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Orcs

In a long-lost language, the word oruk-"blood fire"-described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin ("the people") in their own language, they also use "orc" with great pride, especially when dealing with other folk.

Orc history spans the world and all its ages. They've settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though they are no more likely to stand in the way of adventurers' than any other folk, orcs who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings.

Relentlessly Tough

Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they're excited or driven. Their hair, which ranges from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth.

Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with "blood fire," glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white, respectively.

Innate Power

The intense power of an orc's spirit occasionally manifests as raw magic. Orc eyes of Grole hone their magic into a singular elemental affinity for focused manipulation. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature's spirit.

Mohlers

Mohlers are spined, pig-like animals who corkscrew through the ground as fast as they can run. Native to deserts and forests, these burrowing creatures produce shallow networks of tunnels just below the surface. Where orcs go, mohlers are sure to follow. In times of peace, orcs domesticate them to plow the earth and eat pestsβ€”and in times of war, mohlers reshape the battlefield to knock the orcs' enemies off their feet.

When an orc community has exceptional gratitude for the deeds of one of their own or an outsider, they bestow the companionship of a mohler upon the individual. Treated kindly, mohlers make steadfast companions, protecting their caregivers with their lives. If mistreated, a mohler returns to their original den, and the orcs hunt the responsible party.

Scyzas

Orcs rely on giant bipedal lizards called scyzas to carry them over great distances. They adorn these mounts, which originated in the tropics, with great harnesses that allow dozens of orcs to ride a scyza at the same time. The lizards are fearless in the face of danger, making them perfect battle mounts. A scyza's trunk-like legs and claws cleave through the ground and kick up terrible dust storms. Worse still are their battering head crests, which emit a terrible, bone-shaking ringing sound.

Orc Languages

Most orcs speak Caelian and Kalliak.

Orc Malice (Malice Features)

At the start of any orc's turn, you can spend Malice to activate one of the following features.

⭐️ Overwhelming March (3 Malice)

Each orc shifts up to their speed, moving through enemy spaces if they can. Each enemy passed through during this movement makes a Might test.

  • ≀11: 6 damage; prone
  • 12-16: 4 damage; prone
  • 17+: Push 2

πŸ”³ Mohler Trench (5 Malice)

An orc acting this turn summons 2 mohlers out of the ground, who dig a trench that is a 10 x 1 line within 10 squares when they appear. The trench is 2 squares deep and is difficult terrain. The trench can't be created directly underneath creatures.

πŸ”³ Mohler Cavity (7 Malice)

The ground shakes as a group of mohlers dig a 5 cube pit beneath an area where at least one creature is on the ground. The area is difficult terrain. Each orc in the area can shift into the nearest unoccupied space outside the pit before it is completed. Each nonorc in the area makes an Agility test.

  • ≀11: 4 damage; the target falls; prone and can't stand (EoT)
  • 12-16: 4 damage; the target falls
  • 17+: The target can shift into the nearest unoccupied space outside the pit.
Mohler
Animal, Orc - Level 1 Minion Ambusher EV 3 for four minions
1S
Size
7
Speed
4
Stamina
1
Stability
2
Free Strike
-
Immunity
Burrow
Movement
- +2 bonus to speed
With Captain
-
Weakness
+0
Might
+2
Agility
-4
Reason
+1
Intuition
-3
Presence

πŸ—‘ Earth Bump (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 2 damage
  • 12-16: 4 damage
  • 17+: 5 damage

Effect: The distance increases to melee 2. If the mohler is 1 or more squares beneath the target before they use this ability, a target who has M < 1 is also knocked prone.

⭐️ Seismic Sense

The mohler doesn't need line of effect to use abilities against creatures or objects touching the ground.

⭐️ Ground Grinder

The mohler can use the Dig maneuver at the start of the encounter. Additionally, while the mohler burrows within 1 square below the ground, the ground above where they burrow is difficult terrain.

