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