Rules Overview - Skill Cards
To embark on the adventure, our Heroes will have to learn new Skills in order to become more effective and efficient against Enemies. Indeed, not all are as soft and fragile as poor, toothless peasants. We will have to learn to be more and more aggressive to face all the dangers.
Today, we will see how to use and manage the Skill cards and make our Heroes more effective in every situation.
There are 4 types of Skill cards:
- Action Skills [A]: The Hero must spend Action Points (one or two points depending on the number of "A's" in front of the effect´s description) to use them during the Hero´s Turn, during his own Activation or that of another Hero. This card is turned face down after use, then restored at the beginning of the next turn.
- Reaction Skills [R]: This skill can be used during the Enemy Turn and as part of an Enemy's specific Action, by paying a cost in Badass Points. This card is also turned face down after use, then restored at the beginning of the next turn.
- Boost Skills [B]: This skill improves another specific Hero or Allied Hero skill for a limited amount of time and for a specific Badass Point cost. This card is placed next to the "Boosted" Skill until the latter is turned face down after having been used, then it is restored at the start of the next turn.
Permanent Skills [P]: This skill is always active, free of charge, or according to certain conditions. This card is never turned facedown.
In OrcQuest WarPath, each Hero starts with 3 Skill cards. The first two are Movement and Combat, and the third one is a Hero Specific Skill. They are recognizable because they have no purchase cost on the back of the card.
As missions progress, heroes can acquire additional Skills by spending Badass points. For each hero, there are thirteen Skill cards that can be acquired, which can be added to the three Skill cards already available, but no Skill card replaces another and the ones acquired always remain accessible.
Skill cards that can be purchased are those with a cost on the back of their card. They cost 10 points, 20 points or 30 Badass points. At the start of the Turn, prior to the Heroes Activation, Heroes may decide to collectively purchase a new Skill Card. They must decide together how much they will spend in Badass Points for a new Skill card, then once the points have been paid each Hero picks a card of that value.
For example: At the beginning of the turn, Orrus, Mek, Thalla and Mandar take advantage of a little peace and quiet to buy a new Skill card each. They all decide to acquire a Skill card with a cost of 10 Badass points. At that moment, 10 Badass points are subtracted on the Badass Track and every player gets a new Skill card.
- All Heroes must acquire a Skill card at the same time, and of the same value (a Hero cannot choose a card of a lower value).
- If at least one hero is involved in melee, no one can buy a Skill card.
Only one Skill card per hero may be purchased per mission (unless the mission is played independently of a Campaign or Chapter).
We will take a look at Orrus and see all the skills at his disposal.
Orrus' skills can be classified into 4 main categories: Multiple Attacks, Powerful Attacks, Surprise Attacks and Health & Support.
In the Multiple Attacks skill category:
Combat, Reaper (10), Combat (10), Storm Attack (20), Tornado Attack (30), Counter (10) and (20).
In the Powerful Attacks skill category:
Combat in AA, Combat (10) in AA, Power Attack (20).
In the Surprise Attack skill category:
Charge, Shoving Kick (10), Table Throwing (10), Storm Attack (20).
In the Health & Support skill category :
- Me First (10), Leader (10), Health + (10) and (20).
There are multiple combinations to turn Orrus into the ultimate Warrior. Thanks to his various Combat Skills, he can achieve devastating Combos.
For example, here is a combination of Skills that Orrus could have in the middle of a campaign that could be very useful to get rid of several enemies in a single activation:
1. Orrus can Charge an Enemy group and succeeds in injuring
2. Then he attacks in Melee with Combat, which also causes damage.
3. Orrus can take advantage of a Combo 1 Action and then use Reaper
4. Orrus hurts at least one enemy around him.
5. Possible sequence n°1 to take advantage of Combo 2 : If a resistant enemy is close to him, he can finish him with a Power Attack
6. Possible sequence n°2 to take advantage of Combo 2 : He leaps on another enemy further away, with a Storm Attack.
7. With Leader: Thalla shoots a surviving enemy.
It may sound very powerful when presented like this, but the further you go in the Main Campaign, or the Secondary Chapters, the tougher the enemies will become, and making a series of Combos remains a feat that will not work every time.
And you, what would be your favorite combo? Which skills would you choose first?
Now that you master the Hero Skills, we will be exploring in our next and final rules chapter, the progression of your Heroes through the Main Campaign and the various Secondary Chapters.
Be Bad, Be Tough, Be Orc!