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Time Raiders

Genetic rebels, the space punks known as the time raiders (called the kuran'zoi among themselves) scour the Sea of Stars, the Sea Between Worlds, for heavily laden ships of any type. But they prefer the ships of UNISOL and other empires, for they love raiding the frigates of powerful governments who think their money and imperious nature can buy security.

Veterans of the Psychic Wars

Thousands of years ago, the synliriiβ€”those powerful and evil psionic horrors more commonly known as voiceless talkersβ€”created the kuran'zoi as soldiers. But as the synlirii experimented with and enhanced these warriors' psionic potential, the kuran'zoi came to understand the true nature of their progenitors. They rebelled against the synlirii and fled to the Sea of Stars, becoming nomads of the timescape.

Hardened-Vision Hexapods

Kuran'zoi possess resilient ocular sensors that allow them to see in the dark. Knowing these sensors would also defend them against the hardlight storms of the Astral Sea, the escaping kuran'zoi chose the Sea of Stars as their home. They thrive where the winds of limbo roar.

Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran'zoi is like a squad unto themself.

Psi-Tech

Like their synlirii foes, time raiders travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran'zoi specialize in melee weapons that psionically devastate enemies, but time raider vertexes also learn to pilot enormous suits of psionic armor that empower their allies.

Genre Raiders

The moniker "time raider" is a bit of a misnomer. Because they are pirates of the upper worlds, whenever a time raider hunting party arrives in Orden the locals assume these must be warriors from the future, wielding marvelous weapons of light that hit as hard as steel.

Leave a Few Alive

Time raider pirates plunder the vessels they target, but allow just enough of the crew to survive so the ship can make it back home. Kuran'zoi pirate captains often remind their crews: "Leave the sheep alive. Next year, they'll return with a new coat of wool for us to shear."

Creatures Outside Time

While in the Sea of Stars, time raiders and other creatures don't age. As a result, many living kuran'zoi recall the Psychic Wars. They carry the lessons learned from millennia of conflict with the synlirii into new battles with devastating effect, using mindships to launch attacks on other planes and appearing exactly where they want to. However, this knowledge serves them far beyond war. Time raiders raise their young in ruined citadels and similar strongholds on obscure worlds, keeping their creches secret and protected.

Time Raider Languages

Most time raiders speak Caelian and Voll. Because of the number of worlds they've visited, many time raiders have their speech peppered with misplaced tenses and strange references.

Time Raider Malice (Malice Features)

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

πŸ”³ Gravity Well (3 Malice)

Area, Psionic, Ranged, Weapon Maneuver
πŸ“ 5 cube within 3 🎯 Special

Effect: A time raider acting this turn activates a gravity well in the area. The gravity well sits at the center of the cube and lasts until the end of the encounter, or until a creature adjacent to the well uses a maneuver to deactivate it. The area is difficult terrain for enemies. Any enemy who ends their turn in the area is pulled up to 4 squares toward the well.

⭐️ Recall Module (5 Malice)

Until the end of the round, each time raider gains a +3 bonus to speed, and can teleport up to their speed as a move action.

πŸŒ€ Psi-Cage (10 Malice)

All time raiders in the encounter collectively create a psionic field over the encounter map, which lasts until the first time raider with the highest Stamina maximum drops to 0 Stamina or chooses to end the field (no action required). While the field is up, each non-time raider on the map makes a Reason test against this psionic effect at the start of each round.

  • ≀11: 10 psychic damage; slowed (EoT)
  • 12-16: 7 psychic damage; slowed (EoT)
  • 17+: No effect.
Time Raider Archon
Humanoid, Time Raider - Level 3 Minion Harrier EV 5 for four minions
1M
Size
7
Speed
7
Stamina
0
Stability
2
Free Strike
Psychic 3
Immunity
-
Movement
- +1 damage bonus to strikes
With Captain
-
Weakness
+2
Might
+2
Agility
+2
Reason
+1
Intuition
-1
Presence

πŸ—‘ Brutal Flail (Signature Ability)

Melee, Psionic, 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; one ally can make a free strike against the target

⭐️ Foresight

The archon doesn't take a bane on strikes against creatures with concealment.

Time Raider Myriad
Humanoid, Time Raider - Level 3 Minion Brute EV 5 for four minions
1M
Size
5
Speed
8
Stamina
0
Stability
3
Free Strike
Psychic 3
Immunity
-
Movement
- +1 damage bonus to strikes
With Captain
-
Weakness
+2
Might
+1
Agility
+2
Reason
+1
Intuition
+1
Presence

πŸ—‘ Fifth Fist (Signature Ability)

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 2 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 3 damage; slide 1
  • 12-16: 5 damage; slide 2
  • 17+: 6 damage; slide 3, prone

⭐️ Foresight

The myriad doesn't take a bane on strikes against creatures with concealment.

