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  • Sand Wizard Solitary, Magical, Divine, Intelligent, Hoarder
    Sand attack (b[2d12+4] damage) 14 HP 4 armor
    Close

    It is a wizard. Instinct: To get rich.

    • It controls sand.
    • It controls sand.
    Tweet
  • Wizard Magister Solitary, Magical, Intelligent
    Magic Blast (b[2d10] damage) 12 HP 4 armor
    Close, Ignores Armor, Far

    Years of training has made these people masters of the arts.Not only have they learned much of what there is to know of magic, they've probably invented a few tricks too. Instinct: To master magic

    • Create Artefacts
    • Cast spells
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  • Wizard Adept Group, Magical, Intelligent
    Magic blast (b[2d6] damage) 6 HP 0 armor
    Close, Ignores Armor

    Wizard Adepts are your standard educated spell shapers. They have understood the basics and will probably start specialising, leading to each having an unique flavour of magic. Instinct: To master magic

    • Create artefacts
    • Cast spells
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  • Wizard Apprentice Horde, Magical, Intelligent
    Magic Blast (d4 damage) 3 HP 0 armor
    Close, Ignores Armor, Far

    Wizard apprentices have only just started to learn the complicated formulas and spells that will eventually allow them to bend the fabric of reality. Still, they should not be underestimated. Instinct: To master magic

    • Create artefacts
    • Cast spells
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  • Fighter Armsmaster Solitary, Intelligent
    Machine gun (b[2d10+2] damage) 16 HP 4 armor
    Close, Far

    A good fighter knows how to hurt people. A great fighter knows how to stay alive while doing so. These wily foxes are never trained. Only experience on the battlefield can give them the knowledge to become this tough and unwilling to die. Instinct: To fight and win

    • Employ clever tactics
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  • Fighter Soldier Group, Intelligent
    Machinegun (b[2d8+2] damage) 10 HP 2 armor
    Close, Far

    These guys have either received proffesional training or have survived a couple skimishes. Either way, they're the tpe of guys you'd expect to meet on the battlefields, having learned a couple of tricks for bringing the pain. Instinct: To fight and win

    • Emply clever tactics
    Tweet
  • Fighter Thug Horde, Intelligent
    Machine gun (b[2d6] damage) 7 HP 2 armor
    Close

    Fighter thugs have only just learned how to properly use a gun. Maybe they're fresh fro mthe academy or maybe they've learned it all from the streets. Whatever the case, they're tough and clever, a deadly combination. Instinct: To fight and win

    • Employ clever tactics
    Tweet
  • Bugbear Huntsmaster Solitary, Stealthy, Intelligent, Hoarder
    Hunting Rifle (b[2d10] damage 1 piercing) 12 HP 1 armor
    Close, Far

    Bugbear huntsmasters are supreme trackers and eliminators. Little save death can dissuade them once they are on the trail. And sometimes, even that will not stop them. Instinct: To hunt

    • Shoot the legs
    • Use camouflage
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  • Goblin Ravager Solitary, Small
    Dual Nail Guns (b[2d8] damage) 12 HP 2 armor
    Close

    Goblin ravagers lead bands of raiders on missions. Heaviler armoured and compensating for weak arms by bringing double the fun, they should not be underestimated. Instinct: Secure victory of the goblin tribe

    • Break stuff
    Tweet
  • Monk Master Solitary, Intelligent, Cautious
    Precise fist (b[2d10] damage 3 piercing) 16 HP 3 armor
    Close

    Masters of the ancients arts, these monks are often the leaders of their orders. Their techniques allow them to break metal and bone alike with tehir bare hands. Instinct: To serve the ideals of the order

    • Stun with a blow
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