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The Great Commorragh Campaign Enemies
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[[The_Great_Commorragh_Campaign| Back to The Great Commorragh Campaign Main]] ==Humans== ===PDF Trooper (10 Glory)=== SIZ 13 DEX 9 STR 12 CON 13 DMG 4d6, Stun 13, MW 13 HP 25, UNC 6, Armor 4 (+4 Parry) Lasgun 12, Bayonet 10 ===PDF Officer (15 Glory)=== SIZ 14 DEX 10 STR 13 CON 14 DMG 5d6, Stun 14, MW 14 HP 28, UNC 7, Armor 8 (Hard) (+5 Parry + see chainsword) Laspistol 12 (DMG 3d6, gives sword and pistol bonus) Chainsword 15 (+1d6 damage vs Soft Armor, +2 Parry) Knife 12 (DMG 4d6) ===Elite Trooper (20 Glory)=== SIZ 14 DEX 10 STR 13 CON 14 DMG 5d6, Stun 14, MW 14 HP 28, UNC 7, Armor 10 (Hard) (+5 Parry + see chainsword) Valorous 15 Laspistol 15 (DMG 3d6, gives sword and pistol bonus) Chainsword 16 (+1d6 damage vs Soft Armor, +2 Parry) Knife 12 (DMG 4d6) ===Elite Officer (25 Glory)=== SIZ 15 DEX 10 STR 14 CON 15 DMG 5d6, Stun 15, MW 15 HP 30, UNC 8, Armor 12 (Hard) (+5 Parry + see chainsword) Valorous 15 Bolt pistol 12 (DMG 4d6, +1d6 vs Soft Armor, gives sword and pistol bonus) Chainsword 18 (+1d6 damage vs Soft Armor, +2 Parry) Knife 12 (DMG 4d6) Directed Trait: Mark of Slaanesh +3 (adds to Valor for major wounds) ==Astartes== ===Chaos Marine Aspirant (50 Glory)=== SIZ 20 DEX 14 STR 20 CON 16 DMG 7d6, Stun 18, MW 16 HP 34, UNC 9, Armor 14 (Hard) (+7 Parry + see chainsword) Valorous 18 Bolt pistol 15 (DMG 4d6, +1d6 vs Soft Armor, gives sword and pistol bonus) Chainsword 18 (+1d6 damage vs Soft Armor, +2 Parry) Knife 15 (DMG 5d6) Directed Trait: Mark of Slaanesh +3 (adds to Valor for major wounds) ===Emperor's Children Space Marine (100 Glory)=== SIZ 23 DEX 18 STR 25 CON 20 DMG 8d6, Stun 23, MW 20 HP 43, UNC 11, Armor 18 (Hard) (+9 Parry + see chainsword) Valorous 20 Legion Bolt pistol 18 (DMG 5d6, +1d6 vs Soft Armor, gives sword and pistol bonus) Chainsword 21 (+1d6 damage vs Soft Armor, +2 Parry) Knife 18 (DMG 7d6) -Soul Siphon: When it deals a Major Wound to an Eldar with a melee attack it regains 5hp. Directed Trait: Mark of Slaanesh +5 (adds to Valor for major wounds) ==Eldar== ===Kabalite Warrior (25 Glory)=== SIZ 12 DEX 16 STR 13 CON 12 DMG 4d6, Stun 12, MW 12 HP 25, UNC 6, Armor 10 (Hard) (+8 Parry) Valorous 14 Splinter Pistol 13 (DMG 3d6, Poison 10) Splinter Rifle 16 (DMG 4d6, Poison 10) Bayonet 13 (DMG 4d6, spear) ===Kabalite Thug (15 Glory)=== SIZ 11 DEX 15 STR 12 CON 11 DMG 4d6, Stun 11, MW 11 HP 22, UNC 6, Armor 10 (Hard) (+8 Parry) Valorous 13 Splinter Pistol 11 (DMG 3d6, Poison 10) Splinter Rifle 14 (DMG 4d6, Poison 10) Bayonet 12 (DMG 4d6, spear) ===Mandrake (25 Glory)=== SIZ 14 DEX 16 STR 15 CON 15 DMG 5d6, Stun 14, MW 15 HP 29, UNC 7, Armor 2 (Soft) (+8 Parry + Blade) Valorous 18 Shadowstep 12 Blade 15 (DMG 5d6, +1 Parry) Claws 15 (DMG 4d6) *Mandrakes get the +5 bonus to combat skills for being unarmored. *Shadowskin: Mandrakes exist partially in another