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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Adversary Roles

Adversary Roles

RoleHPStrongWeak
BruteStrongMight, Fortitude, Soak, morale, melee offense, holding the lineIntellect, Reflex, stealth, finesse, perception, tactics
ControllerAverageIntellect, Perception, forced movement, conditions, area control, battlefield shapingDirect damage, prolonged melee, single-target pressure, Soak, being locked down
LeaderAverageIntellect, Charisma, commands, ally support, coordination, working with alliesMight, Fortitude, direct combat, Soak, fighting alone
PredatorWeakIntellect, Reflex, stealth, patience, exploiting openingsFortitude, Soak, morale, direct combat, prolonged engagements
SoldierAverageMight, Reflex, melee offense, morale, holding the line, interception, coordinationStealth, speed, spellcasting, independent action, chase pressure
SniperWeakReflex, Perception, ranged offense, target selection, precision, overwatchMight, Fortitude, melee offense, Soak, morale
SkirmisherAverageReflex, speed, repositioning, pursuit, exploiting openingsFortitude, Soak, holding the line, being locked down, morale

Role Maneuver Categories

Each Role's maneuvers are grouped by theme; choose from the category that matches the concept.

RoleCategories
LeaderCommand & Positioning; Support; Protection & Sacrifice; Minion / Reinforcement Command; Fear / Coercion / Morale Pressure; Battlefield Setup; Focus-Fire / Opening Creation
ControllerPosition Control; Battlefield Setup; Warfare Confusion; Enemy Command; Psychic Pressure; Ongoing Debilitation; Swarm Release; Control Offense
SoldierProtection & Space Control; Team Tactics; Retaliation; Control Offense; Defensive Recovery; Multi-Target Offense; Morale Pressure
BruteHeavy Offense; Bloodied Escalation; Knockdown; Close-Quarters; Wild Area Pressure; Stubborn Endurance; Terror of Force
PredatorAmbush; Vanish; Hit-and-Run; Predatory Control; Ongoing Predation; Fear Predation; Predator Trickery
SniperPrecision Fire; Hindering Fire; Rapid Fire; Bombardment; Sniper Positioning; Hex Shot; Support Fire
SkirmisherMobile Assault; Opportunist Pressure; Sneaky Positioning; Skirmish Control; Mobility Trickery; Harassing Attacks; Distraction; Scatter Attack
GenericMobility; Senses; Multiattack; Defense; Generic Control; Area Burst; Altered Form; Group

Role maneuvers generally scale with Strong steps/magnitude; identity and Generic maneuvers generally with Weak or Average. Most rider saves use DC 10 + half the damage actually taken (after Soak and Resistance); others are made against the creature's action check.

If a quality is listed as Strong, use the Strong value from the statistic tables for the adversary's level; if Weak, the Weak value; anything not listed is Average.