Mass: 60 tons Chassis: Puma Type Heavy Power Plant: Vlar 300 Extralight Fusion Engine Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: None Jump Capacity: None Armor: Valiant Lamellor with CASE II Armament:
2 Blankenburg Extended-Range Large Lasers
1 Imperator Code Red LB 10-X Autocannon
1 Harpoon-6 Short-Range Missiles Launcher Manufacturer: Unknown Primary Factory: Unknown Communications System: Dalban Micronics Targeting and Tracking System: Dalban HiRez
The ancient author, Oscar Wilde, once claimed that, “imitation is the most sincere form of flattery.” The Copycat is an Inner Sphere mimicry of the Hellcat as manufactured by Clan Sea Fox in 3133. Though ten tons heavier and slightly out-ranged by the original, it is otherwise an effective duplicate. So much so that Clan Sea Fox has sought injunctions to cease its production, but have been stymied by intentional bureaucratic red-tape and lengthy legal procedures in the Lyran Commonwealth.
Tech Base: Inner Sphere [E/X-X-E-D]
Role: Skirmisher
Battle Value: 1,582
Cost: 12,502,400 C-Bills
Equipment Mass
Internal Structure: Endo Steel 3
Engine: 300 XL 16.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 14 [28] 4
Gyro (Extralight): 1.5
Cockpit: 3
Armor Factor: 176 11
Internal Armor
Structure Value
Head 3 9
Center Torso 20 24
Center Torso (rear) 7
L/R Torso 14 20
L/R Torso (rear) 5
L/R Arm 10 25
L/R Leg 14 28
Weapons and Ammo Location Critical Mass
ER Large Laser RA 2 5
ER Large Laser RT 2 5
SRM 6 LT 2 3
Ammo (SRM) 15 LT 1 1
Ammo (AC) 10 LT 1 1
Ammo (Cluster) 10 LT 1 1
CASE II LT 1 1
LB 10-X AC RA 6 11
Mass: 95 tons Chassis: Combine-Republic Peacekeeper Superheavy Power Plant: Pitban 285 Fusion Engine Cruising Speed: 32 kph Maximum Speed: 54 kph Jump Jets: Lexington Lifters Jump Capacity: 90 meters Armor: Valiant Lamellor Armament:
3 Lord’s Light 2 Extended-Range Particle Projector Cannons Manufacturer: Luthien Armor Works Primary Factory: Luthien Communications System: Voice of Peace with Tanadi Computers Command Console Targeting and Tracking System: Keeper of the Peace
The PKP-5K is a variant of the Peacekeeper intended for assignment to senior battlefield commanders. The design replaces much of the standard Peacekeeper’s ordinance and maneuverability for greater Command, Control, and Communications via Command Console integration. As the BattleMech typically remains at distance from initial enemy contact, for overwatch support it incorporates triple Extended-Range Particle Projector Cannons with an adequate count of twenty-three Double Heat Sinks.
Tech Base: Inner Sphere [E/X-X-E-D]
Role: Sniper
Battle Value: 2,167
Cost: 12,210,900 C-Bills
Equipment Mass
Internal Structure: 9.5
Engine: 285 16.5
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 23 [46] 13
Gyro (Compact): 4.5
Cockpit (Command Console): 6
Armor Factor: 293 18.5
Internal Armor
Structure Value
Head 3 9
Center Torso 30 45
Center Torso (rear) 15
L/R Torso 20 30
L/R Torso (rear) 10
L/R Arm 16 32
L/R Leg 20 40
Weapons and Ammo Location Critical Mass
ER PPC RA 3 7
ER PPC CT 3 7
Jump Jet CT 1 2
ER PPC LA 3 7
Jump Jet RL 1 2
Jump Jet LL 1 2
Abraxas was raised to become a Bearer of the Cult: resolute warriors who protect the Hidden Faith’s relics and ruins from nonbelievers. He was shown the Cult’s occult secrets; even gifted with unfathomable powers from the Forgotten Goddess. Yet for reasons unknown, Abraxas grew disillusioned and under the guise of dying in battle, fled his responsibilities. Why the Forgotten Goddess has not reveal the truth to Her followers is a mystery that gnaws at Abraxas contentious.
