Wednesday, April 20, 2016

Dark Continent Redux: The Marine Company

Dark Continent Redux
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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