HordClasses

Classes

Classes grant an intrinsic and gains specials through leveling. Specials are gained every 3 character levels.

§ Marksman

This class excels at dealing high damage from afar.

§ Intrinsics

§ Devil’s Luck

Starting at level 1 and every 3 beyond, if a piercing shot misses it can be rerolled.

§ Specials

§ Lockdown

When using a ranged weapon and spending 2 Move Tokens, the marksman grants the attack the Stumbling or Disabling properties using the Character’s Level for Stumble/Disable damage.

§ Aimed Shot

When spending 4 Move Tokens, the marksman can multiply the weapon’s damage by half their character level with a minimum of 2.

§ Arsonist

This class controls the battlefield and deals damage over time.

§ Intrinsics

§ Immolation

When a target dies via the Arsonist’s attack, there is a 50% chance to cause Pyromaniac on adjacent targets equal to half of the Character Level.

§ Specials

§ Pyromaniac

Weapons can gain Flambe with a Fuel of Flame or Ice with 1 Damage /Level at the cost of one additional attack token.

§ Tactical Fire

Fuel-based throwables can be used to create lines of Flambe by spending 4 Move Tokens. These lines are equal to Level times the radius of the throwable.

§ Butcher

This class thrills in diving deep into the enemies with melee weapons.

§ Intrinsics

§ Violent Satiation

If a target dies from your attack, you gain 1 attack token.

§ Specials

§ Skirmisher

Melee weapons automatically gain additional properties at the cost of one additional attack token if used. Slash weapons gain Cleave. Pierce weapons gain Penetrate.

§ Bloodslaughter

Every 3 kills with a melee weapon grants 1 health.

§ Bulwark

Grants an additional Health token per two Character Levels.

§ Grandstand

By spending all Move Tokens, the Butcher can use the Awaiting movement without losing their next turn’s attack tokens.

§ Healer

This class supports their team but can also do lethal damage over time.

§ Intrinsics

§ Blessed Touch

Healing items gain a bonus heal equal to the character’s level.

§ Specials

§ Sharing is Caring

Using a Healing Item on an ally grants half of the heal to oneself and a fourth to all other allies, with a minimum of 1.

§ Cursed Shots

Spending an additional move token grants the Disabling property equal to the Character’s Level.

§ Poison Mark

Spending an additional attack token grants the Poison property equal to the Weapon’s Damage for a duration of half the character level, minimum 1.

§ Lucker

This class revels in the RNG.

§ Intrinsics

§ Holographic Coin

When spending a wealth token, there is a 50% chance the token is not consumed, up to the Character’s Level.

§ Specials

§ Where’d This Come From

When using a consumable item, there is a 50% chance the item is not consumed.

§ Ricochet

By spending an amount of move tokens equal to twice a weapon’s attack tokens, the attack has a 50% to hit the nearest enemy target. These penetrative attacks continue until either there are no more enemies or the attack fails.

§ Slapstick

When surrounded by 3 or more enemies, each attack made against the Lucker has a 50% chance to be redirected to other nearby enemies, up to the Lucker’s remaining move tokens.

§ Stalker

This class nimbly wades into combat, gutting enemies with precise strikes.

§ Intrinsics

§ Shadowmeld

When using sneak, gain an additional sneak token equal to half of the Character Level with a minimum of 1.

§ Specials

§ Ruptured Tendons

By spending 1 move token during a single attack with a melee weapon, the stalker grants the attack the Stumbling or Disabling properties using the Character’s Level for Stumble/Disable damage. If this action is made after a successful sneak, the Stumble/Disable damage is doubled.

§ Stealth Strike

After successfully using Sneak, the stalker can apply all spent sneak tokens as additional Universal damage to the next attack.

§ Umbral Shift

If a target dies from your attack with a melee weapon, gain 2 move tokens.

§ Seer

This class excels at seeing the unseen and buffing allies.

§ Intrinsics

§ Orion’s Eye

Any enemy within 2 tiles plus half Character Level is treated as if adjacent to counter the effects of Sneak. Additionally, the Seer gains 1 bonus token for use with Observe starting at level 1 and every 3 levels thereafter.