dimension and as such when they take a wound they make a DEX-10 check. If they succeed the damage is reduced to 1HP. They must still test for consciousness or Valor from MW. If they fail they always flee, roll their Shadowstep unopposed to secape. ==Beasts== ===Razorwing=== SIZ 1, DEX 20, STR 5, CON 5 DMG 1d6 Stun 1, MW 5 HP 6, UNC 2, Armor 0 + Parry 5* Blades 12 (+1d6 vs soft armor) *Due to their light build most flyers halve their parry rating. A Typical Razorwing flock consists of 10-15 animals and can attack at most 3 nearby targets (the flock must stay together). When it attacks up to 3 can attack each target and wounded animals will immediately move to the back of the flock to avoid further combat. ==Greenskins== ===Gretchin (1 Glory)=== SIZ 6 DEX 15 STR 6 CON 15 DMG 2d6, Stun 6, MW 15 HP 21, UNC 5, Armor 1 (+4 Parry) Stabba 6 *Cowards: Gretchin always fail Valorous rolls due to a Major Wound. ===Mekboy (10 Glory)=== SIZ 14 DEX 10 STR 12 CON 16 DMG 4d6, Stun 14, MW 16 HP 30, UNC 8, Armor 6 (+5 Parry) MekTool 12 *Mob Roolz: Orks have a bonus to Valorous rolls equal to the number of Orks nearby. Typically there are 2d6+3 Orks close enough to count. ===Ork Boy (15 Glory)=== SIZ 18 DEX 8 STR 16 CON 18 DMG 6d6, Stun 18, MW 18 HP 34, UNC 9, Armor 6 (+4 Parry) Slugga 8, Choppa 14 *Mob Roolz: Orks have a bonus to Valorous rolls equal to the number of Orks nearby. Typically there are 2d6+3 Orks close enough to count. ===Big Mek (20 Glory)=== SIZ 18 DEX 10 STR 16 CON 18 DMG 6d6, Stun 18, MW 18 HP 34, UNC 9, Armor 8 (+5 Parry) Blasta 12, Choppa 16 *Mob Roolz: Orks have a bonus to Valorous rolls equal to the number of Orks nearby. Typically there are 2d6+3 Orks close enough to count. ===Mad Boy (20 Glory)=== SIZ 18 DEX 8 STR 16 CON 20 DMG 6d6, Stun 18, MW 20 HP 36, UNC 9, Armor 7 (+4 Parry) Slugga 8, Choppa 14 *Mob Roolz: Orks have a bonus to Valorous rolls equal to the number of Orks nearby. Typically there are 2d6+3 Orks close enough to count. *Mad: Madboyz are crazy even by Orky standards. If there is a Weirdboy close enough for Mob Roolz they automatically pass all Valorous tests and they treat their UNC rating as 0. ===Weird Boy (30 Glory)=== SIZ 16 DEX 12 STR 16 CON 16 DMG 5d6, Stun 16, MW 16 HP 32, UNC 8, Armor 12 (+6 Parry) Koppah Staff: 16 (DMG 6d6, never dropped or broken) *Mob Roolz: Orks have a bonus to Valorous rolls equal to the number of Orks nearby. Only Madboyz are typically crazy enough to be nearby and most Weirdboyz have 1d6+2 of them. *Psykik Powerz: Weirdboyz have a variety of powers to enhance their allies and smash their enemies. In melee most of them just amount to their weapon dealing +1d6 Damage and never breaking or being dropped. *Bzzt!: Whenever a Wierdboy suffers a Major Wound they can psychically transfer half the damage to a nearby Mad Boy who then must make a HP test. If he succeeds he takes the damage normally, otherwise his head explodes.
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