Half-Orc Veteran Regiment

Half-Orc Veteran Soldier
Simple Monster, XP 2600 per Group (5 Half-Orcs)
Level 13 (+6)
"Alright, looks like that wave’s dead! Send in the next ones. No, not those, the bigger ones! I mean the bigger orcs! I don’t care what their parents were, just send them down….oh, they went on their own! Good!"
——Grask Brachfang, Half-Orc Commander
The Half-Orc Veteran Regiment consists of well trained and experienced Half-Orc warriors who fight as a unit. While they are formidable on their own, they utilize the tried and true greenskin tactic of swarming until the enemy dies. They do this with a large degree of power and ferocity not easily emulated by more coordinated militant races. They tend to be a bit better equipped, with chain armor and shields, than common Half-Orc fodder, which greatly increases their chances of savaging everything they come across.
Awareness
19
Senses
Darkvision
Initiative
16/1d10
Hitpoints: 13
Healing Value: 2
Resilience: +4
Morale
2
AC
24/29
Touch
20
Fort
21
Reflex
20
Will
17
Defenses
Resistances: Weapon (DR 1), Daze Resist (1)
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
16 / 19
DEX
11 / 14
CON
15 / 18
INT
9 / 11
WIS
12 / 14
CHA
8 / 10
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+12 vs AC (ArN 2)
Battleaxe
2d8+5 (avg 14) Chopping damage
Melee Reach 5ft
+10P vs AC (ArN 2)
Hand Crossbow
2d6+2 (avg 9) Piercing damage
Range 50ft
2d6+5 (avg 14) Bludgeoning damage
Grapple +10
Special Attacks (3 AP)
+12 vs AC
Mob Melee Attack
Make one attack on each target adjacent to one or more Half-Orcs. On a hit, deal 2d8+5 Chopping damage. Gain a +1 Power bonus to the Attack Roll and a +14 Power bonus to damage for each additional Half-Orc (beyond the first) adjacent to the target. If one or more Half-Orcs has advantages from flanking, apply the best bonus to this attack roll. (Basic)
+10 vs AC
Mob Ranged Attack
For each Half-Orc making a Ranged Attack, choose a single target. Make an attack roll for each target, gaining a +1 Power bonus to the attack for each Half-Orc beyond the first. On a hit, deal 2d6+2 Piercing damage, gaining a +9 Power to damage for each additional Half-Orc (beyond the first) attacking the target. (Basic)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
55 ft
Overland Movement
30 mi/day
Qualities
  • Imposing: Gain a +2 racial bonus to Coercion checks. (inc.)
  • Orcish Hide: Damage Reduction to Weapon Damage equal to [½ x Physical Rank]. (inc.)
  • Thick Headed: Daze Resistance (1). (inc.)
  • Orcish Fortitude: +2 racial bonus to Fortitude. (inc.)
Skills: Rank 3 Balance [+2], Rank 3 Climb [+3], Rank 2 Jump [+0], Rank 3 Riding [+1], Rank 1 Stealth [-3], Rank 1 Swim [-1], Rank 4 Listen [+8], Rank 5 Spot [+10], Rank 1 Hunting [+2], Rank 2 Orienteering [+4], Rank 2 Survival [+5], Rank 2 Investigate [+4], Rank 3 Martial Pract. [+7], Rank 4 Coercion [+12], Rank 1 Deception [+1], Rank 2 Manipulation [+3], Rank 1 Persuasion [+2], Rank 3 Bravery [+6], Rank 3 Intuition [+6], Rank 2 Suspicion [+4]
Feats: None
Philosophies: Rank 2 Mental, Rank 3 Physical, Rank 5 Martial
Combat Training: Melee 3, Ranged 2, Parry 3, Fort 2, Reflex 2, Will 1
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Byrnie, Light Shield,
Charm
-1
Coercion
+12
Deception
+1
Manipulation
+3
Persuasion
+2
Aloofness
-1
Bravery
+6
Intuition
+6
Tolerance
-1
Suspicion
+4
Social
Composure: 12
Languages: Common
Motives:
Prejudices: