CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Orc Raider
Orcs are usually the leaders of any terrorist cell and the
brains of the operation. This means that
they’re badly lead. Orcs plan once and
never seem to adapt to changing circumstances well. They are smart enough to make trouble, but
not smart enough to get themselves out of it.
Orcs rule through fear and intimidation and having a slightly higher
intelligence than other Humanoids. They
tend to react badly to anyone smarter or stronger than themselves, and will
seek to undermine them.
HD 2 (d8), Hp 10, AC 10 (None)
Fort Sv +4, Ref Sv +0, Will +0
Melee: Combat Knife +3 to hit, 1d6+1
Ranged: Assault Rifle, 30 rd clip, M
+2 to hit, 2d8 single shot
+2 to
hit, 2d8 x 1d2 burst (DC
12 Ref Sv 1/2 damage), 3 bullets
+0 to
hit, 2d8 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6
bullets
RPG +2 to hit, 1d4 x 10 (DC 12 Ref Sv
to 1/2 damage), 20’ area
Infravision
While bigger, stronger, and smarter than the average Orc,
Half-Orcs are generally excluded from the Radical Movement out of sheer Orc
jealousy. Half-Orcs favoring the
Movement, usually have to do so via law and politics. A few, showing proper submission to Orc
leadership, are brought in as a Radical if they are highly placed in targeted
organizations. These are Sleeper Cell
agents. When called upon, they can steal
sensitive and classified materials and prototypes. These traitors can cripple
defenses and stifle responses from within in conjunction with an attack. They can even act as a Fifth Column to attack
from the rear or against defenseless civilians as a distraction.
HD 2 (d12), Hp 14, AC 12 (none, +2 racial bonus)
Fort Sv +4, Ref Sv +0, Will +0
Melee: Dagger +3 to hit, 1d4+1
Ranged: Auto Pistol +2 to hit, 2d6, 15 shot, S
Frenzy: On a Naturally rolled hit (hits without any
modifiers), may make an
additional attack at 0 BAB (+1 to hit in melee, +0 ranged)
Infravision
Regeneration: Adds +2 hp to rest recovery
May have Hacking and Hardware skills +2
Note: Open combat is generally not the specialty of an
Operative, though they are certainly capable.
If expecting combat, they will likely have heavier arms.
Large, mutant Orcs.
Unfortunately, the inbreeding necessary to produce an Ogre, usually
produces a nearly retarded specimen.
They only live to about 15, so they are also highly immature in
behavior. They are often used as moving
bulletshields in terrorist raids, or as nearly non-stoppable suicide bombers.
HD 4 (d8), Hp 32 (maxed out), AC 15 (Natural and +2 Riot
Shield)
Fort Sv +6, Ref Sv +0, Will +1
Melee: Steel Cane +8 to hit, 1d12+7, Reach weapon 7’
Ranged:
Large Heavy Object (whatever is available) +1 to hit, 1d8+5, Ogres aren’t
to be trusted with firearms.
Large Suicide Bomb: 1d6 x10 damage, 40’ area, DC 18
Ref Sv ½ damage, takes 1 rd to arm, typically used against buildings, hardened
targets, and vehicles.
Infravision
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