Orc Blitzer
Humanoid, Orc - Level 1 Minion Harrier EV 3 for four minions
1M
Size
7
Speed
4
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- +2 bonus to speed
With Captain
-
Weakness
+1
Might
+2
Agility
0
Reason
0
Intuition
0
Presence

πŸ—‘ Lugged Spear (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

Effect: A target who starts their next turn adjacent to three or more blitzers takes 3 damage.

⭐️ Bloodfire Bur

If the blitzer is reduced to 0 Stamina, they can make a free strike before dying.

Orc Bloodspark
Humanoid, Orc - Level 1 Minion Artillery EV 3 for four minions
1M
Size
6
Speed
3
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- +2 bonus to forced movement distance
With Captain
-
Weakness
0
Might
+1
Agility
0
Reason
0
Intuition
+2
Presence

🏹 Explosive Mote (Signature Ability)

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 2 damage; push 1, or the bloodspark can shift 1 square away from the target
  • 12-16: 4 damage; push 2, or the bloodspark shifts up to 2 squares away from the target
  • 17+: 5 damage; push 4, or the bloodspark shifts up to 4 squares away from the target

⭐️ Bloodfire Bur

If the bloodspark is reduced to 0 Stamina, they can make a free strike before dying.

Orc Glorifier
Humanoid, Orc - Level 1 Minion Controller EV 3 for four minions
1M
Size
6
Speed
3
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- +5 bonus to ranged distance
With Captain
-
Weakness
0
Might
+1
Agility
0
Reason
0
Intuition
+2
Presence

βš”οΈ Call to Victory (Signature Ability)

Magic, Melee, Ranged, Strike Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 1 sonic damage
  • 12-16: 2 sonic damage; P < 1 slowed (save ends)
  • 17+: 3 sonic damage; P < 2 slowed (save ends)

Effect: Allies gain an edge on melee strikes against the target until the glorifier and each other glorifier in their squad are killed.

⭐️ Bloodfire Burn

If the glorifier is reduced to 0 Stamina, they can make a free strike before dying.

Orc Razor
Humanoid, Orc - Level 1 Minion Brute EV 3 for four minions
1L
Size
6
Speed
5
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- +1 damage bonus to strikes
With Captain
-
Weakness
+2
Might
+1
Agility
0
Reason
0
Intuition
0
Presence

🏹 Boot and Blade (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 2 damage
  • 12-16: 4 damage; push 3
  • 17+: 5 damage; push 3 or prone

Effect: The razor gains an edge against any target affected by a condition.

⭐️ Bloodfire Burn

If the razor is reduced to 0 Stamina, they can make a free strike before dying.

Orc Bloodrunner
Humanoid, Orc - Level 3 Platoon Harrier EV 10
1M
Size
8
Speed
50
Stamina
0
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
+2
Agility
0
Reason
+1
Intuition
+1
Presence

πŸ—‘ Shield Bash (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≀11: 7 damage; push special
  • 12-16: 10 damage; push special
  • 17+: 13 damage; push special or prone

Effect: The forced movement distance is equal to the number of squares the bloodrunner moved on their turn before using this ability. An ally targeted by this ability ignores the damage and can move up to that same distance.

2 Malice: An ally targeted by this ability can make a free strike after the forced movement is resolved.

⭐️ Unimpeded

The bloodrunner can end their movement in a prone creature's space. The first time on a turn that a bloodrunner enters any creature's space, that creature takes 3 damage.

⭐️ Relentless

If the bloodrunner is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the bloodrunner is reduced to 1 Stamina instead.

Orc Chainlock
Humanoid, Orc - Level 1 Platoon Hexer EV 6
1L
Size
5
Speed
20
Stamina
2
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
+2
Agility
+1
Reason
+0
Intuition
+0
Presence

πŸ—‘ Hook and Chain (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 3 🎯 One creature or object

Power Roll + 2:

  • ≀11: 5 damage; pull 1; M < 0 the target is hooked (save ends)
  • 12-16: 7 damage; pull 2; M < 1 the target is hooked (save ends)
  • 17+: 9 damage; pull 3; M < 2 the target is hooked (save ends)

Effect: A hooked target can't move more than 3 squares away from the chainlock's position when this ability is used.

