Goblin (Sapper)
Expected threat level: low (TL 7)
Goblins are a common fixture on many worlds. They excel as scouts, skirmishers, and sappers, whether as professionally trained soldiers, or in bands of highwaymen, raiders, and marauders.
Goblins are a common fixture on many worlds. They excel as scouts, skirmishers, and sappers, whether as professionally trained soldiers, or in bands of highwaymen, raiders, and marauders.
Might 2
Precision 2 |
Cleverness 5
Knowledge 3 |
Willpower 2
Fortitude 2 |
Speed: 30ft.
Armor: 5 |
Health: 16
Size: Small |
Type: Humanoid (Goblin)
Detection: 5 |
Tags: goblin, sapper, traps, ambusher, AoE
Tendencies: displays tactical thinking, usually engages with a specific objective in mind that may or may not require their target's total destruction.
Tactics: will attempt to ambush targets from prepared positions of concealment, set traps, or attack static defenses under cover or with distraction. Avoids melee combat if possible. Sappers will prepare likely areas of conflict with multiple hiding places if possible, for use with its Ambush from Concealment feature.
Senses: humanoid, darkvision 60ft.
Tendencies: displays tactical thinking, usually engages with a specific objective in mind that may or may not require their target's total destruction.
Tactics: will attempt to ambush targets from prepared positions of concealment, set traps, or attack static defenses under cover or with distraction. Avoids melee combat if possible. Sappers will prepare likely areas of conflict with multiple hiding places if possible, for use with its Ambush from Concealment feature.
Senses: humanoid, darkvision 60ft.
Special Features
Ambush from Concealment. The Sapper spends 10 minutes preparing a trapdoor, hidey-hole, tree-stand, or other concealed hiding place. A Sapper or other Goblin can remain Hidden in that position, and it takes a Passive Detection or Search score of 10 to spot it. A non-Goblin Small or Tiny creature instead gets a +6 to Hide in such a position (if it knows of one), and a Medium creature gets a +4.
A Sapper can prepare multiple such a positions.
A Sapper can prepare multiple such a positions.
Actions
Entrenching Tool. (Melee attack, 5ft. range, 1 target, +2 to hit). Deals 1d4+1 Slashing Damage.
Grenade (x2). (Ranged attack, 30ft. range). All creatures within 10ft. of the target space must make a Precision Check (8), taking 2d4 Explosive Damage on a failure, or half as much on a success.
Grenade (x2). (Ranged attack, 30ft. range). All creatures within 10ft. of the target space must make a Precision Check (8), taking 2d4 Explosive Damage on a failure, or half as much on a success.
Variants:
Warg Rider. The Goblin rides a Warg . It takes an Action to mount or dismount the Warg. At the start of an encounter, the Goblin and the Warg share the same initiative roll, with the Goblin going first.
Warg Rider. The Goblin rides a Warg . It takes an Action to mount or dismount the Warg. At the start of an encounter, the Goblin and the Warg share the same initiative roll, with the Goblin going first.
Common Loot (GM's choice or Roll 1d6):
1. Nothing usable. | 2. Dagger x1 | 3. 1d20 Copper Pieces |
4. 1d20 Silver Pieces | 5. 1d4 Gold Pieces. | 6. Sapper's Grenade x1
1. Nothing usable. | 2. Dagger x1 | 3. 1d20 Copper Pieces |
4. 1d20 Silver Pieces | 5. 1d4 Gold Pieces. | 6. Sapper's Grenade x1
Goblin (Skirmisher)
Expected threat level: low (TL 9)
Goblins are a common fixture on many worlds. They excel as scouts, skirmishers, and sappers, whether as professionally trained soldiers, or in bands of highwaymen, raiders, and marauders.
Goblins are a common fixture on many worlds. They excel as scouts, skirmishers, and sappers, whether as professionally trained soldiers, or in bands of highwaymen, raiders, and marauders.
Might 2
Precision 5 |
Cleverness 3
Knowledge 2 |
Willpower 2
Fortitude 2 |
Speed: 35ft.
Armor: 6 |
Health: 16
Size: Small |
Type: Humanoid (Goblin)
Detection: 7 |
Tags: goblin, skirmisher, hit and run
Tendencies: displays tactical thinking, usually engages with a specific objective in mind that may or may not require their target's total destruction.
Tactics: hit and run, finishing off weakened enemies if they can be separated from the group or outnumbered.
Senses: humanoid, darkvision 60ft.
Tendencies: displays tactical thinking, usually engages with a specific objective in mind that may or may not require their target's total destruction.
Tactics: hit and run, finishing off weakened enemies if they can be separated from the group or outnumbered.
Senses: humanoid, darkvision 60ft.
Special Features
Skirmish. When the Goblin Skirmisher deals damage to a target, it may immediately use its Reaction to move up to 10ft. in any direction it chooses, without provoking Opportunity Attacks. This movement is in addition to its base Speed.
Actions
Javelin (Thrust). (Melee attack, 5ft. range, 1 target, +3 to hit). Deals 1d6+1 Piercing Damage.
Javelin (Throw). (Ranged attack, 30ft. Range, 1 target. +5 to hit). Deals 1d6+1 Piercing Damage.