Medium Humanoid (Dwarf), Lawful Evil
Armor Class 17, Initiative +2 (12) Hit Points 93 (9d8 + 9 + 18 + 18) Speed 30 feet
Dwarven Resilience. Abraxas has Advantage on saving throws he makes to avoid or end the Poisoned condition.
Dwarven Toughness. Abraxas’ Hit Point maximum increases by 9.
Font of Inspiration. Abraxas can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
Jack of all Trades. Abraxas can add +2 Proficiency Bonus to ability checks he makes that uses a skill proficiency he lacks and that doesn’t otherwise use his Proficiency Bonus.
Pact Magic (Short Rest). Abraxas is a 9th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks). He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Eldritch Blast, Mind Sliver
1st level (1 slot): Armor of Agathys, Hex
Spellcasting (Long Rest). Abraxas is a 9th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks). He can use a Musical Instrument, Simple or Martial weapon as a Spellcasting Focus.
Cantrips (at will): Mage Hand, Minor Illusion, True Strike
1st level (4 slots): Feather Fall, Healing Word, Sleep
2nd level (3 slots): Enhance Ability, Phantasmal Force, Suggestion
3rd level (3 slots): Dispel Magic, Hypnotic Pattern, Major Image
4th level (2 slots): Greater Invisibility, Phantasmal Killer, Polymorph
Tough. Abraxas’ Hit Point maximum increases by 18.
MAGIC ITEMS
Fortune’s Mantle. Abraxas gains a +1 bonus to Armor Class and saving throws while he wears this Cloak of Protection.
Meteor Axe. Abraxas has a +1 bonus to attack rolls and damage rolls made with this Greataxe +1.
ACTIONS
Extra Attack. Abraxas can attack twice instead of once whenever he takes the Attack action on his turn. In addition, Abraxas can cast one of his cantrips that has a casting time of an action in place of one of those attacks.
Eldritch Blast.Spell Attack Roll: +8 to hit, reach 120 feet. Hit: 11 (2d10) Force damage.
True Strike.Spell Attack Roll: +9 to hit, reach 10 feet. Hit: 10 (1d10 + 5) Radiant or Slashing damage plus 3 (1d6) Radiant damage.
BONUS ACTIONS
Bardic Inspiration (4/Short Rest). Abraxas can inspire another creature within 60 feet that can see or hear him. That creature gains one of his Bardic Inspiration dice. Once within the next hour, when the creature fails a D20 Test, the creature can roll 1d10 and add the number rolled to the total, potentially turning the failure into a success. A creature that has a Bardic Inspiration die from Abraxas can also use it for one of the following effects:
Defense. When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the result to its Armor Class against that attack.
Offense. Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the result to the attack’s damage.
Hew. Immediately after Abraxas scores a Critical Hit with a Melee weapon or reduces a creature to 0 Hit Points with one, he can make one attack with the same weapon.
Tremorsense (4/Long Rest). Abraxas gains Tremorsense with a range of 60 feet for 10 minutes. He must be on or touching a natural or worked stone surface to use this Tremorsense.
REACTIONS
Countercharm.Trigger: Abraxas or a creature within 30 feet fails a saving throw against an effect that applies the Charmed or Frightened condition. Response: Reroll the saving throw with Advantage.
“Soldiers with women often lose coin; soldiers with coin rarely lose women.”
Rogftr has fought across more battlefields than he can remember. In several conflicts he achieved victory, in several conflicts he fell into defeat, but most important of all he survived. Rogftr believes the sole cause worth fighting for is gold: not patriotism, not righteousness, just hard universal currency. Yet though he would never admit it, the intoxicating thrill of life-or-death combat is why he has not taken his considerable savings and found peaceful retirement.
