Skip to content

Voltbeak

Adversary overview

Once and aerial power courrier of the old-world, the VoltBeak now haunt the skies as a scavenger of quantum and power cells

Campaing Frame -Motherboard

Stat block

Tier
2
Type
Skulk
Difficulty
14
HP
5
Stress
4
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
16
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Bolt Charge
Range: Close
Damage: 2d6+3(Tech)
Attack Mod: +2
Damage Type: Magical

Features

Passives

  • Iron Defense

    This Remnant has resistance to Physical damage

  • Flying

    While flying, the Voltbeak gains a +3 bonus to their Difficulty

Actions

  • Swift Claws
    stress 1

    Mark a Stress, then choose a point within Far range. The Voltbeak descends to that point and makes an attack against a target within Very Close range. On a success, deal 2d4 + 6 Physical damage, and the target must succeed on a Strength reaction roll (12) or become Restrained by the Voltbeak’s claws. The target remains Restrained until it breaks free with a successful Strength roll or until the Voltbeak receives Major damage

  • Volt Lacer
    fear 1

    Spend a Fear to make an attack against a target within Melee range. On a success, deal 2d8 + 3 Tech damage.

Reactions

Motives & tactics

Scavenge Ambush Hit-And-Run

Experiences

  • Aerial Scavenger +2
  • Echo Tracker +3

Voltbeak

Tier 2 skulk

Once and aerial power courrier of the old-world, the VoltBeak now haunt the skies as a scavenger of quantum and power cells

Motives & Tactics: Scavenge, Ambush, Hit-And-Run

Difficulty: 14 | Thresholds: 8/16 | HP: 5 | Stress: 4

ATK: +2 | Bolt Charge: Close | 2d6+3(Tech) Magical

Experience: Aerial Scavenger +2, Echo Tracker +3

HP:

STRESS:

Features

Iron Defense - Passive: This Remnant has resistance to Physical damage
Flying - Passive: While flying, the Voltbeak gains a +3 bonus to their Difficulty
Swift Claws - Action: Mark a Stress, then choose a point within Far range. The Voltbeak descends to that point and makes an attack against a target within Very Close range. On a success, deal 2d4 + 6 Physical damage, and the target must succeed on a Strength reaction roll (12) or become Restrained by the Voltbeak’s claws. The target remains Restrained until it breaks free with a successful Strength roll or until the Voltbeak receives Major damage
Volt Lacer - Action: Spend a Fear to make an attack against a target within Melee range. On a success, deal 2d8 + 3 Tech damage.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.