Time Raider Armiger
Humanoid, Time Raider - Level 3 Platoon Defender EV 10
1M
Size
5
Speed
60
Stamina
0
Stability
5
Free Strike
Psychic 3
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
+2
Reason
+2
Intuition
0
Presence

πŸ—‘ Serrated Saber (Signature Ability)

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

Power Roll + 2:

  • ≀11: 7 damage
  • 12-16: 10 damage
  • 17+: 13 damage; R < 2 weakened (save ends)

2 Malice: A creature weakened this way is also bleeding.

❗️ Shared Sickness

Psionic, Ranged Triggered action
πŸ“ Ranged 20 🎯 The triggering creature

Trigger: A creature deals damage to any ally of the armiger who the armiger has line of effect to.

Power Roll + 2:

  • ≀11: 4 psychic damage; R < 0 5 poison damage
  • 12-16: 6 psychic damage; R < 1 5 poison damage
  • 17+: 9 psychic damage; R < 2 5 poison damage

⭐️ Foresight

The armiger doesn't take a bane on strikes against creatures with concealment.

⭐️ Kuran'zoi Heraldry

Any time raider who starts their turn with line of effect to the armiger can end one condition affecting the.

Time Raider Cannonfall
Humanoid, Time Raider - Level 3 Platoon Artillery EV 10
1L
Size
5
Speed
40
Stamina
3
Stability
5
Free Strike
Psychic 3
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
+2
Reason
+2
Intuition
0
Presence

πŸ”³ Sunderbuss (Signature Ability)

Area, Psionic, Ranged, Weapon Main action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + 2:

  • ≀11: 4 sonic damage
  • 12-16: 7 sonic damage
  • 17+: 10 sonic damage; prone; M < 2 slowed (save ends)

Effect: A layer of ground beneath the area that is 1 square deep is destroyed.

❗️ Buss Buffe (1 Malice)

Area, Psionic Free triggered action
πŸ“ 5 burst 🎯 Self and each ally in the area

Trigger: A creature damages the cannonfall with a ranged or area ability.

Effect: The damage is halved for the cannonfall and each target also affected by the triggering ability.

⭐️ Foresight Squared

The cannonfall doesn't take a bane on strikes against creatures with concealment or cover.

Time Raider Helix
Humanoid, Time Raider - Level 3 Platoon Controller EV 10
1M
Size
5
Speed
40
Stamina
0
Stability
5
Free Strike
Psychic 3
Immunity
Fly
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
+2
Reason
+2
Intuition
+2
Presence

🏹 Blaster Volley (Signature Ability)

Psionic, Ranged, Strike, Weapon Main action
πŸ“ Ranged 10 🎯 Two creatures or objects

Power Roll + 2:

  • ≀11: 6 corruption damage; push 2
  • 12-16: 8 corruption damage; push 4
  • 17+: 11 corruption damage; push 6, prone

πŸ”³ Kinetic Lane

Area, Psionic, Ranged Maneuver
πŸ“ 4 x 2 line within 10 🎯 Special

Effect: The area is a psionically charged treadmill that pushes creatures and objects at high speed in one direction of the helix's choice. Any creature who enters the area or starts their turn there slides 3 squares toward the end of the area in the chosen direction. Each enemy in the area when it first appears takes 3 damage before they slide.

3 Malice: The helix creates a second kinetic lane.

⭐️ Foresight

The helix doesn't take a bane on strikes against creatures with concealment.

Time Raider Hijack
Humanoid, Time Raider - Level 3 Platoon Ambusher EV 10
1M
Size
6
Speed
50
Stamina
0
Stability
5
Free Strike
Psychic 3
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
+2
Reason
+2
Intuition
+1
Presence

πŸ—‘ Golden Sickles (Signature Ability)

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

Power Roll + 2:

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

Effect: The hijack is hidden from any creature who is bleeding from this ability until that condition ends.

🏹 Psi-Sickle

Psionic, Ranged, Weapon Maneuver
πŸ“ Ranged 5 🎯 One creature or object

Effect: The hijack psychically latches their sickle onto the target and closes the distance between them. If the target is larger than the hijack, the hijack moves adjacent to the target. Otherwise, the target is pulled up to 4 squares toward the hijack.

⭐️ Foresight

The hijack doesn't take a bane on strikes against creatures with concealment.

Time Raider Mind Punk
Humanoid, Time Raider - Level 3 Platoon Hexer EV 10
2
Size
5
Speed
40
Stamina
2
Stability
5
Free Strike
Psychic 3
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
0
Agility
+2
Reason
+2
Intuition
+1
Presence

πŸ—‘ Repelling Psihander (Signature Ability)

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures adjacent to each other

Power Roll + 2:

  • ≀11: 6 damage
  • 12-16: 8 damage; M < 1 dazed (save ends)
  • 17+: 11 damage; M < 2 dazed (save ends)

Effect: A target who ends their next turn adjacent to the other target falls prone.

❇️ Mindpunk (2 Malice)

Area, Psionic Main action
πŸ“ 3 burst 🎯 Each enemy in the area

Power Roll + 2:

  • ≀11: 4 psychic damage; R < 0 prone
  • 12-16: 6 psychic damage; push 1; R < 1 prone and can't stand (save ends)
  • 17+: 9 psychic damage; push 2; R < 2 prone and can't stand (save ends)

⭐️ Foresight

The mind punk doesn't take a bane on strikes against creatures with concealment.