Medium Humanoid (Human), Neutral
Armor Class 17 (Dual Wielding) or 19 (Shield); Initiative +9 (19) Hit Points 98 (5d8 + 5d10 + 20 + 20) Speed 30 feet
Cunning Strike. When Rogftr deals Sneak Attack damage, he can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack dice he must forgo to add the effect. Rogftr removes the die before rolling, and the effect occurs immediately after the attack’s damage is dealt.
Poison (Cost: 1d6). Rogftr adds a toxin to his strike, forcing the target to make a Constitution saving throw (DC 17). On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the poisoned target repeats the save, ending the effect on a success. To use this effect, Rogftr must have a Poisoner’s Kit on his person.
Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw (DC 17) or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the attack, Rogftr moves up to half his speed without provoking Opportunity Attacks.
Improved Critical. Rogftr’s attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a d20 roll of 19 and 20. Immediately after he scores a Critical Hit, he can move up to half his Speed without provoking Opportunity Attacks.
Initiative. Rogftr has Advantage on Initiative rolls.
Initiative Swap. Immediately after Rogftr rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Rogftr can’t make this swap if he or the ally has the Incapacitated condition.
Quick Draw. Rogftr can draw or stow two weapons that lack the Two-Handed property when he would normally be able to draw or stow only one.
Remarkable Athlete. Rogftr has Advantage on Initiative and Strength (Athletic) checks.
Resourceful. Rogftr gains Heroic Inspiration whenever he finishes a Long Rest.
Sneak Attack. Once per turn Rogftr can deal an extra 19 (3d6) damage to one creature he hits with an attack roll if Rogftr has Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type. Rogftr doesn’t need Advantage on the attack roll if at least one of his allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition and Rogftr doesn’t have Disadvantage on the attack roll.
Surprising Strikes. During the first round of each combat, Rogftr has Advantage on attack rolls against any creature that hasn’t taken a turn. If his Sneak Attack hits any target during that round, the target takes 5 extra damage of the weapon’s type.
Tactical Mind. When Rogftr fails an ability check, he can expend a use of his Second Wind. Rather than regaining Hit Points, he adds 5 (1d10) to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
Tough. Rogftr’s Hit Point maximum increases by 20.
MAGIC ITEMS
Ruby Blade. Rogftr has a +1 bonus to attack rolls and damage rolls made with this Shortsword +1.
Sapphire Blade. Rogftr has a +1 bonus to attack rolls and damage rolls made with this Scimitar +1.
ACTIONS
Action Surge. On his turn, Rogftr can take one additional action, except the Magic action. Once he uses this feature, he can’t do so again until he finishes a Short or Long Rest.
Extra Attack. Rogftr can attack twice instead of once whenever he takes the Attack action on his turn.
Dart.Ranged Attack Roll: +9, range 20/60 feet. Hit: 7 (1d4 + 5) Piercing damage. Vex: If Rogftr hits a creature with a Dart and deals damage to it, he has Advantage on his next attack roll against that creature before the end of Rogftr’s next turn.
Ruby.Melee Attack Roll: +10, reach 5 feet. Hit: 9 (1d6 + 6) Piercing damage. Vex: If Rogftr hits a creature with a Shortsword and deals damage to it, he has Advantage on his next attack roll against that creature before the end of Rogftr’s next turn.
Sapphire.Melee Attack Roll: +10, reach 5 feet. Hit: 9 (1d6 + 6) Slashing damage. Nick: When Rogftr makes the extra attack of the Light property, he can make it as part of the Attack action instead of as a Bonus Action. Rogftr can make this extra attack only once per turn.
BONUS ACTIONS
Cunning Action. Rogftr takes one of the following actions: Dash, Disengage, or Hide.
Enhanced Dual Wielding. When Rogftr takes the Attack action on his turn and attacks with a weapon that has the Light property, he can make one extra attack with a different weapon, which must be a Melee weapon that lacks the Two-Handed property.
Second Wind (3/Long Rest). Rogftr regains 10 Hit Points (1d10 + 5).
Steady Aim. Rogftr gives himself Advantage on his next attack roll on his current turn. He can use this feature only if he hasn’t moved during this turn, and after Rogftr uses it, his Speed is 0 until the end of the current turn.