§ Specials

§ Callout

By spending 4 move tokens, the Seer may call out a single target, granting half the Character’s Level as bonus damage to that target, with a minimum of 1, to every ally, including the Seer.

§ Clairvoyance

When taking an attack, there is a 50% chance the attack will miss, usable up to half the Character’s Levels per turn, with a minimum of once and a maximum of 5 times.

§ Headhunter

§ Intrinsics

§ Absolute Precision

You may ignore attack interdiction.

§ Specials

§ Clustered Strike

When using a weapon with the Cleave property, you can spend two additional attack tokens to instead apply the Clustershot property.

§ Aegis

§ Intrinsics

The Aegis chooses one Intrisic at character creation.

§ Aegis Shield of the Peasant

1/4 shield, min 1, regen 1 your turn; apply to all allies up to half character level in tiles.

§ Aegis Shield of the Knight

1/2 level as shield, to 1 person other an yourself until the start of your next turn up to half character level in tiles.

§ Aegis Shield of the Duke

1/2 level as a shield to yourself until the start of your next turn.

§ Specials

§ Armored Blessing

The first target receiving your Aegis Shield that takes damage receives 1 armor to all types. More WIP

§ Sword Saint

§ Intrinsics

§ Saintly Parry

First attack is always parried.

§ Specials

§ Blessed Reach

Spend 1 additional attack tokens to make melee weapon attacks at up to a fourth of your Character Level in range.

§ Divine Stride

By spending all your remaining move and attack tokens, you move up to the lower of either category in a straight line, ignoring enemies and difficult terrain, and deal damage equal to your current melee weapon to all targets between your starting position and ending position.

§ Perfect Strike

By spending 2 move tokens as part of an attack, you can ignore half of your character level in defense.

§ Commando

More bullets means more fun.

§ Intrinsics

§ Arm day

Ignore the additional carry penalty of all bulky items.

§ Specials

§ Overwatch

By spending 4 move tokens and discarding all remaining, the Commando can declare a cone to automatically use any unspent attack tokens to make attacks within. Move tokens cannot be used during the ability.

§ Spray ‘n’ Pray

By spending all attack tokens, the Commando can attack in a cone equal in length to their attack tokens, flipping a token for every target within the cone to see if they are hit.

§ More Bullets

If the Commando ends their turn with no attack tokens, they automatically refill their active weapon up to quarter capacity. This can be used with Overwatch.

§ Even More Bullets

If More Bullets has been taken, the Commando automatically refills their active weapon to half capacity.

§ Infinite Bullets

If Even More Bullets has been taken, the Commando automatically refills their active weapon to full capacity, and any carried weapons up to half capacity.

§ Shield Maven

As fragile as a bubble, but as sharp as a hypodermic needle.

§ Intrinsics

§ Health Bubble

All health, save for 1, becomes shields that replenish half their total at the beginning of their every third turn.

§ Specials

§ Maelstromic Enhancement

By spending 2 Move Tokens and 4 Shields, any one of the following effects may be applied to attacks: Blinding, Disabling, Stumbling

§ Glass Cannon

By spending 2 Attack Tokens, a Stabbing or Bludgeoning projectile is summoned that does 1 damage per Shield placed upon it. The projectile may be immediately launched up to 2 tiles for every Move Token spent.

§ Reform Matter

By spending 4 Attack Tokens and 6 Shields, you can create the following effects in a tile for 1 round: Rough, Flaming, or Freezing terrain. The amount of tiles can be increased by 1 for every 6 Move Tokens spent.

§ Mindbend

By spending 3 Shields, 2 Attack Tokens, and 4 Move Tokens, you can redirect any non-boss enemy within 8 tiles to attack any target. At the end of the turn on which they attack their target, or after 4 turns, the effect ends.

§ Quickhand

Hands have never been as quick as these.

§ Intrinsics

§ Quicksilver

You may spend 5 move tokens to reload dual-wielded weapons at the same time.

§ Specials

§ Agile Draw

You can draw 2 items as if drawing 1.

§ Quicksilver Redux

You may reload a single weapon as part of any move action that requires at least 2 move tokens.

§ One More

You gain an attack token after reloading.

