13 September 2017

Earthdawn 4E: Anatomy of a Creature 21 - Greater Termites Expanded

This is the twenty-first 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

It was noted on the FASA Games Discord server there are no queens for the appropriate insects in Earthdawn.

Not only is this post going to feature a greater termite queen, but expand the various greater termite offerings to create more variety when exterminating a hive of them. These expanded creatures were largely created using Masks and those used are noted. Some of the values have been tweaked to better suit the desired outcome, creating a greater termite nest.


Greater Termites Expanded

Greater Termite Minor Soldier [Large Phalanx Greater Termite]

Greater termite minor soldiers are larger, more developed versions of the typically encountered greater termite, which are the nymph stage of maturity. Minor soldiers don't range as far from the nest as the nymphs, but quickly swarm any potential threats. When waging war against other greater termites, minor soldiers represent the bulk of the army.

Challenge: Novice (Second Circle)
DEX: 5        Initiative:                   6      Unconsciousness:      19
STR: 4         Physical Defense:   8      Death Rating:              22
TOU: 3        Mystic Defense:       8      Wound Threshold:    4
PER: 5         Social Defense:        8      Knockdown:                 10
WIL: 3        Physical Armor:       5      Recovery Tests:           1
CHA: 4        Mystic Armor:          2    
Movement: 12 (Climbing 12)
Actions: 1; Bite: 9 (12)
Powers:
Hardened Armor
Spray Irritant (9, Standard): The termite sprays a noxious secretion, which causes excruciating pain, on a target within 10 yards. The termite makes a Spray Irritant test against the target's Physical Defense. For each success, the victim is Harried for 1 round. The victim may make a Willpower (9) test to shake of the effect. The spray loses potency with time and the Difficulty Number of the Willpower test decreases by 1 each subsequent round.
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Teamwork: Opponents are Harried by one less opponent if at least one other attacker has this power.
Special Maneuvers:
Agent Orange (Great Termite Minor Soldier, Bite): The termite may spend two additional successes from an Attack test to use Spray Irritant against the opponent as a Free action.
Crack the Shell (Opponent)
Stifle (Opponent): The attacker may use two additional successes on an Attack test to prevent the greater termite minor soldier from using Spray Irritant until the end of the next round. If the attack causes a Wound, the greater termite minor solider may not use Spray Irritant until the Wound is healed.
Loot: Pincers worth D10 x 5 silver pieces each (worth Legend Points).


Greater Termite Major Soldier [Large Myrmidon Greater Termite]

The final stage of maturity for most greater termites, major soldiers are notably larger and their mandibles so developed they are no longer capable of feeding themselves. Instead, they rely on nymphs to feed them. Not many minor soldiers survive to this stage in development and these greater termites fight with flexible groups of minor soldiers to support them.

Challenge: Novice (Third Circle)
DEX: 6        Initiative:                   7      Unconsciousness:      27
STR: 4         Physical Defense:   9     Death Rating:               31
TOU: 4        Mystic Defense:       9     Wound Threshold:    5
PER: 5         Social Defense:        9     Knockdown:                 10
WIL: 3        Physical Armor:      6      Recovery Tests:           1
CHA: 4        Mystic Armor:         3    
Movement: 12 (Climbing 12)
Actions: 1; Bite: 10 (13)
Powers:
Distract (9): As the skill,Player's Guide, p. 139.
Hardened Armor
Spray Irritant (10, Standard): The termite sprays a noxious secretion, which causes excruciating pain, on a target within 10 yards. The termite makes a Spray Irritant test against the target's Physical Defense. For each success, the victim is Harried for 1 round. The victim may make a Willpower (10) test to shake of the effect. The spray loses potency with time and the Difficulty Number of the Willpower test decreases by 1 each subsequent round.
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Teamwork: Opponents are Harried by one less opponent if at least one other attacker has this power.
Special Maneuvers:
Agent Orange (Great Termite Major Soldier, Bite): The termite may spend two additional successes from an Attack test to use Spray Irritant against the opponent as a Free action.
Crack the Shell (Opponent)
Grab and Bite (Greater Termite Major Soldier, Bite): The greater termite major soldier uses Spray Irritant in addition to bite damage.
Stifle (Opponent): The attacker may use two additional successes on an Attack test to prevent the greater termite major soldier from using Spray Irritant until the end of the next round. If the attack causes a Wound, the greater termite major solider may not use Spray Irritant until the Wound is healed.
Loot: Pincers worth 2D8 x 5 silver pieces each (worth Legend Points).


