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Haven Elite Phalanx

Adversaries Designed by Calvin Skinner

Adversary overview

The ultimate defensive anchor. They exist to protect Phylax and punish anyone who tries to bypass the frontline.

The ultimate defensive anchor. They exist to protect Phylax and punish anyone who tries to bypass the frontline.

Stat block

Tier
3
Type
Bruiser
Difficulty
19
HP
12
Stress
8
Attack mod
+7
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
35
Major Damage — Mark 2 HP Major
Mark 2 HP
55
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Heavy Warhammer
Range: Melee
Damage: 8d12+8
Attack Mod: +7
Damage Type: Physical

Features

Passives

Actions

  • Shield Bash
    stress 2

    Spend 2 Stress: The Captain violently rams a target with their tower shield. Deal 6d12 physical damage. The target must pass a Difficulty 16 Toughness roll or become Stunned (losing their next action).

  • Absolute Taunt
    fear 2

    Spend 2 Fear: The Captain singles out an enemy. That target MUST target Captain B with their next attack or spell.

Reactions

  • Tactical Intercept
    stress 1

    Spend 1 Stress: The Captain moves up to Close range to stand in front of an ally (like Phylax or the Oculus), granting that ally +5 Difficulty against the next attack.

  • Phalanx Wall
    stress 2

    Spend 2 Stress: When an ally within Very Close range is about to take damage, the Captain pulls them behind their shield, taking the damage instead and reducing it by half.

Motives & tactics

Protection Aggro

Experiences

Haven Elite Phalanx

Tier 3 bruiser

The ultimate defensive anchor. They exist to protect Phylax and punish anyone who tries to bypass the frontline.

Motives & Tactics: Protection, Aggro

Difficulty: 19 | Thresholds: 35 / 55 | HP: 12 | Stress: 8

ATK: +7 | Heavy Warhammer: Melee | 8d12+8 Physical

Experience:

HP:

Stress:

Features

Shield Bash – Action: Spend 2 Stress: The Captain violently rams a target with their tower shield. Deal 6d12 physical damage. The target must pass a Difficulty 16 Toughness roll or become Stunned (losing their next action).

Tactical Intercept – Reaction: Spend 1 Stress: The Captain moves up to Close range to stand in front of an ally (like Phylax or the Oculus), granting that ally +5 Difficulty against the next attack.

Phalanx Wall – Reaction: Spend 2 Stress: When an ally within Very Close range is about to take damage, the Captain pulls them behind their shield, taking the damage instead and reducing it by half.

Absolute Taunt – Action: Spend 2 Fear: The Captain singles out an enemy. That target MUST target Captain B with their next attack or spell.

Discussion

Be thoughtful and kind.

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