Monday, February 3, 2014

CYBER-PULP FANTASY CORE-Orcs

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

NPC's and Monsters 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


Half-Orc Operative
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.


Ogre Brute
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

No comments:

Post a Comment