Tactical Shift. Whenever Rogftr activates his Second Wind, he can move up to half his Speed without provoking Opportunity Attacks.
REACTIONS
Uncanny Dodge.Trigger: When an attacker that Rogftr can see hits him with an attack roll. Response: Halve the attack’s damage against Rogftr (round down).
“Surrender peacefully and I vow you will remain dead.”
Professor Nikolaos Vesper the Third ranks among the foremost archaeologist on the lost knowledge of fallen civilizations. Though his methods are macabre, his academic accomplishments are not lightly questioned. Vesper’s unorthodox expeditions provide an effective means to retrieve ancient treasures that would otherwise be outside the reach of academia. He is therefore granted substantial funding and unprecedented leeway by his colleagues to acquire them, so long as the ventures do not attract attention.
Medium Humanoid (Human), Neutral Evil
Armor Class 18; Initiative +2 (12) Hit Points 76 (8d6 + 1d8 + 18 + 18) plus 9 (2d4 + 4; False Life) Temporary Hit Points Speed 30 feet
Arcane Recovery (1/Short Rest). Vesper can recover expended spell slots. The spell slots can have a combined level equal to no more than 4, and none of the slots can be level 6 or higher.
Concentration. Vesper has Advantage on Constitution saving throws that he makes to maintain Concentration.
Grave Resilience. While holding his spellbook, when Vesper uses Arcane Recovery, his Exhaustion level, if any, decreases by 1.
Memorize Spell (1/Short Rest). Vesper can study his spellbook and replace one of the level 1+ Wizard spells he has prepared for his Spellcasting feature with another level 1+ spell from the book.
Overwhelming Necrosis. While holding his spellbook, damage from Vesper’s Wizard spells and Wizard features ignores Resistance to Necrotic damage.
Resourceful. Vesper gains Heroic Inspiration whenever he finishes a Long Rest.
Ritual Adept. Vesper can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in his spellbook. He needn’t have the spell prepared, but he must read from the book to cast a spell in this way.
Somatic Components. Vesper can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands.
Telepathic Connection. While the familiar is within 100 feet of Vesper, he can communicate with it telepathically.
Tough. Vesper’s Hit Point maximum increases by 18.
Undead Thralls. Whenever Vesper starts casting the Animate Dead spell, he can modify it so that the spell’s effective level is increased by 1. In addition, whenever he casts a Necromancy spell using a spell slot that creates or summons an Undead, the Undead gains the benefits below.
Undead Fortitude. The Undead’s Hit Point maximum and current Hit points increase by a number equal to the level of the spell slot used plus 5 for the duration of the spell.
Withering Strike. Whenever the Undead hits a creature with an attack roll, the Undead deals an extra 5 Necrotic damage.
MAGIC ITEMS
Failed Philosopher’s Stone. This 1-inch-diameter Ruby of the War Mage allows Vesper to use a Simple or Martial weapon as a Spellcasting Focus for his spells. For this property to work, he must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless Vesper detaches it as a Magic action, the weapon is destroyed, or his Attunement to the ruby ends.
Recompense. This Returning Handaxe grants a +1 bonus to attack and damage rolls made with it, and it returns to Vesper’s hand immediately after he uses it to make a ranged attack roll.
Tunnel Vision. While wearing these Goggles of Night, Vesper has Darkvision out to 60 feet. If he already has Darkvision, wearing the goggles increases its range by 60 feet.
ACTIONS
Recompense.Melee or Ranged Attack Roll: +4 to hit, reach 5 feet or range 20/60 feet. Hit: 3 (1d6) Slashing damage. The weapon returns to Vesper’s hand immediately after he uses it to make a ranged attack roll. He can use the weapon as a Spellcasting Focus for his spells.
True Strike with Recompense.Melee or Ranged Attack Roll: +9 to hit, reach 5 feet or range 20/60 feet. Hit: 8 (1d6 + 5) Slashing or Radiant damage plus 3 (1d6) Radiant damage. The weapon returns to Vesper’s hand immediately after he uses it to make a ranged attack roll. He can use the weapon as a Spellcasting Focus for his spells.