Time Raider Nemesis
Humanoid, Time Raider - Level 3 Platoon Harrier EV 10
1M
Size
7
Speed
50
Stamina
0
Stability
5
Free Strike
Psychic 3
Immunity
Fly
Movement
- -
With Captain
-
Weakness
+1
Might
+2
Agility
+2
Reason
+1
Intuition
0
Presence

πŸ—‘ Golden Scythe (Signature Ability)

Melee, Psionic, Strike, Weapon Main action
πŸ“ Melee 2 🎯 One creature or object

Power Roll + 2:

  • ≀11: 7 damage; pull 1
  • 12-16: 10 damage; pull 2
  • 17+: 13 damage; pull 3; A < 2 restrained (save ends)

Effect: This ability can target creatures on parallel planes of existence and pull them onto the nemesis's plane.

🏹 Kinetic Crush (2 Malice)

Psionic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature

Power Roll + 2:

  • ≀11: 7 psychic damage; M < 0 slowed (save ends)
  • 12-16: 10 psychic damage; M < 1 slowed (save ends)
  • 17+: 13 psychic damage; M < 2 slowed (save ends)

Effect: Any creature slowed this way takes 2 damage for each square they move or are force moved until that condition ends.

⭐️ Foresight

The nemesis doesn't take a bane on strikes against creatures with concealment.

Time Raider Vertex
Humanoid, Time Raider - Level 3 Platoon Support EV 10
2
Size
5
Speed
62
Stamina
2
Stability
5
Free Strike
Psychic 3
Immunity
Fly, hover
Movement
- -
With Captain
-
Weakness
+1
Might
+1
Agility
+2
Reason
+1
Intuition
0
Presence

πŸ—‘ Psionic Slam (Signature Ability)

Melee, Psionic, Strike Main action
πŸ“ Melee 2 🎯 One creature

Power Roll + 2:

  • ≀11: 5 damage, 2 psychic damage
  • 12-16: 7 damage, 3 psychic damage
  • 17+: 9 damage, 4 psychic damage

Effect: Any power roll made against the target gains an edge until the start of the vertex's next turn.

πŸ”³ Split Space (5 Malice)

Area, Psionic, Ranged Main action
πŸ“ 2 cube within 10 🎯 Special

Effect: A portal fills the area, connecting to a location the vertex has experienced on any plane of existence, in person or otherwise. Any creature who enters the portal for the first time in a round or starts their turn there is instantly teleported to any unoccupied space in the portal at the chosen location. The portal lasts until the vertex uses this ability again, dismisses the portal (no action required), or is transported by the portal.

❇️ Invigorated March

Area, Psionic Maneuver
πŸ“ 4 burst 🎯 Each ally in the area

Effect: Each target shifts up to half their speed.

⭐️ Foresight

The vertex doesn't take a bane on strikes against creatures with concealment.

Time Raider Tyrannis
Humanoid, Time Raider - Level 3 Leader EV 20
2
Size
10
Speed
120
Stamina
2
Stability
5
Free Strike
Psychic 5
Immunity
Hover, teleport
Movement
- -
With Captain
-
Weakness
0
Might
+3
Agility
+3
Reason
+1
Intuition
0
Presence

βš”οΈ Gatling Blaster (Signature Ability)

Melee, Psionic, Ranged, Strike, Weapon Main action
πŸ“ Melee 2 or ranged 10 🎯 Two creatures or objects

Power Roll + 3:

  • ≀11: 8 corruption damage
  • 12-16: 12 corruption damage
  • 17+: 15 corruption damage

Effect: Each target takes a βˆ’2 penalty to speed until the start of the tyrannis's next turn.

🏹 Air Raid! (3 Malice)

Psionic, Ranged Maneuver
πŸ“ Ranged 10 🎯 Three time raiders

Effect: Each target can fly up to their speed and make a free strike. If a target doesn't land in an unoccupied space, they fall.

❗️ Precog Reflexes

Psionic, Ranged Triggered action
πŸ“ Ranged 10 🎯 The triggering creature

Trigger: A creature within distance makes a strike against the tyrannis.

Effect: The strike takes a bane. After the strike resolves, the tyrannis can make a free strike against the target.

2 Malice: The strike has a double bane instead.

⭐️ End Effect

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

⭐️ Foresight

The tyrannis doesn't take a bane on strikes against creatures with concealment.

☠️ We Will Won! (Villain Action 1)

Psionic, Ranged -
πŸ“ Ranged 10 🎯 Self and three allies

Effect: Each target gains 15 temporary Stamina, and has their speed doubled until the end of their next turn.

☠️ Stick to the Plan! (Villain Action 2)

Area -
πŸ“ 10 burst 🎯 Self and each ally in the area

Effect: Each target can end one effect on them or can move up to their speed.

☠️ Armageddon (Villain Action 3)

Area -
πŸ“ 5 burst 🎯 Special

Effect: The tyrannis fires a sensor mine into each unoccupied square in the area, and creates a gravity well whose area contains one or more squares of the tyrannis's space (see Gravity Well). Whenever an enemy enters a square with a sensor mine in it, the mine explodes, dealing 3 damage to the enemy.