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FREEDOM FIGHTER (MILITIA) Group, Small (d8 damage) 6 HP 1 armor Close Be they homesteaders, former factory and mine workers, displaced halflings or others oppressed by the corporate regime, these hard-working men and women are sick of being a part of a system that is rigged against them. The time to rise up has come. Faced with overwhelming force, these common folk have resorted to using any tactics necessary to fight their oppressors, defend their homes and win their freedom. Unfortunately, innocent folk may get caught in the crossfire . Instinct: Disrupt the status quo.
- Attack Corporate and Government Oppressors
- Set traps and/or use explosives
- Blow horn to call for help
- Act rashly
- See things as black and white
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Freedom Fighter (Militia) Group, Small, Intelligent, Organized Short Sword (d6 damage) 6 HP 2 armor Close, Near Be they homesteaders, former factory and mine workers, displaced halflings or others oppressed by the corporate regime, these hard working men and women are sick of being a part of a system that is rigged against them. The time to rise up has come. Faced with overwhelming force, these common folk have resorted to using any tactics necessary to fight their oppressors, defend their homes ans win their freedom. Unfortunately innocent folk may get caught in the crossfire Instinct: Distrupt status quo
- Attack Corporate and Government Oppressors
- Set traps and/or use explosives
- Blow horn to call for help
- Act rashly
- See things as black and white
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Freedom Fighter (Guerrilla) Group, Small, Stealthy, Organized, Intelligent Hunting Bow (d8 damage 1 piercing) 6 HP 1 armor Close, Reach, Far Descents of the rangers and trackers that lived here long before civilization arvied, these halfings, elves and human folk preffer a simple life style living off the bountiful resources Gaea provides. They make the woods and mountains their homes and work with other rebels to deffend it. They pride them selves on moving through the wilderness without being detected and will go to great lengths to stay hidden. Instinct: Protect their homelands from the shadows
- HIde amoungst landscape
- Sets traps and ambushes.
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Metal Rear Solitary, Huge, Stealthy, Construct Heavy Vulcan Guns (b[2d10+7] damage 5 piercing) 24 HP 5 armor Reach, Forceful Special Qualities: Vehicle The metal rear is a truly humongous tank created by the Ptolemaic. Due to its sheer size, it can go where most tanks can't by crushing all obstacles. And what obstacles could stop it is often circumvented due to its high powered hydraulic jumping equipment. It's weaponry is high powered and makes the vehicle easily capable of going toe to toe with dragons and giant. Instinct: To serve its operator
- Fire it's main gun for D12 damage, 4 Piercing, Group
- Surprisingly, capable of jumping
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Gunner Unit Group, Large, Construct Gun (b[2d8+1] damage 1 piercing) 14 HP 3 armor Near Special Qualities: Vehicle Of simpler design than the gatling unit, gunner units are used in situation where less intensive firepower is needed, though if push comes to shove, they've got a suprise rocket for those who underestimate them. Instinct: To serve its operator
- Fire a rocket for D10 damage, 4 piercing
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Yellow Musk Creeper Solitary, Stealthy Boring Tendril (d10 damage 3 piercing) 12 HP 1 armor Close, Reach Yellow musk creepers are terrifying plants that propagate by infecting the brain of humanoids, turning them into zombies. These zombies protect the plant while the seed germinates, then wander off to grow into new creepers. Instinct: To seed corpses
- Spray stunning pollen
- Turn people into plant zombies
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Hobyah Horde, Small, Organized Bite (d4 damage) 3 HP 0 armor Close The Hobyah are not actually wicked fairies but warped bats. Feeding on the remains of necromantic experiments has caused them to increase in size and shed their wings. They can be found in great swarms clinging to the walls of caverns. They will come out at night to terrorize villages or livestock. They use their long hook-like arms to cling to their victims. Their bites are painless but bloody. Most of their prey are felled by loss of blood. Instinct: Kill and drink
- Cling to the prey
- Shriek and swarm
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Corpse Muck Solitary, Large, Stealthy, Construct, Amorphous Murky Slam (d10+3 damage 1 Piercing) 23 HP 4 armor Acid Elemental Special Qualities: Immune to acid and cold, Resist electricity and sound, Weak to fire, Amphibious, Undead Death by drowning in murky swamp water is a bad way to go, but plenty of people and animals disappear into the bogs, never to return. And when they do, it can be problematic. Corpse muck is a half-melted blob of rotten flesh, bones, debris and mud, forming a vicious blob that exists to echo its death by killing others. Instinct: To kill
- Glitter to attract prey
- Hide in water
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Gatling Unit Group, Large, Construct Gatling Guns (b[2d8+3] damage 4 piercing) 14 HP 3 armor Automatic 2 Special Qualities: Vehicle Gunner Units are bipedal tanks designed by the Ptolemaic for combat in uneven terrain where ordinary tanks would be stumped. They also see use in urban warfare, again where ordinary tanks would be hinderes, taking down enemies with a storm of bullets. Instinct: To serve its operator
- Blast things apart
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Ptolemaic Operative Solitary, Intelligent Assault Rifle (d10 damage 2 piercing) 12 HP 2 armor Close, Near, Far Higher ranking ptolemaic agents are often even more powerful, pushing the boundaries of their esoteric training in order to ensure their goals comes true. They too come in several varieties. Commander: Allies deal +1 damage and gain +1 armour. Cultist: Attacks are magical and gain the Ignore Armour and +2 damage tag. Diver: Gains the amphibious tag and deals +1 damage underwater. Guerilla: Taken no penalties in melee and gain +1 armour. Sniper: Gains Far range and +2 piercing. Spec Ops: Deal +2 damage in melee. Technician: Vehicles piloted by this enemy deals +2 damage. Warlord: Deals +2 damage at range. Instinct: To ensure the fall of that which is decayed
- Engage in guerilla warfare