🏹 Heavy Crossbolt (3 Malice)

Ranged, Strike, Weapon Main action
πŸ“ Ranged 5 🎯 One creature or object

Power Roll + 2:

  • ≀11: 5 damage; A < 0 slowed (save ends)
  • 12-16: 7 damage; A < 1 slowed (save ends)
  • 17+: 9 damage; prone; A < 2 slowed (save ends)

⭐️ Chain Link

Whenever the chainlock is force moved by a creature's melee ability, the creature is pulled the same distance toward the chainlock after the forced movement is resolved.

⭐️ Relentless

If the chainlock is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the chainlock is reduced to 1 Stamina instead.

Orc Eye of Grole
Humanoid, Orc - Level 1 Platoon Artillery EV 6
1M
Size
6
Speed
20
Stamina
0
Stability
4
Free Strike
Cold, fire, or lightning
Immunity
-
Movement
- -
With Captain
-
Weakness
+1
Might
+1
Agility
+0
Reason
+0
Intuition
+2
Presence

⭐️ Elemental Affinity

The eye has an affinity for one of the following damage types cold, fire, or lightning. The chosen type determines the eye's damage immunity and the damage dealt by their abilities.

🏹 Elemental Discharge (Signature Ability)

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≀11: 6 damage; push 2, or the eye shifts up to 2 squares away from the target
  • 12-16: 9 damage; slide 4, or the eye shifts up to 4 squares away from the target
  • 17+: 12 damage; slide 6, or the eye shifts up to 6 squares away from the target

Effect: This ability deals cold, fire, or lightning damage.

πŸ”³ Power Burst (3 Malice)

Area, Magic Main action
πŸ“ 5 x 2 line within 1 🎯 Each enemy in the area

Power Roll + 2:

  • ≀11: 3 damage; push 2
  • 12-16: 5 damage; push 3
  • 17+: 8 damage; push 4, prone

Effect: This ability deals cold, fire, or lightning damage, and any enemy targeted by the ability has damage weakness 3 to the same damage type (save ends).

⭐️ Relentless

If the eye is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the eye is reduced to 1 Stamina instead.

Orc Garotter
Humanoid, Orc - Level 1 Platoon Ambusher EV 6
1L
Size
5
Speed
30
Stamina
0
Stability
4
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+1
Might
+2
Agility
+0
Reason
+1
Intuition
-1
Presence

πŸ—‘ Dagger Feint (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≀11: 6 damage; the garroter can shift 1 square
  • 12-16: 9 damage; the garroter shifts up to 2 squares
  • 17+: 12 damage; the garroter shifts up to 3 squares

Effect: If this ability gains an edge or has a double edge, it deals an extra 4 damage.

πŸ—‘ Strangle

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature

Power Roll + 2:

  • ≀11: 6 damage
  • 12-16: 9 damage; I < 1 dazed (save ends)
  • 17+: 12 damage; grabbed; I < 2 dazed (save ends)

Effect: While grabbed this way, a target can't communicate or use magic abilities.

πŸ‘€ Chroma Cloak (1 Malice)

- Maneuver
πŸ“ - 🎯 -

The garroter turns invisible until the end of their turn. This invisibility ends early if they take damage or use an ability.

⭐️ Relentless

If the garroter is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the garroter is reduced to 1 Stamina instead.

Orc Godcaller
Humanoid, Orc - Level 1 Platoon Support EV 6
1M
Size
6
Speed
30
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+1
Might
+0
Agility
+0
Reason
+1
Intuition
+2
Presence

βš”οΈ Power Chord (Signature Ability)

Magic, Melee, Ranged, Strike Main action
πŸ“ Melee 1 or ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≀11: 5 sonic damage
  • 12-16: 7 sonic damage
  • 17+: 9 sonic damage; P < 2 weakened (save ends)

🏹 Cadenza

Magic, Ranged Main action
πŸ“ Ranged 10 🎯 One ally

Effect: The target moves up to their speed and can use a main action.

