Wednesday, February 5, 2014

CYBER-PULP FANTASY CORE-Kobolds, Gnolls, and Trolls

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

NPC's and Monsters Index

Kobold Sapper
Savage little reptilian creatures from primitive areas brought into the Movement by coercion or bribery (food).  Kobolds are usually brought in by the tribe.  They’re just intelligent enough to follow simple orders.  They’re quite useful for infiltration through small places. 

HD 1 (d8), Hp 4, AC 12 (None, +2 Dex bonus)
Fort Sv +2, Ref Sv +2, Will -1
Melee: Dagger +1 to hit, 1d4
Swarm: Up to 8 Kobolds may attack a single man-sized person.  Roll +5 to hit for the whole mob, roll once for damage then multiply by 4.
Ranged: None, Kobolds can’t be trusted with firearms
Stealth +4, Kobolds are often used as mules to sneak explosives into sensitive places.
Infravision


Gnoll Warrior
Cadres of tightly knit Gnolls have joined the Movement.  They tend to be badly educated, even for Humanoids, but are often tactically smarter than their Orc leaders.  Think of them as perhaps “Noble Savages,” except they have a habit eating killed Humans and Elves, raw.  Gnoll squads are usually somewhat autonomous in combat operations.  They are well disciplined and highly effective.  They know where and when to attack and, unlike Orcs, they know when to retreat.  Only their relatively small population numbers and their general disdain for Orc leadership keeps them from taking over the Movement.  (Orc leaders have been known to find ways of killing off Gnoll units who have flouted their authority too often.)    

HD 3 (d8), Hp 18, AC 11 (None, +1 Dex bonus)
Fort Sv +5, Ref Sv +2, Will +1
Melee: Short Sword +6 to hit, 1d6+3
Barbed Whip +4 to hit, 1d4, Knock Down/Disarm opponent on hits of Natural 16 and up, Reach 5’
Ranged: Assault Rifle 30 rd clip, M
+4 to hit 2d8 Single Shot
+4 to hit, 2d8 x 1d2 burst (DC 12 Ref Sv 1/2 damage), 3 bullets
+1 to hit, 2d8 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Infravision


Troll Champion
Throwbacks to far earlier time, Trolls are a created race and nearly immortal with their regenerative abilities.  Hibernating Trolls have been found in underground caches around the world.  The Humanoids have actively searched for them.  Very simple-minded, they can be trained in minor tasks by whoever feeds them.  Being valuable assets, they are only risked in major Ops, or to rescue incarcerated Movement leaders.

HD 6 (d8), Hp 63, AC 14 (Natural)
Fort Sv +11, Ref Sv +4, Will +3
Melee: 3 att/rd, 2 Claws +9 to hit, 1d6+6 and Bite +4 to hit 1d6+3
Ranged: None, not smart enough
Regeneration: 3 hp/rd from up to –10 hp, only fire (which they will run from), energy (lasers, plasma), acid, and magic damage is permanent (does not regenerate or heal).
Die Hard: May act normally up to –10 hp, however Trolls will not regenerate at 0 or less hp unless they rest for 1 turn.  (So they may be playing dead at 0 hp.)
Infravision
Stealth +6
Infravision

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