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Armoured Airship Solitary, Huge, Construct, Amorphous, Airborne Carpet bombing. ([2d10+7] damage, 2 piercing, can cover large area) 27 HP 4 armor Reach, Forceful, Ignores Armor, Near Special Qualities: Very large, Capable of slow flight, Vulnerable to electricity, Vulnerable to piercing damage, Vulnerable to explosive damage, Devastates large area Armoured Zeppelins are gigantic, rigid airships which cruise through the sky at a slow, unrelenting rate, required to maintain a relatively low altitude below the cloud line. They are manufactured specifically to carpet bomb targeted areas, sometimes deployed in pairs or even trios in the case of large cities or heavily fortified locations. Despite the thin alloy that coats the hydrogen gas bag to repel minor ballistic fire, the Zeppelins are still vulnerable against armour-piercing rounds and explosive damage; and may ignite if attacked in key areas of weakness. Instinct: N/A: Manufactured, piloted by crew.
- Enormous armoured Zeppelins, manufactured for bombing raids.
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Elite Unit (1900s Adaptation) Group, Intelligent, Well-Equipped, Stealthy Rifle fire (A), sniper fire (B), sidearm fire (C), fragmentation grenade (D), combat knife (E), (A/B/C/D/E[1d10/1d12 piercing/1d6/1d10+5/1d4]] damage) 8-12 HP 2-4 armor Close, Far Special operations are military operations that are "special" or unconventional and carried out by dedicated special forces units using unconventional methods and resources. Special operations may be performed independently of or in conjunction with conventional military operations. Special operations are usually conducted in a low-profile manner that aims to achieve the advantages of speed, surprise, and violence of action against an unsuspecting target. Special ops are typically carried out with limited numbers of highly trained personnel that are adaptable, self-reliant and able to operate in all environments, and able to use unconventional combat skills and equipment. Instinct: Follows high-tier Military commands.
- Highly trained individuals in Military special forces.
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Unarmed Civilian (1900s Adaptation) Group/Mass, Intelligent Knives & improvised melee weapons (A), bare hands (B), (A/B[1d4/1d4 - 2] damage) 3 HP 0 armor Close In general, a civilian is "a person who is not a member of the military or of a police or firefighting force."Under the laws of war, a civilian is one not being a member of the armed services and does not take a direct part of hostilities in times of armed conflict. Civilians encompass the general, untrained public. In order to provoke a fight with civilians, the circumstances may vary greatly; for example, civilians could be fought during a riot, an unprovoked attack, or made hostile as a result of player actions. Instinct: Attacking the player character, either in assault or self defence.
- Hostile, untrained civilians in any capacity, lacking firearms.
- May call on the support of nearby civilians or military, depending on the situation.
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Infantry Soldier (1900s Adaptation) Squad/Platoon, Organized, Intelligent Rifle fire (A), sidearm fire (B), combat knife (C), (A/B/C[1d10/1d6/1d4] damage) 6 HP 1 armor Ranged/Close The infantry is the branch of a military force that fights on foot. As the troops who are intended to engage, fight, and defeat the enemy in face-to-face combat, they bear the brunt of warfare and typically suffer the greatest number of casualties. Instinct: Follows military command and hierarchy.
- Military troops that fight on foot.
- Equipped with radios to call for support.
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Tank (1900s Adaptation) Solitary, Huge, Construct Explosive shells (A), machine gun (B), (A/B[1d20+5/2d8 +2 piercing] damage) 24 HP 5 armor Reach, Forceful Special Qualities: Manufactured for assault. A tank is a large, heavily armoured fighting vehicle with tracks and a large tank gun that is designed for front-line combat: Mounting a large-calibre cannon in a rotating gun turret, in addition to a secondary gatling gun. They combine this with heavy vehicle armour which provides protection for the crew, the vehicle's weapons, and its propulsion systems, and operational mobility, due to its use of tracks rather than wheels, which allows the tank to move over rugged terrain and be positioned on the battlefield in advantageous locations. These features enable the tank to perform well in a tactical situation: the combination of powerful weapons fire from their tank gun and their ability to resist enemy fire means the tank can take hold of and control an area and prevent other enemy vehicles from advancing. In both offensive and defensive roles, they are powerful units able to perform key primary tasks required of armoured units on the battlefield, Instinct: N/A - Military Vehicle
- Fire explosive shells, with a secondary gatling gun.