Qorox Action Cards

Update July 30 2026 with final cards

If you are looking for a hero who is ready to fight with weapons, ability and gear, Qorox is your hero. Just be aware that this means Qorox doesn’t have Action cards for healing, running, jumping or even interacting (other than the basic Action card).

Highlights for Qorox Action cards:

  • Can push enemies away (several at a time) with unblockable damage if they hit a wall or something that stops their movement
  • Can move then deal damage
  • Can self-sacrifice to take the heat off his fellow heroes
  • Plus has two weapon cards (and a Gear card and Ability card that both do damage)

Shield Emitter

  • Card classification: Gear
  • Cooldown Track Slot: 2
  • Dice: 1 die (increases the damage dealt OR increases the shields for an ally)

Push all adjacent enemies 3 squares away from you, enemies whose movement are stopped by anything suffer [1] unblockable damage, or an ally gains [2] shields

Note that an enemy pushed to the edge of the map *IS* considered “stopped”. Dice rolled can increase the Unblockable damage (the green boost gives you a second die). Two boosts are available:

  • Green token: Roll one additional die
  • Blue token: Change “or” to “and then” (thus both dealing damage AND gaining shields for an ally)

Self-sacrifice

  • Card classification: Ability
  • Cooldown Track Slot: 2
  • Dice: 2 dice (not tied to the effect of this card, but could add movement or shields)

Enemies will target you instead of your allies when attacking, if you are a valid target. Gain 1 shield and move 2 squares whenever this card slides 1 slot to the left on the cooldown track

You might think that the main use of this card is to take the heat off your allies for a few turns (and, yes, it does that). However, since it is an EFFECT card, I have also used it just to gain a shield and one extra square movement at the end of each turn during my free rest! Special note from the designer: this only is in effect for an enemy attack (not move) and Qorox MUST be in their LoS and Range for this card to apply!

Heavy Charge

  • Card classification: Ability
  • Cooldown Track Slot: 3
  • Dice: 1 die (adds to both movement and damage)

Move [2] squares and then deal [2] damage to an adjacent enemy.

Roll the die to increase both movement and damage. The move must be first. Attacking an enemy is only after moving. Two boosts are available:

  • Red token: move two squares (can be before or after the main movement
  • Yellow token: gain 1 shield

Shockfront

  • Card classification: Weapon (ancient)
  • Cooldown Track Slot: 3
  • Dice: 1 die (can add to damage)

Deal [2] unblockable damage to an adjacent enemy. If you destroyed the enemy, gain 2 focus

The die roll can increase the damage. Note that this is an ancient weapon and thus can penetrate impenetrable armor! If an enemy shields stat is inside [square brackets] it also blocks Unblockable damage (but NOT the ancient weapon of this card). Two boosts are available:

  • Red token: Add one more Unblockable damage
  • Green token: Move 2 squares either before or after. If you start two squares away, this would get you into range in order to deal the damage.

Pulse Gun

  • Card classification: Weapon
  • Cooldown Track Slot: 2
  • Dice: 1 (Yellow token can add a die which can increase damage)

Deal [2] damage to an enemy within a range for 4. If this action did not destroy the enemy, gain 1 focus OR a +1 on your next action this turn (so best to use this card as your first action).

You get 1 die by default, but can use a yellow token to gain one die (which can increase the damage). Two boosts are available.

  • Yellow token: Gain one die (can increase the damage)
  • Blue token: Push an adjacent enemy 3 squares away from you.

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