≤11: A < 4 pull 3 toward the center of the area
- 12-16: A < 5 pull 3 toward the center of the area
- 17+: Pull 3 toward the center of the area
Effect: A portal appears at the center of the area. Any creature at the center of the area when this ability is used or who is pulled into the center for the first time in a round takes 10 sonic damage.
2 Malice: The area remains active and deals its damage until Vesper is reduced to 0 Stamina or until the end of the encounter. Any creature who enters the area and has A < 4 is pulled 3 squares toward the center of the area. Any creature who starts their turn in the area and has M < 4 is slowed until the end of their turn.
❗️ Portal to the Sky
Ranged Triggered action 📏 Ranged 3 🎯 One enemy Trigger: The target moves within distance of Vesper.
Effect: The target is dropped through a portal, which teleports them up to 7 squares above a space within 15 squares.
⭐️ Living Logistics Network
Each ally who starts their turn within 10 squares of Vesper can teleport whenever they willingly move until the end of their turn. Whenever an affected ally teleports, they deal an extra 5 damage on their next strike.
⭐️ Crash and Burn
When Vesper is reduced to 0 Stamina, they move up to their speed and then explode, dealing 4d6 damage to each adjacent enemy and object. Any enemy who takes more than 14 damage this way vertically slides 5 squares.
Soulbinder Psyche
| Humanoid, Soulless, War Dog | - | Level 10 | Elite Hexer | EV 48 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
220 Stamina |
1 Stability |
10 Free Strike |
| - Immunity |
Fly, hover Movement |
- | - With Captain |
- Weakness |
| +1 Might |
+3 Agility |
+3 Reason |
+4 Intuition |
+5 Presence |
🏹 Soulbind (Signature Ability)
Magic, Ranged, Strike Main action 📏 Ranged 10 🎯 Two creatures or objects Power Roll + 5:
- ≤11: 15 holy damage; R < 3 the target is soulbound (save ends)
- 12-16: 20 holy damage; R < 4 the target is soulbound (save ends)
- 17+: 24 holy damage; R < 5 the target is soulbound (save ends)
Effect: A soulbound creature can't benefit from edges or double edges, and can't gain or use surges.
🔳 Soulstorm (2 Malice)
Area, Magic, Ranged Main action 📏 3 cube within 10 🎯 Each enemy in the area Power Roll + 5:
- ≤11: 8 corruption damage; P < 3 weakened (EoT)
- 12-16: 12 corruption damage; P < 4 weakened (EoT)
- 17+: 15 corruption damage; P < 5 weakened (EoT)
Effect: The area is difficult terrain until the start of Psyche's next turn At the start of each of her turns, Psyche can use a maneuver to maintain this effect, move the area up to 5 squares, and make the power roll against each creature in the area's new location.
1 Malice: Until the start of Psyche's next turn, if this ability makes a creature weakened, that creature is also soulbound (save ends; see Soulbind above).
❇️ Command the Awakened
Magic, Ranged Maneuver 📏 5 burst 🎯 Each soulbound enemy in the area Effect: Each target takes 5 damage from a self-inflicted wound, and if they have M < 4 Psyche slides them up to 5 squares.
❗️ Spirit Form
- Triggered action 📏 Self 🎯 Self Trigger: An enemy moves within 2 squares of Psyche.
Effect: Psyche moves up to 5 squares, and has damage immunity 5 and ignores difficult terrain during this movement. The first time she moves through any creature during this movement, that creature takes 5 corruption damage.
❗️ Vengeance for the Slain
Ranged Free triggered action 📏 Ranged 10 🎯 One enemy Trigger: A war dog within distance is made winded or reduced to 0 Stamina.
Effect: The target loses all their surges and takes 5 corruption damage.
1 Malice: The target also takes a bane on their next strike.
⭐️ Immortal Soul
When Psyche is reduced to 0 Stamina, her spirit surrounds the nearest war dog, who has damage immunity 2, deals an extra 5 damage on strikes, and can use the following Immortal Flare maneuver until the end of the encounter. That war dog also gains the Immortal Soul trait, and transfers this effect to the nearest war dog when they die.
🏹 Immortal Flare
Magic, Ranged Maneuver 📏 Ranged 10 🎯 One creature or object Effect: The target takes 10 psychic damage.
Strategos Alkestis
| Humanoid, Soulless, War Dog | - | Level 10 | Leader | EV 48 |
|---|---|---|---|---|
| 1M Size |
5 Speed |
260 Stamina |
2 Stability |
10 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +4 Might |
+4 Agility |
+5 Reason |
+5 Intuition |
+5 Presence |
⚔️ Houndgun and Houndblade (Signature Ability)
Melee, Ranged, Strike, Weapon Main action 📏 Melee 1 or ranged 10 🎯 Two creatures or objects Power Roll + 5:
- ≤11: 15 damage; M < 4 bleeding (save ends)
- 12-16: 21 damage; M < 5 bleeding (save ends)
- 17+: 25 damage; M < 6 bleeding (save ends)
Effect: Each target loses 1d3 Recoveries.
2 Malice: When a target is made bleeding this way, each ally adjacent to them can make a free strike against the target.
🏹 Focus Fire
Ranged Maneuver 📏 Ranged 15 🎯 One creature or object Effect: Until the start of Alkestis's next turn, any effect that reduces the damage taken by the target has no effect.
❗️ Artillery Enfilade (2 Malice)
Area, Ranged, Weapon Triggered action 📏 7 x 3 line within 10 🎯 Each creature and object in the area Trigger: An ally is reduced to 0 Stamina within 10 squares of Alkestis.
Power Roll + 5:
- ≤11: 8 damage; A < 4 slowed (save ends)
- 12-16: 13 damage; A < 5 slowed (save ends)
- 17+: 16 damage; A < 6 slowed (save ends)
Effect: The area is difficult terrain until the start of the next round.
⭐️ End Effect
At the end of each of her turns, Alkestis can take 20 damage to end one effect on her that can be ended by a saving throw. This damage can't be reduced in any way.
⭐️ Tactical Brilliance
At the start of each of Alkestis's turns, the Director gains 2 Malice. While Alkestis is alive and in the encounter, the Director also gains 1 Malice whenever a war dog in the encounter obtains a tier 3 outcome on a power roll.
☠️ Fog of War (Villain Action 1)
- - 📏 Special 🎯 Each ally in the encounter Effect: Each target can disappear, then reappear anywhere on the encounter map 3 or more squares away from any enemy. Additionally, each target has a double edge on their next power roll.
☠️ Send in the Second Wave (Villain Action 2)
Ranged - 📏 Ranged 15 🎯 Special Effect: For each war dog reduced to 0 Stamina in the encounter, a war dog shriketrooper appears in an unoccupied space within distance.
☠️ The Silver Wolf's Final Stratagem (Villain Action 3)
Area, Magic - 📏 5 burst 🎯 Each creature in the area Effect: Until the start of the next round, each target enemy who has I < 4 is dazed, each target enemy who has M < 4 is restrained, and each target enemy who has A < 4 can't use triggered actions. Additionally, until the end of the encounter, Alkestis and each target ally have damage immunity 3 and deal an extra 5 damage with strikes.