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Animated Armor Solitary, Cautious, Amorphous Ancient sword (d10+2 damage) 19 HP 7 armor Close Special Qualities: Disassemble and reassemble. Instinct: Stop trespassers
- fight with the strength of long forgotten ages
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Warlord of the east Solitary, Stealthy, Divine, Magical, Intelligent, Cautious Sword (b[2d10] damage 1 piercing) 18 HP 4 armor Close, Messy The Warlords of the eastern kingdoms are among the fiercest warriors in the world. Trained in both sword-and-shield-combat and magic, there are few that can encounter one of these terrible menaces and live to tell the tale. They are more intelligent than the average soldier, and keep their group or army in fighting-shape. Instinct: to spread chaos
- Blink - it can teleport its way out of danger or to attack from behind
- Pull - an object or person is pulled in fast
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Tavern Dweller Group, Intelligent Swinging Wildly (d6+2 damage) 10 HP 0 armor Close, Forceful A typical Barfly, these patrons frequent the local taverns - singing baudy songs and drinking heavily. More than one has tried to skip out on their tab, and fights are frequent. Instinct: To drink and not pay
- Drink, Brawl, Tell Baudy Jokes
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Vorpal & Voyde Swarm Mk I Solitary, Tiny, Devious, Construct Swarm around and sting. (d6-2 damage) 16 HP Hand Special Qualities: Mechanical, unknown powersupply. High Elemental-Resistance. A swarm of a sort of mechanical mosquitos, the size of a halfling-fist, made of dark metal-alloys. Too small to have own powergenerators they rely on recharching their accumulators in their hive. Since they are only active and using much of their power when activated by special cause this is by far sufficent enough letting them do their job. Mainly used for scout-purposes they are a fine method of detecting and holding off intruders, sedating them for some time until the cavalry arrives. Being very agile in midair and resistent against most elements comes with poor resistance against physical threads as well as the poor possibilities in attacking amored targets. They mostly rely on finding unprotected areas of their victims. Instinct: To swarm out and to sting
- Scout and sedate intruders.
- Several stings will daze or paralyze the target.
- Glows faintly when active and powered.
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Worg Horde, Organized, Intelligent, Hoarder Bite (b[2d6+2] damage 1 piercing) 7 HP 0 armor Close Worgs are large wolf-like mammals. Despite their looks, however, they are quite intelligent, but often find themselves forces to work with humanoids as their shape is ill-suited for handling tools and the like. Instinct: To hunt
- Track
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Hurlock Horde, Organized Large blades (d6+4 damage 1 piercing) 11 HP 2 armor Close, Forceful Tainted Men, who love their blades and carve their kills on crude plated armor. Corpse-like in visage they can turn a land barren in a matter of days. Instinct: Ravage the land
- Tainted Blood
- Sound the horns of war
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Kobold Sniper Horde, Small, Stealthy, Intelligent, Hoarder Sniper rifle (b[2d6] damage 2 piercing) 3 HP 2 armor Close, Far Kobold snipers harry enemies from afar, setting themselves up in superior positions. Kobold metabolism is very effecient, meaning these fellas can sit for days with very little food or water. Instinct: To protect tribe
- Set up traps
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Kobold Skirmisher Horde, Small, Stealthy, Intelligent, Hoarder Tunnel blaster (d4 damage 3 piercing) 3 HP 2 armor Close, Near Kobold skirmishers protect their tribe and kinfolk, engaging enemies in quick raids only to fall back.They use tunnels blasters, shotguns designed to fill entire hallways with clouds of pellets. Instinct: To protect tribe
- Set up traps