Greater Termite King [Large Chief Myrmidon Greater Termite]

Each king mates for life with a particular queen and serves as both her companion and protector. In the event he dies, the queen may find a new mate, but there is no future for him without her. Kings without a mate travel, searching for a queen starting a new colony. Those without a colony are skittish, unless a potential queen is nearby, in which case they are exceptionally aggressive.

Challenge: Novice (Fourth Circle)
DEX: 6        Initiative:                   8       Unconsciousness:      32
STR: 5         Physical Defense:   11      Death Rating:              36
TOU: 4        Mystic Defense:       11      Wound Threshold:    5
PER: 5         Social Defense:        11      Knockdown:                 11
WIL: 3        Physical Armor:       6       Recovery Tests:           1
CHA: 5        Mystic Armor:          3    
Movement: 12 (Climbing 12)
Actions: 1; Bite: 12 (15)
Powers:
Distract (9): As the skill,Player's Guide, p. 139.
Hardened Armor
Spray Irritant (11, Standard): The termite sprays a noxious secretion, which causes excruciating pain, on a target within 10 yards. The termite makes a Spray Irritant test against the target's Physical Defense. For each success, the victim is Harried for 1 round. The victim may make a Willpower (11) test to shake of the effect. The spray loses potency with time and the Difficulty Number of the Willpower test decreases by 1 each subsequent round.
Surprise Strike (5): As the skill, Player's Guide, p. 172.
Teamwork: Opponents are Harried by one less opponent if at least one other attacker has this power.
Willful (1)
Special Maneuvers:
Agent Orange (Great Termite King, Bite): The termite may spend two additional successes from an Attack test to use Spray Irritant against the opponent as a Free action.
Crack the Shell (Opponent)
Lead the Attack (Greater Termite King): The greater termite king may spend additional successes on an Attack test to give all of its allies +1 to Attack tests per success against the opponent until the end of the round.
Stifle (Opponent): The attacker may use two additional successes on an Attack test to prevent the greater termite king from using Spray Irritant until the end of the next round. If the attack causes a Wound, the greater termite king may not use Spray Irritant until the Wound is healed.
Loot: Pincers worth 2D10 x 5 silver pieces each (worth Legend Points).


Greater Termite Queen [Huge Warlord Greater Termite]

Greater termite colonies may have more than one queen, but none have ever been found with more than four. When a colony has reached the perceived size limit, the first queen ejects the queen from the colony along with a retinue of nymphs, and minor and major soldiers to form a new colony. The young queen searches for both a suitable location for the fledgling colony and secretes a pheromone to attract potential kings. Queens on this sojourn are unlikely to engage in aggressive behavior unless threatened or in extremely competitive regions.

Challenge: Novice (Fourth Circle)
DEX: 5        Initiative:                    6       Unconsciousness:      38
STR: 6         Physical Defense:   10      Death Rating:              44
TOU: 6        Mystic Defense:       10     Wound Threshold:    8
PER: 4         Social Defense:        9       Knockdown:                 12
WIL: 3        Physical Armor:       8       Recovery Tests:           2
CHA: 3        Mystic Armor:          3    
Movement: 8 (Climbing 12)
Actions: 1; Bite: 15 (19), Trample: 15 (17)
Powers:
Hardened Armor
Resist Pain (2)
Spray Irritant (11, Standard): The termite sprays a noxious secretion, which causes excruciating pain, on a target within 10 yards. The termite makes a Spray Irritant test against the target's Physical Defense. For each success, the victim is Harried for 1 round. The victim may make a Willpower (11) test to shake of the effect. The spray loses potency with time and the Difficulty Number of the Willpower test decreases by 1 each subsequent round.
Willful (1)
Special Maneuvers:
Agent Orange (Great Termite King, Bite): The termite may spend two additional successes from an Attack test to use Spray Irritant against the opponent as a Free action.
Crack the Shell (Opponent)
Lead the Attack (Greater Termite Queen): The greater termite queen may spend additional successes on an Attack test to give all of its allies +1 to Attack tests per success against the opponent until the end of the round.
Overrun (Greater Termite Queen, Trample)
Stifle (Opponent): The attacker may use two additional successes on an Attack test to prevent the greater termite queen from using Spray Irritant until the end of the next round. If the attack causes a Wound, the greater termite queen may not use Spray Irritant until the Wound is healed.
Loot: Pincers worth 2D12 x 5 silver pieces each (worth Legend Points).