Thursday, July 11, 2019

Robomeck RPG: Robomeck Mecka-Space War I-EMDF-Troops and Thugs

Robomeck RPG Index

EMDF Troopers
The first set of stats are for a typical first level base guard or grunt.  Special Forces types and junior level officers are listed second, consider them at fifth level.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+1
+2
+0
+0
2nd
+2
+3
+0
+0
3rd
+3
+3
+1
+1
4th
+4
+4
+1
+1
5th
+5
+4
+1
+1
6th
+6
+5
+2
+2

Stats:
+1 Str, Con, Dex
+2 Str, Con, Dex, +1 Int, Wis, Cha
Level: 1/5
HP: 11 (d10)/ 40 (d10)
Armor Class:
12 (Base 10 +1 Dex +1 1/2 level)
15 (Base 10 +2 Dex +3 1/2 level)
Melee to hit:
+2 (+1 level, +1 Str)
+7 (+5 level, +2 Str)
Ranged to hit:
+2 (+1 level, +1 Dex)
+7 (+5 level, +2 Dex)
Saves:
Fort +3, Ref +1, Will 0
Fort +6, Ref +3, Will +2

Melee:
HTH Trained 1d2+Str, possible KO on 18 and up attack roll
Shock Wand (for MP’s) DC 12 Fort Sv or KO 1 turn, 10 charges
Knife or Rifle Bayonet 1d6+Str

Ranged:
Pistol 2d6, 12 shot clip, S, 2 extra clips
M-16A2 Rifle 30 rd clip, M, 2 extra clips
2d8 single shot
2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8 x 1d2 spray (basically not aiming, +0 to hit), up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Sniper Rifle (for Special Forces) 3d6, 12 shots, L (See Sniping rules)

Grenade 4d6, 10’ area (up to four targets grouped together, each target takes full damage, ½ damage with a DC 12 Ref Sv), S, Grenade Launcher M, 1 shell chamber
Rocket Launcher M1d6, L, single use (cannot be used at S range without taking full damage)

Human Thugs
Whether a bandit gang, unruly protesters, or drunks at a bar, the Characters will likely find physical conflict at some point with the dregs of humanity.  These stats would basically apply to any era.  The first stat set given is for a standard tough guy, the second is for a leader-type.  More organized criminal groups or trained terrorists would have probably better stats more like a soldier. 

Stats:
+1 Str, Con
+2 Str, Con, +1 Dex
Level: 1/2
HP: 9 (d8)/17 (d10)
Armor Class:
11 (Base 10 +1 1/2 level)
12 (Base 10 +1 1/2 level + 1 Dex)
Melee to hit:
+2 (+1 level, +1 Str)
+4 (+2 level, +2 Str)
Ranged to hit:
+1 (+1 level)
+3 (+2 level, +1 Dex)
Saves:
Fort +3, Ref 0, Will 0
Fort +5, Ref +1, Will 0

Melee:
Untrained HTH 1+Str, possible KO on a Natural 18 hit
Club 1d4+Str, possible KO on Natural 18 or if max damage is rolled
Knife or Rifle Bayonet 1d6+Str

Ranged:
Pistol 2d6, 12 shot clip, S, 2 extra clips
AK-47 Rifle 30 rd clip, M, 2 extra clips
2d8 single shot
2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8 x 1d2 spray (basically not aiming, +0 to hit), up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Sawed Off Shotgun 2d10, spray up to two adjacent targets (DC 12 Ref Sv 1/2 damage) 2 shells, S

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