Javelin (Throw). (Ranged attack, 30ft. Range, 1 target. +5 to hit). Deals 1d6+1 Piercing Damage.
Variants:
Warg Rider. The Goblin rides a Warg. It takes an Action to mount or dismount the Warg. At the start of an encounter, the Goblin and the Warg share the same initiative roll, with the Goblin going first.
Warg Rider. The Goblin rides a Warg. It takes an Action to mount or dismount the Warg. At the start of an encounter, the Goblin and the Warg share the same initiative roll, with the Goblin going first.
Common Loot (GM's choice or Roll 1d6):
1. Nothing usable. | 2. Spear, Short x1 | 3. 2d4 Silver Pieces |
4. 1d12 Gold Pieces | 5. Spear, Short x1 and 1d6 Gold Pieces. | 6. Spear, Short x2d4.
1. Nothing usable. | 2. Spear, Short x1 | 3. 2d4 Silver Pieces |
4. 1d12 Gold Pieces | 5. Spear, Short x1 and 1d6 Gold Pieces. | 6. Spear, Short x2d4.
VTT Tokens:
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Soldier
Might 4
Precision 3 |
Cleverness 2
Knowledge 2 |
Willpower 2
Fortitude 4 |
Speed: 30ft.
Armor: 6 |
Health: 18
Size: Medium |
Type: Humanoid (any)
Detection: 6 |
Tags: humanoid, soldier, fighter, warrior, guard
Tendencies: displays tactical thinking, will prioritize doing their job but willing to yield rather than die.
Tactics: vigilant, regularly makes search checks if they know hostiles are about. Will start combat using its Alarm Action if able, hunker down and hold out for backup to win via numbers.
Senses: humanoid.
Tendencies: displays tactical thinking, will prioritize doing their job but willing to yield rather than die.
Tactics: vigilant, regularly makes search checks if they know hostiles are about. Will start combat using its Alarm Action if able, hunker down and hold out for backup to win via numbers.
Senses: humanoid.
Special Features
Formation Fighting: Soldiers gain +1 Armor if they are adjacent to another Soldier. Does not stack.
Actions
Polearm. (Melee attack, 10ft. range, 1 target, +4 to hit). Deals 1d8+1 Slashing Damage.
Crossbow. (Ranged attack, 75ft. Range, 1 target. +3 to hit). Deals 1d6+1 Piercing Damage.
Alarm. The Soldier calls for backup.
Crossbow. (Ranged attack, 75ft. Range, 1 target. +3 to hit). Deals 1d6+1 Piercing Damage.
Alarm. The Soldier calls for backup.
- If other Soldiers (that are not already involved in the encounter) are within 90ft., they are alerted to the Alarm's position.
- If no other Soldiers are within 90ft., there is a 25% chance that 1d4 Soldiers join the encounter. They enter the area at least 90ft. away from another creature, or as far as possible from the player characters, at the GM's discretion.
- The GM determines how many Alarms can summon reinforcements before the local manpower is momentarily depleted, based on the context. Note that repeated Alarms can quickly escalate an encounter's difficulty, but this may be appropriate for some encounter designs (e.g. if a party is not meant to engage all combatants, a heist, or if a time condition is involved). For guidance:
- Remote or rural area: farmland, homestead, wilderness - decrease chance of response to 1/8, 1 Alarm maximum.
- Sparse, remote, or unpatrolled area; village, small town, tavern - 1-2 Alarms
- Populated area; city, market, guild, hideout, docks - 2-4 Alarms
- Defended area; prison, fortress, castle, military camp, city walls, warship - 3-6 Alarms
Variants:
Swordsman. The soldier carries a sword and shield. Increase its Armor +1, and replace its Polearm with Sword, dealing 1d4+2 Slashing Damage.
Optional Encounter Mechanic:
Specify the Alarm mechanism used by the Soldier. Shouting, a bell, signal fire, whistle, courier animal, etc. Allow the players to scout this information before the any encounter begins, and give them a chance to interrupt this mechanism if they get the jump on the Soldier (stealing the bell, dousing the fire, magically silencing their voice, and so forth).
Swordsman. The soldier carries a sword and shield. Increase its Armor +1, and replace its Polearm with Sword, dealing 1d4+2 Slashing Damage.
Optional Encounter Mechanic:
Specify the Alarm mechanism used by the Soldier. Shouting, a bell, signal fire, whistle, courier animal, etc. Allow the players to scout this information before the any encounter begins, and give them a chance to interrupt this mechanism if they get the jump on the Soldier (stealing the bell, dousing the fire, magically silencing their voice, and so forth).
Common Loot (GM's choice or Roll 1d6):
1. Dagger x1 | 2. Polearm x1 (or Blade, Straight x1) | 3. 2d4 Silver Pieces |
4. 1d12 Gold Pieces | 5. Scale Armor x1. Takes 2 minutes to remove. | 6. Chainmail Armor x1. Takes 1 minute to remove.
1. Dagger x1 | 2. Polearm x1 (or Blade, Straight x1) | 3. 2d4 Silver Pieces |
4. 1d12 Gold Pieces | 5. Scale Armor x1. Takes 2 minutes to remove. | 6. Chainmail Armor x1. Takes 1 minute to remove.
