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Magitank Solitary, Huge, Organized, Intelligent, Cautious, Construct, Terrifying, Amorphous Cannon / Ram (b[2d10+7] damage +4 piercing) 31 HP 7 armor Reach, Near, Far, Forceful, Messy Special Qualities: Armor Plating, Crewed, Unstoppable Force, Armored Plating, Built-in Armaments Instinct: to Serve the Empire
- Destroy everything in its path
- Ram the enemy
- Fire the main cannon
- Release a cloud of scalding steam
- Fire an Emergency Flare
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Magitek Spiderbot Group, Large, Organized, Construct, Amorphous Claws / Arrows (d8 damage 2 piercing) 17 HP 5 armor Reach, Near, Far, Messy Special Qualities: Armored Plating, Built-in Armaments, Rune-Powered Instinct: to Serve the Empire
- Pepper the enemy with steam-powered arrows
- Eviscerate the enemy with deadly claws
- Fire an Emergency Flare
- pursue them with dog-like intelligence
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Magitek Praetorian Guard Group, Organized, Intelligent, Cautious, Construct, Amorphous Steam Chainsword (b[2d8] + 2 damage + 5 Piercing) 17 HP 5 armor Close, Forceful, Messy Special Qualities: Magitek Construct, Built-In Armaments, Ever-vigilant Instinct: to Protect my Charge
- Defend its charge
- Ignore any and all damage until the last
- Give itself up to save its charge
- Eviscerate the Enemy
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Magitek Centurion Horde, Organized, Intelligent, Cautious, Construct, Amorphous Piston-spear (b[2d6] + 2 damage + 1 Piercing) 10 HP 4 armor Close, Reach, Messy Special Qualities: Magitek Construct, Built-In Armaments, Leader of Constructs Instinct: to Serve the Empire
- Defend the Living
- Ignore any and all damage until the last
- Fire an Emergency Flare
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Magitek Legionary Horde, Organized, Cautious, Construct, Amorphous Piston-spear (d6 + 2 damage) 10 HP 4 armor Close, Reach Special Qualities: Magitek Construct, Built-In Armaments, As good as Mindless Instinct: to Serve the Empire
- Defend the living
- Obey a command given
- Ignore any and all damage until the last
- Fire an Emergency Flare
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Lizardman Group, Stealthy, Organized, Intelligent, Cautious, Hoarder (d10 damage +1 piercing) 6 HP 4 armor Close, Reach Special Qualities: Cold-Blooded, Amphibious, Thick Scales Instinct: to Remake our great Empire
- Stick the enemy with a spear
- Ambush the enemy
- Capture an innocent
- Run and rejoin the greater whole
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Ork Warrior Group, Large, Organized, Intelligent, Cautious, Hoarder Ork Weapon (b[2d8+4] damage) 14 HP 2 armor Reach, Forceful Instinct: Fight and find out who is strongest
- Destroy anything
- Run and find another group of Orks to join the fight
- Play with their food
- Challenge somebody to an honorable duel
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Armored Beastman Horde, Organized Dual Axes (b[2d6+2] damage) 7 HP 3 armor Close Instinct: destroy civilization
- Fight with reckless abandon
- Sound the Horns
- Run when defeat is inevitable
- Kill the helpless
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the Great Minotaur of the Forest Solitary, Huge, Organized, Intelligent, Terrifying Humongous Axe (b[2d12+7] damage 1 piercing) 28 HP 1 armor Reach, Forceful, Messy Special Qualities: Its size and strength makes it extremely physically intimidating, but the hollow voids that are its eyes are what makes it truly terrifying. Horns and Hooves allow it to move quickly and charge with lightning speed and amazing force. Forest Minotaurs deal +2 damage on a charge. A massive pile of flesh the size of a small barn stands before you. The body of a hairy man with the head of a bull and big black hooves, wearing what seems to be tatters of leather armor and wielding a massive wicked-looking Axe. Its eyes are the colour of staring into the Void, its arms the thickness of massive tree trunks. Its hooves shake the ground as it walks, and its deafening call chills even the toughest soldier to the bone. Instinct: to destroy civilization
- Charge the opposition
- Attack with wide, cleaving motions, like an enormous butcher
- Eat a minor beastman or miscellaneous small creature to regain 8 health
- Revel in carnage, destruction or blood
- Proudly display a kill, sending nearby beastmen into a blood-rage
- Knock human-sized enemies around with ease