-
Imperial Guard Group, Intelligent Musket (b[2d8+2] damage 1 piercing) 8 HP 2 armor Close, Far 'Tromp-Tromp-Tromp' - the Guard have arrived! Admire their disciplined musket volleys, and real in the face of their devastating bayonet-drill. Just don't get in their way! Instinct: to loyally defend the Empire
- Disciplined musket-fire
- Masterful bayonet-charge
-
Imperial Levy Group, Organized, Intelligent Musket (d8+2 damage) 6 HP 1 armor Close, Near Look at this poor, awkward bastard, dressed in the livery of the Empire. Chances are, he's barely been trained to use that brand-new musket he's got. Standard Imperial tactics involve firing a shot, and then scuttling-in to have a go at you with his bayonet. Poor bugger. Instinct: To (reluctantly) serve the Empire
- Shaky musket-fire
- Blow emergency whistle
- Bayonet-charge
-
Steam Dragon Solitary, Large, Construct Scalding breath (d10 damage) 24 HP 2 armor Ignores Armor, Near Special Qualities: Red-hot body The piece de resistance of the park - an enormous, steam-powered dragon, complete with red 'weak points' for excitable children to whack with wooden swords. Now animated by malevolent magic, and exhaling super-heated water vapour that can boil real soldiers inside their armour. Somebody's given it real wings, too. That can't be... human leather they're made from, right? Sometimes, when it moves, strange, otherworldly voices can be heard whispering, from within it - a testament, no doubt, to its true masters. Instinct: to burn and melt
- Exhale superheated steam
- Flap its enormous, creepy wings
- Whisper dark things
-
Steam Minion Horde, Small, Construct Blunt Wooden Sword (d4 damage) 3 HP 1 armor Close Special Qualities: Red-hot body 'Clatter-Hiss', go the little Steam Minions, as they hurry about the park. What a delight! But wait - why are their boilers glowing red-hot? Why are their cartoonish painted faces bubbling off? Why are they suddenly swarming this way? Instinct: to patrol
- Sword strike
- Sudden venting
- Tactical retreat
-
Mage Knight Horde, Magical, Organized, Construct Mageblade (d6 damage 1 piercing) 3 HP 1 armor Close, Near Special Qualities: Defender of the Castle, Resurrects Itself, Relentless Defender "Crafted from the magic of a mage and the body of a knight, Mage Knights are the defenders of a castle and always come back. Wizard-kings should have a stable army of these. Always." The Book Of Constructs for the Enlightened Mage. (Monster by Zola, age 9.) Instinct: to defend
- Defend using spells
- Create spooky illusions, keeping intruders away
- Summon 1d4 other knights
-
Lowhin Group, Intelligent, Hoarder Claws, Bite, Mace (d8 damage) 12 HP 1 armor Close, Forceful Special Qualities: Intimidating, Extreme aggression, Extreme speed The Lowhin are an old dynasty first recognised in 100 BC. They looks like normal human beings until they are enraged or scared. Then their head becomes a lion head and they receive the powers of a loin. They use biting and clawing as their main attack and often use an additional mace for combat. The are very aggressive and excellent fighters. Their ultimate goal is to destroy the oponent and they will fight til death. Instinct: to fight until death
- Biting
- Clawing
- Mace
-
Azzul the Black Solitary, Divine, Magical, Intelligent Dual Kamas (d10+2 damage 1 piercing) 22 HP 2 armor Close Wrapped in a swirling black cloak and clad in finely forged scale, Azzul is the leader of the Cult of Many Eyes. His ambitions of Godhood have lead him not only to reanimate the Formian Empress, but also to collect powerful artifacts. The most notable of these, besides the Elementium from the museum, is the two kamas he carries in his hands. One shines with an unearthly pale blue glow, and is made of shining steel. The other appears made from obsidian, it's blade constantly dripping with a slow trickle of blood. Instinct: To Ascend
- Switch Weapons; Call an Abomination
- Absorb a Soul to restore health
-