15 June 2020

Earthdawn 4E: Rogues' Gallery 31 - Archer [Alt]

This is the thirty-first 4E Rogues' Gallery, 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.

Like other entries in the Rogues' Gallery [Alt] series, this presents NPCs in a different fashion easier to use in combat. Essentially, these are disposable opponents who don't need to have skills referenced. They are also written to be more appropriate as combat challenges for the given Circle.


This particular entry presents scouts a various degrees of competency to be easily dropped into any game. The intent is to build this up with more such simplified entries over time.


Archer [Novice]

These archers haven't seen much—if any—combat and spend most of their time honing their skills at the target range. They're confident in their abilities right up to the moment close combat happens, then they almost certainly break and retreat. Maybe orderly, maybe not. All they know is they weren't trained to deal with that kind of violence.

Challenge: Novice (First Circle)
DEX: 6        Initiative:                  6        Unconsciousness:      20
STR: 5         Physical Defense:  9        Death Rating:               25
TOU: 5        Mystic Defense:      8        Wound Threshold:     7
PER: 6         Social Defense:       7        Knockdown:                  7
WIL: 5        Physical Armor:      2        Recovery Tests:            2
CHA: 5        Mystic Armor:         2
Movement: 12
Actions: 1; Long Bow (40, 80): 11 (10)
Powers:
Anticipate Blow: The archer gains +2 to Attack tests against opponents with lower Initiative.
Awareness (8): As the skill, Player's Guide, p. 130.
Special Maneuvers:
Provoke (Opponent, Close Combat)
Equipment: Long bow, padded cloth armor


Archer [Seasoned]

Potentially operating in a unit of archers, attached as a smaller cohort to support infantry, or as part of a plan involving scouts that might end well. Seasoned archers have been around enough to know they want nothing to do with close combat and while they will hold, they prefer to keep distance between them and the pointy end of their opponents' weapons.

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                  6        Unconsciousness:      25
STR: 5         Physical Defense:  9        Death Rating:               30
TOU: 5        Mystic Defense:      9        Wound Threshold:     7
PER: 6         Social Defense:       8        Knockdown:                  7
WIL: 5        Physical Armor:      3        Recovery Tests:            2
CHA: 5        Mystic Armor:         2
Movement: 12
Actions: 1; Long Bow (40, 80): 12 (11)
Powers:
Anticipate Blow: The archer gains +2 to Attack tests against opponents with lower Initiative.
Awareness (9): As the skill, Player's Guide, p. 130.
Special Maneuvers:
Opening (Archer): The archer may spend additional successes from an Attack test to give their allies a +1 bonus per success spent to Attack tests against the opponent until the end of the next round.
Provoke (Opponent, Close Combat)
Equipment: Leather armor, long bow


Archer [Veteran]

Veteran archers have put in the hours on the range, they lead their fellows, they've seen quite a bit by this point. They're happiest from afar, but know sometimes you have to hold and get the job done, no matter what your training is. Veteran archers often work with other groups and support them well in their role.

Challenge: Novice (Third Circle)
DEX: 7        Initiative:                  7        Unconsciousness:       33
STR: 6         Physical Defense:  11       Death Rating:                39
TOU: 6        Mystic Defense:      10      Wound Threshold:      9
PER: 7         Social Defense:       9        Knockdown:                   8
WIL: 5        Physical Armor:      4        Recovery Tests:            2
CHA: 5        Mystic Armor:         3
Movement: 12
Actions: 1; Warbow (48, 96): 14 (13)
Powers:
Anticipate Blow: The archer gains +2 to Attack tests against opponents with lower Initiative.
Awareness (11): As the skill, Player's Guide, p. 130.
Distract (9): As the skill, Player's Guide, p. 137.
Special Maneuvers:
Opening (Archer): The archer may spend additional successes from an Attack test to give their allies a +1 bonus per success spent to Attack tests against the opponent until the end of the next round.
Provoke (Opponent, Close Combat)
Equipment: Padded leather armor, warbow

Archer [Elite]

Any mundane opponent fears an elite archer and with good reason. They have the skill to reach out and touch their opponents with little fear of reciprocity. It's the bad touch kind of touch. They enjoy working alongside other groups and complementing their tactics, whether being a linchpin in an ambush with scouts, or harassing supporting elements attempting to flank an infantry formation.

Challenge: Novice (Fourth Circle)
DEX: 7        Initiative:                  7         Unconsciousness:      38
STR: 6         Physical Defense:  12       Death Rating:               44
TOU: 6        Mystic Defense:      11       Wound Threshold:     9
PER: 7         Social Defense:       9         Knockdown:                  8
WIL: 6        Physical Armor:      4        Recovery Tests:            2
CHA: 6        Mystic Armor:         3
Movement: 12
Actions: 1; Warbow (48, 96): 16 (15)
Powers:
Anticipate Blow: The archer gains +2 to Attack tests against opponents with lower Initiative.
Awareness (12): As the skill, Player's Guide, p. 130.
Distract (11): As the skill, Player's Guide, p. 137.
Special Maneuvers:
Opening (Archer): The archer may spend additional successes from an Attack test to give their allies a +1 bonus per success spent to Attack tests against the opponent until the end of the next round.
Provoke (Opponent, Close Combat)
Equipment: Padded leather armor, warbow

No comments:

Post a Comment