3 Malice: The godcaller targets a second ally.

🏹 Rallying Ostinato (2 Malice)

Magic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Self and three allies

Effect: Each target regains 15 Stamina and ignores difficult terrain until the end of the encounter.

⭐️ Relentless

If the godcaller is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the godcaller is reduced to 1 Stamina instead.

Orc Juggernaut
Humanoid, Orc - Level 3 Platoon Brute EV 10
1L
Size
6
Speed
60
Stamina
0
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
+2
Agility
-1
Reason
-1
Intuition
+2
Presence

πŸ—‘ Haymaker Greataxe (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≀11: 7 damage
  • 12-16: 11 damage; prone
  • 17+: 14 damage; prone; M < 2 bleeding (save ends)

Effect: A target who is already prone takes an extra 6 damage.

❗️ Hrraaaaaagh! (1 Malice)

- Free triggered action
πŸ“ Self 🎯 Self

Trigger: The juggernaut takes damage.

Effect: The juggernaut moves up to their speed and can make a free strike.

⭐️ Blood in the Water

Whenever the juggernaut willingly moves, they can move 3 additional squares if they end their movement closer to a prone creature.

⭐️ Relentless

If the juggernaut is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the juggernaut is reduced to 1 Stamina instead.

Orc Rampart
Humanoid, Orc - Level 2 Platoon Defender EV 8
1L
Size
6
Speed
59
Stamina
2
Stability
4
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
+2
Agility
+2
Reason
+2
Intuition
+2
Presence

πŸ—‘ My Spear, My Foe (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≀11: 6 damage
  • 12-16: 9 damage; taunted (EoT)
  • 17+: 12 damage; taunted (EoT)

Effect: This ability has a double edge against any target who dealt damage to the rampart this round.

πŸ‘€ Castling

- Maneuver
πŸ“ Self; see below 🎯 One ally

Effect: The rampart moves or shifts up to their speed adjacent to the target, then can swap places with the target.

❗️ No.

- Triggered action
πŸ“ Self 🎯 Self

Trigger: A creature targets an ally adjacent to the rampart with an ability that doesn't also target the rampart.

Effect: The rampart becomes the target of the triggering ability instead.

⭐️ Relentless

If the rampart is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the rampart is reduced to 1 Stamina instead.

Orc Terranova
Humanoid, Orc - Level 2 Platoon Controller EV 8
1M
Size
6
Speed
30
Stamina
2
Stability
4
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weakness
+1
Might
+1
Agility
+0
Reason
+1
Intuition
+2
Presence

🏹 Earth Pillar (Signature Ability)

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 Three creatures or objects

Power Roll + 2:

  • ≀11: 6 damage; A < 0 prone and can't stand (save ends)
  • 12-16: 9 damage; A < 1 prone and can't stand (save ends)
  • 17+: 12 damage; A < 2 prone and can't stand (save ends)

Effect: Each target must be on the ground, and the ground in each target's space rises 1 square.

❇️ Sinkhole (3 Malice)

Area, Weapon Main action
πŸ“ 3 burst 🎯 Each enemy and object in the area

Power Roll + 2:

  • ≀11: 4 damage; M < 0 restrained (save ends)
  • 12-16: 7 damage; M < 1 restrained (save ends)
  • 17+: 10 damage; M < 2 restrained (save ends)

Effect: The area is difficult terrain.

⭐️ Seismic Step

The terranova ignores difficult terrain. Additionally, they don't need line of effect to use abilities against creatures touching the ground.

⭐️ Relentless

If the terranova is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the terranova is reduced to 1 Stamina instead.