Magic Initiate (1/Long Rest). Vesper can cast the False Life spell without expending a spell slot.
Spellcasting. Vesper is a 9th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). Vesper has the following spells prepared:
Cantrips (at will): Acid Splash, Guidance, Mage Hand, Mending, Mind Sliver, Minor Illusion, Prestidigitation, Spare the Dying, True Strike
1st level (4/Long Rest): Cure Wounds, False Life, Feather Fallᴿ, Find Familiar, Sanctuaryᴮᴬ, Shieldᴿ
2nd level (3/Long Rest): Darkvision, Mirror Image, Misty Stepᴮᴬ, Suggestion
3rd level (3/Long Rest): Animate Dead, Fireball, Fly, Speak with Dead, Summon Undead
4th level (3/Long Rest): Arcane Eye, Banishment, Polymorph, Stone Shape
5th level (1/Long Rest): –
Tinker’s Magic (5/Long Rest). As a Magic action while holding Tinker’s Tools, Vesper can create one item in an unoccupied space within 5 feet of himself, from the provided list: Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Glass Bottle, Grappling Hook, Hunting Trap, Iron Spikes, Jug, Lamp, Manacles, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial. The item lasts until you finish a Long Rest, at which point it vanishes.
Undead Thralls (1/Long Rest). Vesper can cast the Animate Dead spell without expending a spell slot.
BONUS ACTIONS
Animate Dead. Vesper controls six Skeletons. He can mentally command any creature he made with the Animate Dead spell if the creature is within 60 feet of him (if Vesper controls multiple creatures, he can command any of them at the same time, issuing the same command to each one). Vesper decides what action the creature will take and where it will move on its next turn, or he can issue a general command, such as to guard a chamber or corridor. If Vesper issues no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
Telepathic Connection. Vesper can see through his familiar’s eyes and hear what it hears until the start of Vesper’s next turn, gaining the benefits of any special senses it has.
REACTIONS
Reactive Spell.Trigger: When a creature provokes an Opportunity Attack from Vesper by leaving his reach. Response: Vesper casts a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Skeleton Familiar
Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.
Medium Undead, Lawful Evil
Armor Class 14; Initiative +3 (13) Hit Points 13 (2d8 + 4) Speed 30 feet
STR
DEX
CON
INT
WIS
CHA
10
16
15
6
8
5
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
+0
+0
+3
+3
+2
+2
-2
-2
-1
-1
-3
-3
Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Gear Worn Healer’s Kit, Traveler’s Clothes; Weight Worn 7 pounds Gear Kept Backpack, Handaxe, Hooded Lantern, Light Hammer, Oil (3 flasks), Rations (10 days), Rope, Shovel, Tinderbox, 2 Waterskins; Weight Kept 66 pounds Senses Darkvision 60 feet, Passive Perception 9 Languages Understands Common plus one other language but can’t speak Challenge ¼ (XP 50; Proficiency Bonus +2)
TRAITS
Telepathic Connection. While the familiar is within 100 feet of Vesper, he can communicate with it telepathically.
ACTIONS
Familiar. The familiar rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
REACTIONS
Telepathic Connection.Trigger: Vesper casts a spell with a range of touch and his familiar is within 100 feet of him. Response: The familiar can deliver the touch.
Skeleton Thrall (3rd Level)
Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.
Medium Undead, Lawful Evil
Armor Class 14; Initiative +3 (13) Hit Points 22 (2d8 + 13) Speed 30 feet
STR
DEX
CON
INT
WIS
CHA
10
16
15
6
8
5
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
+0
+0
+3
+3
+2
+2
-2
-2
-1
-1
-3
-3
Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Gear Worn Shortbow, Shortsword; Weight Worn 4 pounds Senses Darkvision 60 feet, Passive Perception 9 Languages Understands Common plus one other language but can’t speak Challenge ¼ (XP 50; Proficiency Bonus +2)
Shortbow.Ranged Attack Roll: +5, range 80/320 feet. Hit: 6 (1d6 + 3) Piercing damage plus 5 Necrotic damage.
