Tuesday, February 4, 2014

CYBER-PULP FANTASY CORE-Goblins

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Overview Index 

NPC's and Monsters Index

Goblin Bomber
Small, generally excitable Humanoids.  Some are very enthusiastic about the Movement, others are pressed into service via bullying, drugs, or brainwashing.  Either way, Goblins can only usually be used as troops if supervised by strong, violent leadership.  They panic too easily in the face of determined resistance or attack, only having confidence if they have overwhelming numbers or are facing a weakened foe.  Goblin troops will turn on their leaders or surrender outright if put in a difficult spot. 

They are typically used to hold abandoned objectives, to make diversionary attacks, or as massed suicide bombers (drugged of course).  Goblins are considered completely expendable in operations.  Orc leaders will have no compunction about shooting a couple to get the rest motivated.  They are only part of the Radical Movement because they are the most numerous of the major Humanoid races.

HD 1 (d8), Hp 4, AC 11 (None, +1 Dex bonus)
Fort Sv +2, Ref Sv +1, Will -1
Melee: Dagger +1 to hit, 1d4
Ranged: Assault Pistol, 30 shot clip, S (never fires single shots)
+2 to hit, 2d6 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
Suicide Packages
Implanted Bomb: Small hidden explosive. 1d4 x 10 damage, 20’ radius, DC 12 Ref Sv ½ damage.  Takes 1 rd to arm, may be remote detonated
Implanted EMP: One shot, knocks out all electronics in 50’ area.
Implanted Poison Sac: Exhales nerve gas from hidden internal bag attached to lungs.  Can spread gas for 1 turn.  Must be activated to start dispersal.  DC 12 Fort Sv or unconscious and 0 hp, will die in 1 + Con Bonus turns unless given magical healing or antidote.  (Goblin is inoculated, but usually dies immediately afterward anyway or has an implanted bomb.)
Implanted Disease Carrier (Typhoid Mary): Spreads a disease.  Goblin is either immune or will die themselves from it within a day.  May target anyone or only specific races.  Typically starts to cause symptoms within an hour.  DC 12 Fort Sv afterward or unconscious and at 0 hp, will die in 1 + Con Bonus days unless given a treatment.  Those infected will become carriers themselves.
Infravision


Bugbear Infiltrator
Large, hirsute Goblins.  They are well known for their natural Stealth abilities.  Bugbears are also well known for being very autistic.  Many even lack the ability to speak.  Their mental development is such that they can only follow simple orders.  Highly conspicuous in daylight, Bugbears are mostly used at night, and given very specific tasks in Stealth Ops.  Unfortunately, they do have a habit of neglecting their duties, becoming easily distracted, and killing the wrong people (even allies).  They are not trusted with automatic weapons.   

HD 3 (d8), Hp 16, AC 14 (Natural, None)
Fort Sv +2, Ref Sv +4, Will +1
Melee: Large Truncheon +5 to hit, 1d8+2, on Natural 16 and up hits, DC 12 Fort Sv or KO 1 turn
Ranged: Auto Pistol (with silencer) +2 to hit, 2d6, 15 shot, C (because of silencer)
Rifle (with silencer and scope) +2 to hit, 2d8, 5 shot clip, S (because of silencer)
Sniper: Must have cover and spend 1 rd targeting, using rifle and scope. Target does not get cover bonus.  Must roll successful Stealth roll (DC 12 if under dense cover, DC 18 if exposed or target is alert) and attack roll.  A hit causes maximum damage.  A failed stealth roll, but a successful attack, means that the sniper has to roll for the damage, and that they are spotted.
Stealth +6
Infravision

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