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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
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Tatzlwyrm Solitary Constrict and rake (b[2d12] damage) 12 HP 2 armor Close Tatzlwyrms a primitive dragons. Half their body is a massiv tail, which they use to grab and crush prey, while breathing noxious vapours at them. Almost strictly carnivores, they are maybe weak when compared to greater dragons, but not to be underestimated. Instinct: To feed
- Breathe vapours of weakening poison
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Hobgoblin Soldier Horde, Stealthy, Intelligent, Cautious, Hoarder Machinegun (b[2d6] damage) 3 HP 4 armor Close, Near, Far Hobgoblin are a very war-like race, but unlike the orcs, they enjoy it as a thought out, well governed tactical game. The rank and file pawns of this game are the soldiers, who relish the oppertunity to bring the hobgoblin warmachine down upon their foes. Instinct: To earn glory on the battlefield
- See in the dark
- Sneak around
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BOSS: Vorpal & Voyde Guardian Golem Mk X Solitary, Intelligent, Cautious, Construct "War-Pal"-Katana, (b[2d10+8] damage), leap-attack from above (+1d12) 20 HP 6 armor Close, Ignores Armor, Near Special Qualities: Ever-lasting warden., Constant standby-mode, Engagement-protocoll activated by security-breach., Powered by unknown energy. One of the last automaton-models of Llodwyn Vorpal and Cyrea Voyde. And one of the most dangerous and obscure ones since close to all plans and blueprints are lost or destroyed - mostly assumed to be both. The story goes, the Mk X Automaton might be no automaton at all and more like a kind of humanoide experiment. The fact that human components are bound to fail one day and none of the Mk X's ever did ever such a thing or even something close to that could evidence to the contrary. Despite the figure of an 7 to 9 feet large human, despite that the heavy armored appearance, unparalleled durability, speed, endurance and skill in fencing shows inhuman power and possibilities. Beeing uncertain and unverified wether the Mk X might be the crown of the exklusive V&V-product-pallet or wether it was manufactured and designed in cooperation with an unknown third-party, it is safe to say that the katana-like weapon of most of the Mk X, in the stories baptized and trademarked "War-Pal" by Llodwyn before his disappearance, is also one of the last and most deadly inventions by V&V. It's a pity, the technique of these blades, beeing able to cut common metal and even stone with ease, is lost. Instinct: To protect & eliminate
- Search & destroy.
- Might be reasonable.
- High speed & endurance.
- Strong long-distance-leap/power-attacks.
- Shockwave on leap-attack-impact if nothing in sword-range.
- Immune to simple magic & spells.
- Can't be disarmed while powered/alive
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Vorpal & Voyde Guardian Golem Mk II Solitary, Large, Stealthy, Construct Slash & pierce with metal-claws, (b[2d10+2] damage 1 piercing), leap-attack from above (+1d12, +3 piercing), heat-bursts b[2d10] 24 HP 3 armor Near Special Qualities: Ever-lasting warden, Activated by remote-activation; disturbance; system-failure , Devestating leap-attacks The Vorpal & Voyde Guardian Golem Mk II was designed mainly after a the sudden death of the father of Cyrea Voyde by a large spider while travelling through an area, known for its...well giant spiders. Since Cyrea Voyde didnt really ever liked her father she was much more facinated by the efficency she recognized while studying several population of spiders and similar insects. Following this model together with her companion and colleague Llodwyn Vorpal she developed the Mk II, an automaton the size of a full grown cow but with the anatomy of a spider, made of high-durable steel-alloys. Being much more gracile than the Mk I this new V&V-automaton features a fantastic agility, being able to crawl on even most smooth stone- and metalsurfaces in high speed and deliver impressing leap-attacks from great hights on unwanted intruders and threats. For the powersupply of such a fast-moving automaton Vorpal and Voyde developed a new sort of generator, different to the older Voyde-Generator. Though not as stable as the old one the new was able to provide much more power in a short period of activity and even provided the possibility of a number of heatbursts, melting most organic things around the Mk II in a few seconds away. Though, the more these overcharges are used, the more unstabel and unreliable the automaton gets. Instinct: to secure & protect an area
- Guard & Defend
- Climb & walk on most surfaces
- Leap-attak from above after 1 heat-burst might destroy the Mk II
- 2nd heat-burst MIGHT result in self-destructive, devestating core-melt-down
- 3rd heat-burst WILL result in self-destructive, devestating core-melt-down
- Leaves visible claw-marks when climbing walls/ceilings
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Vorpal & Voyde Guardian Golem Mk I Solitary, Construct Slash with blades (b[2d10+2] damage) 16 HP 3 body-armor, 7 rear-sield-armor Close Special Qualities: Spinning Blades, Surreal-blinding-light Emitter, Ever-lasting warden, Needs to be activated. The VVGG Mk I were manufactured long ago by the two genius engineers and mages Llodwyn Vorpal and Cyrea Voyde - as one of many designs of automatons and golems, their company was asked for, many centuries ago. The Mk I features a stocky figure, but still larger than the most man. The strong, enduring, but short legs carry the heavy torso which backside is protected by a nearly impenetrable shield, similar to a turtle, under which the Mk I rests completely until its activation. Activated and ready to fight there are one to four long, segmented arms, equiped with several long blades, though the design of the equiped armaments can differ. The head-piece of the Mk I - from behind also protected by the rear-shield - contains the artificial brain, but also some of the Mk I feature a sort of black-light-emitter, being able to fire bursts of blinding, sureal light, stunning and disorientating most humanoid and faunal lifeforms. Since the casing, armaments and rear-shield of an original VVWW Mk I are made of high-durable and resilient metal-alloys the Mk I proofed to be a highly reliable warden-device, unchallenged dirt and moisture. The patented Voyde-Generator provides over all close to indefinite power-support. Instinct: To Guard; To Defend
- Guard & Defend
- Neutralize threats
- Last forever