A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Marine Company
As the situation has continued to degenerate in the
Interior, reinforcements have been trickling in. (The Homeland isn’t exactly around the corner
from Africannes.) As usual, the first
military units to arrive in an international crisis are a Marine Expeditionary
division. The units being sent are
outfitted for jungle warfare, so they feature more sharpshooters and
grenadiers, instead of phalanx-based charges.
Most of the regular army garrison was destroyed in the first
hour of the attack on Inner Station. The
militia and civil units were scattered.
Luckily, this advance company of Marines had just landed in town as the
assault began. This unit had come
straight from Central Station. After
being cooped up on a barge for a week, they were looking forward to finding the
nearest bar to tie one on. Royally
pissed off, the Marines quickly took charge of the defense with a
vengeance. For now, they are holed up
with the remaining civilian population
in makeshift defensive positions holding back the onslaught.
Veteran Marine
Shieldman
+3 Str, +2 Con +1, Dex +1, Wis +1
HD 3 (d10), Hp 21, AC 14 (Leather, Heavy Wooden Shield)
Fort +5, Ref +2, Will +2 (+4)
Melee: Longsword
+6 to hit 1d8+3
Veteran Marine
Grenadier
+1 Str, +1 Con, +2 Dex, +2 Int, Wis +1
HD 3 (d10), Hp 18, AC 14 (Leather), AC 15 behind Shield Wall
Fort +4, Ref +3, Will +2 (+4)
Melee: Crossbow
Bayonet +4 to hit 1d6+1
Ranged: Repeating
Crossbow +5 to hit 1d8, 5 bolt clip, 1 rd to change, 1 extra clip, M range
Explosives:
Grenadiers will also be handling a variety of alchemical devices. What they have with them depends on the
mission. They are usually the only ones
who can handle them safely. +4 to use
[(Int + Wis Bonuses)/2 + ½ level] otherwise the device is a dud, on a Natural
1-4 it goes off on the user.
4 x Grenade:
DC 12 to use, S range, 4d6 damage to everyone in 10’, 1/2 damage with
successful Ref Sv. These have a 1 rd
fuse, and the thrower will need to have cover or they will take damage as
well. Failure means it’s a dud, but roll
again. A second failure means a late
fuse, and it goes off in 2 rds. Usually
used to break up concentrations of troops or cavalry charges.
2 x Stun:
DC 12 to use, S range, causes a flash and loud bang in 20’ area (usually
pitched into a room), DC 18 Fort Sv, stunning and deafening them for 2
rds. Usually used to take out a
fortified position or for taking captives.
1 x Greek Fire:
DC 12 to use, S range. A direct hit deals 1d6 points of fire damage. Every
creature within 5 feet of the point where the flask hits takes 1 point of fire
damage from the splash. On the round following a direct hit, each effected
target takes an additional 1d6 points of damage and may spread to others and
flammables in the area. Takes 2 rds to
smother. Usually used as a panic weapon
on massed infantry.
Veteran Marine
Sharpshooter
+1 Str, +1 Con, +3 Dex, +1 Wis
HD 3 (d10), Hp 18, AC 15 (Leather), Enhanced Init.
Fort +4, Ref +4, Will +2 (+4)
Melee: Short
Sword +4 to hit 1d6+1
Ranged: Long Bow
+6 to hit 1d8, L range (20 arrows)
Marine Officer
+2 Str, +2 Con, +2 Dex, +2 Wis , +2 Int
HD 5 (d10), Hp 35, AC 15 (Leather, Light Steel Shield)
Fort +6, Ref +3, Will +3 (+5)
Melee: Long Sword
+7 to hit 1d8+2
Ranged: Repeating
Crossbow +7 to hit 1d8, 5 bolt clip, 1 rd to change, 1 extra clip, M range, 1
extra clip
Command: An
officer is required to keep the men in formation and advancing on an objective
and to start a charge. Troops will never
need a morale check with an officer. Add
+2 to any Will Saves for the unit, including the officer.
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