§ Fanciful Frenzy

You gain a move token after one kill, up to a quarter of your max move tokens.

§ Huntsman

Nets, poisons, and bolas, oh my.

§ Intrinsics

§ Trapper

Halve the token cost for setting up traps and gain an extra token for Observe.

§ Specials

§ Netted Strike

By spending 1 move tokens as part of an attack, the Trapper can apply Stumbling to the attack, using half their Character Level for Stumbling damage.

§ Poison Laced

By spending 4 move tokens, the Trapper can apply Poison to one attack, using a quarter their Character Level for damage, and half their Character Level for the duration.

§ Surprise Bolas

When using the Bypass ability, the Trapper can spend an extra move token per enemy to apply a Stumbling effect equal to half of their Character Level.

§ Slinger

There is nothing you cannot attempt to throw. Success is a different matter.

§ Intrinsics

§ Instant Draw

By spending 1 move token, gear can be drawn and thrown immediately.

§ Specials

§ Pneumatic Muscles

By spending 1 extra attack token, the range of throwing doubles.

§ Mjolnir’s Touch

By spending 2 extra move tokens during a throw, thrown gear returns to the Slinger at the start of their next turn.

§ Grounding Strike

By spending 2 extra attack tokens, any thrown gear does 1 Electric damage to all targets between the thrown gear’s ending position and the Slinger’s current position once it lands.

§ Guiding Throw

By spending 3 extra move tokens, any thrown gear ignores attack interdiction.

§ Complex Geometry

By spending 1 extra move token, you can ricochet thrown gear. Additional move tokens can be used to add additional ricochets.

§ Bombshell

§ Intrinsics

§ Nuking the Hurricane

Explosives can be used to reduce the value of any DoT by the explosive’s damage. Additionally, all traps take double damage.

§ Specials

§ Fist Full of Frags

Explosives can be treated as melee weapons that use the explosive’s damage, but with a 50% chance it will explode.

§ Kaboom Stick

By using a reload action, the Bombshell can use an explosive to overload any fully reloaded weapon and add the explosive’s damage in addition to the weapon’s regular damage.

§ If I Only Had a Frag

By spending and flipping move tokens, you can convert any gear worth 2 or more into a single explosive grenade. If any of the flipped tokens are heads, the conversion is successful.

§ Red Hot Dyn-o-mite

By spending 2 extra attack tokens and 3 extra move tokens, the Bombshell can convert half of an explosive’s damage to instead apply a Fire DoT equal to half the damage for half their Character Level in turns. This is usable with Fist Full of Frags.

§ Implosive Explosion

By spending an extra 2 attack tokens, the Bombshell can cause any explosion to instead do single-target damage for double the base explosion’s damage. This is usable with Fist Full of Frags.

§ Spread 'Em

By spending an extra 2 attack tokens, the Bombshell can double an explosion range at the cost of halving the damage.

§ Remote Detonation

By spending an extra 4 move tokens, the Bombshell can cause any explosive device thrown/launched/fired to delay up to an amount of extra move tokens used. The delayed explosives can be activated with a move token, otherwise they explode at the end of the specified delay.

§ Shrapnel City

When a target is hit by an explosion, Penetrate can be flipped to hit an adjacent target, up to half your Character Level.

§ Harbinger

§ Intrinsics

§ Herald

By spending 8 move tokens, the Harbinger can grant a quarter of the Character Level as bonus damage to all targets to every ally next round. This cannot be used two turns in a row.

§ Specials

§ Cherrybomb Blossom Festival

By spending an extra 2 move tokens, any fired or thrown grenade can turn into a cone equal in length to double the grenade’s radius. This activation can occur at any point during the grenade’s arc.

§ Pray To The Only God That Matters, Artillery

By spending all move and attack tokens, you can call down a 1-turn delayed artillery strike on a location that will do Damage equal to half your Character Level in a radius equal to a quarter of your Character Level.

§ Breastplate of Righteousness

By spending 4 move tokens, any enemies that attack you up to half your Character Level take damage equal to the armor’s value.

§ Mine!

You may grab an amount of unattended items up to a quarter of your Character Level for free.