Orc Warleader
Humanoid, Orc - Level 3 Leader EV 20
1M
Size
6
Speed
120
Stamina
2
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+3
Might
+2
Agility
+1
Reason
+2
Intuition
+2
Presence

🏹 Go. (Signature Ability)

Ranged Main action
πŸ“ Ranged 10 🎯 One ally

Effect: The target moves up to their speed and can use a main action.

1 Malice: The warleader targets two allies.

3 Malice: The warleader targets one ally and a minion squad.

πŸ—‘ Mace Lariat

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Each enemy

Power Roll + 3:

  • ≀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 (3 Malice)

Ranged Maneuver
πŸ“ Self and ranged 10 🎯 Self and three allies

Effect: Each target moves up to their speed and can use the Grab maneuver, which gains an edge.

❗️ Courtesy Call

Ranged Triggered action
πŸ“ Ranged 10 🎯 One creature

Trigger: The target obtains a tier 1 outcome on one power roll.

Effect: The target has a double edge on their next power roll before the end of the encounter.

☠️ Close In (Villain Action 1)

Area -
πŸ“ 10 burst 🎯 Each ally in the area

Effect: Each target moves up to their speed. Each enemy adjacent to a target after this move 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)

Ranged -
πŸ“ Ranged 10 🎯 Self

Effect: The warleader shifts up to their speed, and four orc blitzers appear in unoccupied spaces within distance.

☠️ I'll Do This Myself (Villain Action 3)

- -
πŸ“ Self 🎯 Self

Effect: Three times in succession, the warleader shifts up to their speed and can use Mace Lariat.

⭐️ End Effect

At the end of each of their turns, the warleader 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.

⭐️ Relentless

If the warleader is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the warleader is reduced to 1 Stamina instead.

Scyza
Animal, Orc - Level 3 Elite Mount EV 20
4
Size
6
Speed
100
Stamina
3
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
-1
Agility
-4
Reason
+0
Intuition
-1
Presence

πŸ—‘ Clawed Kick (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 2 🎯 Two creatures or objects

Power Roll + 2:

  • ≀11: 7 damage
  • 12-16: 11 damage; prone
  • 17+: 14 damage; prone

Effect: The scyza roars, and if the target has I < 2, they are frightened (save ends).

πŸ—‘ Whiptail

Melee, Strike, Weapon Main action
πŸ“ Melee 3 🎯 One creature or object

Power Roll + 2:

  • ≀11: 8 damage
  • 12-16: 13 damage; prone
  • 17+: 16 damage; A < 2 bleeding (save ends)

Effect: Against a target on top of the scyza, this ability gains an edge, and the target is pushed into an unoccupied adjacent square and knocked prone.

πŸ”³ Crestfall (2 Malice)

Area, Ranged, Weapon Main action
πŸ“ 3 cube within 2 🎯 Each enemy in the area

Power Roll + 2:

  • ≀11: 4 damage, 1 sonic damage; R < 0 dazed (save ends)
  • 12-16: 7 damage, 2 sonic damage; R < 1 dazed (save ends)
  • 17+: 9 damage, 3 sonic damage; R < 2 dazed (save ends)

❇️ Sandstorm (3 Malice)

Area Maneuver
πŸ“ 3 burst 🎯 Special

Effect: The scyza kicks up a sandstorm, granting concealment to themself and any ally in the area until the end of the scyza's next turn. Each enemy in the area makes an Intuition test.

  • ≀11: 10 damage; prone; slowed (EoT)
  • 12-16: 7 damage; slowed (EoT)
  • 17+: 4 damage

❗️ Brace and Break

- Triggered action
πŸ“ Self 🎯 Self

Trigger: The scyza or an ally riding the scyza is targeted by an ability.

Effect: Any damage dealt by the triggering ability is halved. If the creature or object who used the ability is within 3 squares of the scyza, the scyza can make a free strike against them.

⭐️ Terrible Beast

The scyza deals an extra 6 damage with abilities used against objects.

⭐️ War Harness

While riding the scyza, three size 1 allies can occupy the same space.