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Manimal Soldier Squad, Organized, Intelligent (1d8+1 damage 1 piercing) 12 HP 3 armor Close, Forceful, Near, Far These half man, half animal experiment soldiers are deployed by the church to enforce and do dirty work. A squad of Manimals can pose serious risk to even the most veteran of foes. Instinct: To subdue and conquer through force
- Shoots with its gun/bow
- Shreds with its claws
- Call for backup
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Heavy Infantry Horde, Organized, Intelligent Sword, Spear (1d8 damage) 10 HP 4 armor Close, Hand This is a plated soldier equipped with shield and sword and spear. It is a part of a larger army. It moves with its regiment,platoon,squad in formation to destroy its enemies. It is well equipped and can be found in numbers ranging from the dozen or so to the thousands. Instinct: To destroy it's enemies
- Part of an army
- Reinforcements
- Formations
- Discipline
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Light Infantry Horde, Organized, Intelligent Sword (1d6 damage) 6 HP 2 armor Close This is light infantry. It has leather armors, a sword, and a wooden shield. It is part of an army/regiment/squad. Instinct: To destroy the enemy
- Part of an army
- Reinforcements
- Formations
- Discipline
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Archer Infantry Horde, Organized, Intelligent Bow (1d6 damage 1 piercing), Dagger (1d6 damage) 6 HP 1 armor Close, Hand This is an archer infantryman. It can fire it's bow at the enemy. It has a dagger to defend itself and leather armor. Instinct: To rain death upon the enemy
- Shoots bow
- Reinforcements
- Formations
- Discipline
- Effective against enemy formations
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Roc Solitary, Large, Frightening Bite (d12+2 damage) 16 HP 3 armor Close Special Qualities: Frightening Size, Diving Attack, Flight, Poisonous Bite A giant roc. This is a medium dragon-like creature of frightening size and power. They are known to fly through deserts and wastes, hunting for prey. They are formidable foes, especially to the lonesome wanderer, tough for a small group. Their hide is thick like armor. Instinct: To hunt and eat
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Desert Jackal Group, Small Diseased Bite 1d6+2 damage 6 HP 0 armor Close Special Qualities: Desert Survival, Pack Hunting, Diseased Bite (Sickens) A desert jackal. A desert hyena. A pack of desert wolves. Whatever you call it, these animals are pack hunters and plague the desert wanderer. They are dirty and mean and would gladly eat you and everyone you care about. Their mouth's are full of disease. Instinct: To hunt and eat
- Rends with tooth
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Great Dunes Scorpion Group, Small Tail Lash (d8+2 damage 1 piercing) 6 HP 1 armor Close A huge scorpion native to the Great Dunes. The spine on its tail contains a dangerous venom. Instinct: TO EAT
- Stinging Tail (Poison: -1 HP per turn)
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Elite Guardsman Group, Intelligent, Cautious Longsword (b[2d8+2] damage) 6 HP 5 armor Close, Near The elite guard attends the highest nobles in the seven duchies. They're the cream of the crop. Chosen to follow orders and do so with brutal skill and unwavering loyalty. They're as good as brainwashed for all intents and purposes. They've pledged their lives and loyalties to their Lords Instinct: to protect
- Guard the lives and wellbeing of nobles
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Human Town Guard Group, Organized, Intelligent, Cautious Longsword (d8 damage 1 piercing) 6 HP 3 armor Close Instinct: Enforce the law
- Arrest
- Guard Whistle
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Mithril Golem Group, Large, Intelligent, Construct giant spiked ball (b[2d8+4] damage) 18 HP 3 armor Forceful, Reach, Ignores Armor, Near Special Qualities: magical, constrcut A golem crafted from mithirl, towering nearly 3m tall, put together by a master craftsman and animated with magic. It's smaller than your usual stone or clay golem, though making of mithril means its lighter...and faster Instinct: follows its master's order
- smash its foes
- shoot razor discs from its chest
- move in a burst of speed