Undead Thrall (5th Level)
The spirit resembles an Undead creature with a chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to Vesper and his allies. In combat, the creature shares Vesper’s Initiative count, but it takes its turn immediately after his. It obeys Vesper’s verbal commands (no action required by him). If he doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Medium Undead, Neutral
Armor Class 17 Hit Points 70 (Ghostly and Putrid only) or 60 (Skeletal only) Speed 30 feet; Fly 40 feet (hover; Ghostly only)
STR
DEX
CON
INT
WIS
CHA
12
16
15
4
10
9
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
+1
+1
+3
+3
+2
+2
-3
-3
+0
+0
-1
-1
Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned Senses Darkvision 60 feet, Passive Perception 10 Languages Understands the languages that Vesper knows Challenge None (XP 0; Proficiency Bonus +4)
TRAITS
Festering Aura (Putrid Only). Constitution saving throw (17 DC), any creature (other than Vesper) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 5 (1d10) Force damage for every 5 feet traveled.
ACTIONS
Multiattack. The spirit makes three attacks.
Deathly Touch (Ghostly Only).Melee Attack Roll: +9, reach 5 feet. Hit: 18 (1d8 + 14) Necrotic damage, and the target has the Frightened condition until the end of its next turn.
Rotting Claw (Putrid Only).Melee Attack Roll: +9, reach 5 feet. Hit: 17 (1d6 + 14) Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.
Spellcasting, Ritual Adept, Arcane Recovery; Mage Hand, Mind Sliver, Prestidigitation, Magic Missile, Protection from Evil and Good, Ray of Sickness, Silent Image, Shield, Sleep
3
3
Wizard
Scholar (Perception); Detect Magic, Feather Fall
4/2
4
Wizard
Necromancy Savant, Necromancy Spellbook; Death Armor, Mirror Image, Misty Step, Ray of Enfeeblement
Mass: 30 tons Chassis: Earthwerks FFL Power Plant: General Motors 150 Fusion Engine Cruising Speed: 54 kph Maximum Speed: 86 kph Jump Jets: Lexington Lifters Jump Capacity: 120 meters Armor: StarSlab/1 with CASE Armament:
3 Martell Medium Lasers
1 Coventry Five-Tube LRM 5 Manufacturer: Coventry/Earthwerks Combine Primary Factory: Terra Communications System: Datacom 18 Targeting and Tracking System: RadCom TXX
* FFL-LAM_FILE_NOT_FOUND * Up in the sky!
* DATA_ACCESS_FAILURE * It’s an Aerospace Fighter!
* FILE_INTEGRITY_ERROR * It’s a BattleMech!
* CORRUPTED_DATA_BACKUP * No, it’s a Land-Air BattleMech!
Tech Base: Inner Sphere [D/D-E-F-F]
Role: Striker
Battle Value: 1,031
Cost: 2,440,100 C-Bills
Equipment Mass
Internal Structure: 3
Engine: 150 5.5
Walking MP: 5
Running MP: 8
Jumping MP: 4
AirMech Waking MP: 2
AirMech Running MP: 3
AirMech Cruising MP: 12
AirMech Flanking MP: 18
Safe Thrust: 4
Max Thrust: 6
Heat Sinks: 10 [20] 0
Gyro: 2
Cockpit: 3
Fuel: 80 0
Structural Integrity: 10
Armor Factor: 80 5
Internal Armor
Structure Value
Head 3 8
Center Torso 10 12
Center Torso (rear) 4
L/R Torso 7 8
L/R Torso (rear) 3
L/R Arm 5 7
L/R Leg 7 10
Weapons and Ammo Location Critical Mass
Medium Laser RT 1 1
Medium Laser CT 1 1
Medium Laser LT 1 1
LRM-5 LT 1 1
Ammo (LRM-5) 24 LT 1 1
CASE LT 1 0.5
2 Jump Jets RL 2 1
2 Jump Jets LL 2 1
In a desperate bid to increase her social standing within Dracula’s Court, a Noble Strigoi has agreed to supervise the destructive rampage of a Monstrous Stryx. Aware of the lethal jeopardy if control was lost, the Noble Strigoi has chosen replaceable resources, such as Starved Dhampir, to assist with guiding the creature without endangering herself. Thus far results have proven satisfactory and if the raid of an enemy stronghold proves successful, the Noble Strigoi hopes to impress Lord Dracula with her diligence.
