Ironbound Skirmisher
Reforged in corrupt forges and grafted into plates of black iron, these skirmishers are living siege weapons.
Motives & Tactics: —
Reforged in corrupt forges and grafted into plates of black iron, these skirmishers are living siege weapons.
Ironbound Skirmishers are the Horde’s pack hunters. They move in coordinated bands, always probing for weak points. They focus fire, pin down casters, and punish retreat. They aren’t afraid of melee—they just prefer to drag the fight into their chosen range, where their volleys can tear through even the most disciplined ranks.
Whenever the Skirmisher marks a hit point, its blood burns hotter. The Skirmisher gains +1 damage to all ranged attacks until the end of the scene for each hit point it has marked. Stacks up to +3.
Spend a Fear to Spotlight up to three other Skirmishers that are within Close Range of this Adversary. Select a spot within Far Range to cause all Spotlighted Skirmishers to make a shared attack roll and shower everything within Very Close Range of the selected spot with crossbow bolts dealing 2d10+3 physical damage.
The Skirmisher marks a stress to fire a tethered bolt to pull itself to anywhere within Far Range or to make an Attack Action Roll against any target within Far Range. On a successful attack, the target takes 2d10+3 damage and is pulled into Melee Range. If the Skirmisher moves itself with the shot, it gains Advantage on its next attack.
Tier 2 ranged
Reforged in corrupt forges and grafted into plates of black iron, these skirmishers are living siege weapons.
Motives & Tactics: —
Difficulty: 13 | Thresholds: 6/14 | HP: 4 | Stress: 3
ATK: +4 | Shadow Bolt Repeater: Far | 2d10+3 Physical
Experience: Unerring Aim +2, Forged In Pain +1
HP:
STRESS:
Reforged in corrupt forges and grafted into plates of black iron, these skirmishers are living siege weapons.
Motives & Tactics: —
Ironbound Skirmishers are the Horde’s pack hunters. They move in coordinated bands, always probing for weak points. They focus fire, pin down casters, and punish retreat. They aren’t afraid of melee—they just prefer to drag the fight into their chosen range, where their volleys can tear through even the most disciplined ranks.
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No subclasses available.
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