Heavy Cavalry
Expected threat level: moderate (TL 19)
Elite fighters mounted on well-trained warhorses, Heavy Cavalry excel as battlefield shock troops, or in hardened patrol units.
Elite fighters mounted on well-trained warhorses, Heavy Cavalry excel as battlefield shock troops, or in hardened patrol units.
Might 4
Precision 4 |
Cleverness 2
Knowledge 2 |
Willpower 2
Fortitude 4 |
Speed: 60ft. (mounted)/ 30ft. (dismounted)
Armor: 11 |
Health: 32
Size: Large (mounted)/Medium (dismounted) |
Type: Humanoid (any)
Detection: 4 |
Tags: humanoid, soldier, fighter, warrior, guard, knight, cavalry, mounted
Tendencies: displays tactical thinking, will prioritize doing their job but willing to yield rather than die.
Tactics: will prioritize mounted mobility and attempt to maximize its Lance attack by charging an opponent and withdrawing for another pass. Will only dismount if the foe is nearly defeated (to apprehend or finish them off with the Saber), or if they must follow an enemy into a tight space and no dismounted allies are available.
Senses: humanoid.
Tendencies: displays tactical thinking, will prioritize doing their job but willing to yield rather than die.
Tactics: will prioritize mounted mobility and attempt to maximize its Lance attack by charging an opponent and withdrawing for another pass. Will only dismount if the foe is nearly defeated (to apprehend or finish them off with the Saber), or if they must follow an enemy into a tight space and no dismounted allies are available.
Senses: humanoid.
Special Features
Mounted: The Heavy Cavalry is mounted atop a warhorse. So long as it is mounted, they take turns as one creature. The warhorse has Armor 11, Health 10, and the stats: M: 4 P: 2 C: 1 K: 0 W: 2 F: 2. It takes an Action to mount or dismount the horse. If left alone, the horse will move away from danger and await the Heavy Cavalry's call.
Actions
Combo Attack. The Heavy Cavalry makes three attacks with its Saber. Limit once per Round.
(Only when Mounted) Lance. (Melee attack, 10ft. range, 1 target, +5 to hit). Deals 1d10 Piercing Damage, +1d4 for every 10ft. the Heavy Cavalry moved this turn.
Saber. (Melee attack, 10ft. range, 1 target, +5 to hit). Deals 1d6+1 Slashing Damage
Call Mount. The Heavy Cavalry calls to their warhorse. The call is audible up to 600ft. If able, the horse rushes to the Cavalry at its best possible speed.
(Only when Mounted) Lance. (Melee attack, 10ft. range, 1 target, +5 to hit). Deals 1d10 Piercing Damage, +1d4 for every 10ft. the Heavy Cavalry moved this turn.
Saber. (Melee attack, 10ft. range, 1 target, +5 to hit). Deals 1d6+1 Slashing Damage
Call Mount. The Heavy Cavalry calls to their warhorse. The call is audible up to 600ft. If able, the horse rushes to the Cavalry at its best possible speed.
Reactions.
Counterspell (2).
Variants:
Dismounted. This Heavy Cavalry is dismounted, or has lost their mount. Its speed is reduced to 30ft., and its size is Medium.
Dismounted. This Heavy Cavalry is dismounted, or has lost their mount. Its speed is reduced to 30ft., and its size is Medium.
Common Loot (GM's choice or Roll 1d6):
1. Dagger x1 | 2. Lance x1 | 3. Blade, Curved x1 | 4. 3d8 Gold Pieces | 5. Brigandine x1. Takes 5 minutes to remove. | 6. Deadly Lance x1.
1. Dagger x1 | 2. Lance x1 | 3. Blade, Curved x1 | 4. 3d8 Gold Pieces | 5. Brigandine x1. Takes 5 minutes to remove. | 6. Deadly Lance x1.
Ruffian
Expected threat level: low (TL 8)
Street toughs, gangsters, hired muscle, barroom brawlers - "Ruffian" covers any humanoid with a penchant for fisticuffs, but little to no formal training.
Street toughs, gangsters, hired muscle, barroom brawlers - "Ruffian" covers any humanoid with a penchant for fisticuffs, but little to no formal training.
Tags: commoner, criminal, guard Tendencies: as varied as people. If there for a purpose, will prioritize logically. Displays fight-or-flight reaction to unexpected danger. Will not fight to the death unless forced to. Tactics: attempts to press areas of numerical or physical superiority, gang up on foes. When overwhelmed, will retreat and return with help, or flee outright. Senses: humanoid. Special FeaturesGroup Up: the Ruffian gains +1 on their Attack Rolls if they have an ally within 5ft. of the same target.
ActionsCombo Attack: the Ruffian makes two attacks with their Fists.
Fists. (Melee attack, 5ft. range, 1 target, +2 bonus to hit). Deals 1 Bludgeoning Damage. Knife. (Melee attack, 5ft. Range, 1 target. +2 to hit). Deals 1d4+1 Slashing Damage.
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VTT Tokens:
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