Leader
Noble Strigoi
21 dt
Heroes
Monstrous Stryx
40 dt
Henchmen
Starved Dhampir, Starved Dhampir
14 dt
Noble Strigoi
Action
Life
Will
Command
Size
3
13
0
4
30mm
MOV
DEX
ATK
PRO
MND
5
5
4
4
4
Fangs
Range
Evasion
Damage
Penetration
0″
–
–
–
Character Abilities:
Expert Offence (3), Frenzied, Vampiric Attack (2)
Command Abilities:
Blood Frenzy (AURA Command Ability): Until the end of the round, any friendly characters with the Vampire keyword within Line of Sight increase their Vampiric Attack by 1 to a maximum of 2.
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.
Unique Abilities:
Bloodline: All friendly characters with the Vampire keyword in line of sight to this character gain Companion (Noble Strigoi).
Sanguine Sabotage: The Noble Strigoi has infiltrated the opponent’s gang to take them down from within. Whenever an enemy character uses a Command within 6″ of this character, roll a dice. On a 7+ the Command costs an extra Command Point if possible.
Keywords:
Faction (Strigoi), Leader, Vampire
Monstrous Stryx
Action
Life
Will
Command
Size
2
30
–
–
75mm
MOV
DEX
ATK
PRO
MND
6
3
5
2
2
Monstrous Claws
Range
Evasion
Damage
Penetration
0″
–
+2
-2
Baleful Screech
Range
Evasion
Damage
Penetration
Blast, Harmless, Stun
6″
-2
–
–
Character Abilities:
Bulky, Flight, Frenzied, Mindless, Slippery, Vampiric Attack (2)
Unique Abilities:
Aerial Aggression: When this character moves into base contact with an enemy character that is either 3″ above or 3″ below it at the start of the action, that enemy character skips their Protection roll for this character’s Attack of Opportunity.
Rip and Tear: When this character makes a Combat action with Monstrous Claws against an enemy character with full Life Points, for the rest of this character’s activation, it may re-roll any failed dice for Combat actions against that enemy character.
Serpentine: This character is able to move through spaces smaller than its base to a minimum of 2″. It must be able to fit where it ends its turn.
Character Abilities:
Frenzied, Vampiric Attack (2)
Unique Abilities:
Rejuvenated: This character starts the game with only 5 Life Points remaining. However, if they start any turn with 6 or more Life Points, they increase their MOVEMENT, DEXTERITY, ATTACK, and MIND by 1 until the start of their next turn.
Rule updates since the release of Blood in the Water made it possible to field Vlad Dracula, Ceres, Cibele, and Miriam — the sovereigns of the Strigoi faction — at a mere 100 Ducats. Though the Strigoi faction has suffered significant nerfs since their initial debut, the Vampire King and his Brides continue to maintain deadly melee supremacy. This gang intends for Vlad Dracula to punch through enemy lines, obliterate opposition, and create opportunities the Brides can exploit for further havoc. Keep in mind that African Bewitching, Eastern Swiftness, and Romani Fury do not need contact or line of sight to function. The progenitor vampires are attended by a Highborn Servant to provide ranged support and increased Equipment usage.
Leader
Vlad Dracula
27 dt
Heroes
Highborn Servant
13 dt
Henchmen
Ceres, Cibele, Miriam
57 dt
Equipment
Bottled Courage, Flashbang
3 dt
Vlad Dracula
Action
Life
Will
Command
Size
3
15
0
5
30
MOV
DEX
ATK
PRO
MND
4
5
5
5
5
Wallachian Halberd
Range
Evasion
Damage
Penetration
Two-handed
2″
–
+1
-2
Character Abilities:
Expert Offence (2), Expert Protection (2), Frenzied
Command Abilities:
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.
Transformation (PULSE Command Ability): Remove this character and place it anywhere on solid ground within 8″. This placement cannot be in base contact with an enemy character, and does not count as disengaging.
Unique Abilities:
Connoisseur: Vlad will not drink the blood of just anyone. When attacking a character with the Hero keyword, he gains Vampiric Attack (1). When attacking a character with the Leader keyword, he gains Vampiric Attack (3).
Master Bloodline: All friendly characters with the Vampire keyword in line of sight to this character gain Bodyguard (Vlad Dracula) and Companion (Vlad Dracula).
Character Abilities:
Concealment (+2), Frenzied, Infiltration, Slippery, Vampiric Attack (2)
Command Abilities:
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.
Romani Fury (PULSE Command Ability): Every friendly character with the Bride Keyword gains Expert Offence (3) until the end of the round.
Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.
Command Abilities:
African Bewitching (PULSE Command Ability): Every friendly character with the Bride keyword gains Stunned on their weapons until the end of the round.
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.
Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.
Character Abilities:
Frenzied, Vampiric Attack (1)
Command Abilities:
Eastern Swiftness (PULSE Command Ability): Every friendly character with the Bride keyword gains 1 AP until the end of the round.
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.
Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.
Sisters of Gelo: This character replenishes 1 Command Point at the start of each character turn if it has line of sight to any other friendly character with the Bride Keyword.
Character Abilities:
Companion (Vampire), Parry (1)
Unique Abilities:
Bankroll: For every character with this ability in your gang at the start of the round, select a different piece of Equipment that you have already used. You may use this piece of Equipment once more this round.
Sasaki Kojirō and Sephiroth fans rejoice: the elven curve blade is Kingmaker’s equivalent of a nodachi. Powerful versions are readily acquirable throughout the campaign, with Bane of the Living as the ultimate option if you can defeat the hidden Astradaemon. While categorized as Finesse Wielding, elven curve blades are also two-handed weapons and benefit from the 50% bonus damage of Power Attack.
This build combines Power Attack, sneak attack, and critical hits to inflict effective damage. It obtains the Iron Will feat at level 5 to mitigate dangerous mental failure, and the Blind Fight feat at level 15 to negate invisible enemy shenanigans. All remaining feat choices are dedicated towards the elven curve blade, Shatter Defenses, and late game dual wielding for Allslayer. While the obvious endgame weapon is Bane of the Living, inclusion of two-weapon fighting for an Allslayer in each hand provide attacks that devastate enemies immune or regenerative to Harm.
bane of the living, allslayer + allslayer, dark master’s robe, headband of inspired wisdom +6, castigator’s cloak, bracers of armor +8, river fox’s memento pendant, belt of physical perfection +8, daring duelist, ring of circumstances, gloves of the scribe, manticore skin boots
Thundercallers are not meant to be melee combatants; yet here we are. Though I frown upon using 8’s on starting attributes, in order to make this unorthodox concept work one needs min-maxing to assign at least 14 points towards Constitution. Any lesser amount would be early level hit point suicide and the exceptional baseline skill points and Will saves of a Bard makes sacrificing Intelligence and Wisdom tolerable concessions. Strength 11 to comfortably wear armor and gear without weight penalty.
This build goes hard for longsword optimization in anticipation for endgame acquisition of Perfection, which adds much needed Inherent +2 to multiple stats while equipped. Piranha Strike is obtained at level 5 for the requisite damage of a would-be warrior. Completing the Crane Style feat chain, along side medium armor proficiency, then becomes a focal point for survivability afterwards. Spell selection includes melee favorites such as greater heroism and haste; however various support magics such as communal delay poison and mass cacophonous call are also included to maintain the Bard’s trademark flexibility.
perfection, singing steel breastplate, headband of alluring charisma +6, absolver’s cloak, maya’s charm, belt of physical perfection +8, ring of circumstances, great dreamer’s smile, cheatsheet gloves, manticore skin boots