16 June 2020

Earthdawn 4E: Rogues' Gallery 32 - Scorcher, Mounted (Horse) [Alt]

This is the thirty-second 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 soldiers 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.


Scorcher, Mounted (Horse) [Novice]

A young, relatively inexperienced scorcher out to do some good ol' scorching. There's probably a bunch of them and that battle axe may be "gently used." A few times. They're definitely extremely brave right up until things go sideways. Some may continue to fight to the glorious death, others realize they travel pretty fast on their horse and make an escape.

Challenge: Novice (First Circle)
DEX: 6        Initiative:                  5        Unconsciousness:      23
STR: 7         Physical Defense:   8       Death Rating:               29
TOU: 6        Mystic Defense:      7        Wound Threshold:     9
PER: 5         Social Defense:       6        Knockdown:                  10
WIL: 5        Physical Armor:      5        Recovery Tests:            2
CHA: 5        Mystic Armor:         2
Movement: 12 (Mounted 20)
Actions: 1; Battleaxe: 9 (12)
Powers:
Battle Shout (7): As the skill, Player's Guide, p. 131.
Charge (5): This is allowed with a rider, Gamemaster's Guide, p. 250.
Great Leap (3): Gamemaster's Guide, p. 251.
Special Maneuvers:
Enrage (Opponent)
Provoke (Opponent, Close Combat)
Equipment: Battleaxe, hardened leather armor, riding horse (Gamemaster's Guide, p. 301)


Scorcher, Mounted (Horse) [Seasoned]

Scorchers who have been around and seen some scorching. They're less likely to pick obviously bad targets, but also know you can frequently cow people into surrender with the threat of the scorching. They're plenty brave, but value the mobility of their horses and use it to their advantage. Like escaping when it's clear they're outmatched and regrouping to try again.

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                  3        Unconsciousness:      28
STR: 7         Physical Defense:   9        Death Rating:               34
TOU: 6        Mystic Defense:      7         Wound Threshold:     9
PER: 5         Social Defense:       6        Knockdown:                  11
WIL: 5        Physical Armor:      7        Recovery Tests:            2
CHA: 5        Mystic Armor:         2
Movement: 12 (Mounted 20)
Actions: 1; Pole Axe: 10 (13), Trample: 10 (11)
Powers:
Battle Shout (8): As the skill, Player's Guide, p. 131.
Charge (5): This is allowed with a riderGamemaster's Guide, p. 250.
Great Leap (3): Gamemaster's Guide, p. 251.
Special Maneuvers:
Enrage (Opponent)
Overrun (Mounted Scorcher, Trample)
Provoke (Opponent, Close Combat)
Equipment: Chainmail, pole axe, riding horse (Gamemaster's Guide, p. 301)


Scorcher, Mounted (Horse) [Veteran]

Veteran scorchers typically lead their raiding parties and try to keep the unruly younger scorchers in line. Scorch this. Scorch that. It's all... really awesome. You live to scorch and scorch to live. Still, you didn't get to be a veteran by making all the old stupid mistakes. But that doesn't mean you won't make new stupid mistakes. Though the speed of your horse gives you some leeway to get away with those mistakes.

Challenge: Novice (Third Circle)
DEX: 6        Initiative:                  3        Unconsciousness:      36
STR: 7         Physical Defense:  10       Death Rating:               43
TOU: 7        Mystic Defense:      8         Wound Threshold:    9
PER: 5         Social Defense:       7        Knockdown:                  12
WIL: 5        Physical Armor:      8        Recovery Tests:            2
CHA: 5        Mystic Armor:         3
Movement: 12 (Mounted 20)
Actions: 1; Pole Axe: 12 (16), Trample: 12 (14)
Powers:
Battle Shout (9): As the skill, Player's Guide, p. 131.
Charge (5): This is allowed with a riderGamemaster's Guide, p. 250.
Great Leap (4): Gamemaster's Guide, p. 251.
Special Maneuvers:
Enrage (Opponent)
Overrun (Mounted Scorcher, Trample)
Provoke (Opponent, Close Combat)
Equipment: Chainmail, pole axe, riding horse (Gamemaster's Guide, p. 301)


Scorcher, Mounted (Horse) [Elite]

A scorcher above the rest. About as dangerous as they get without being an adept and having a Name. They have a Name, but you'll probably never know this scorcher's Name, even if they prove exceptionally dangerous and cagey (which they are), still won't be in the credits. They're not just in this for the money and the scorching, but in it for the glory and the battle. They will fight to the death if it's worth it, but aren't going to put their lives down for just anything. They also prefer to win and aren't above stacking the deck in their favor.

Challenge: Novice (Fourth Circle)
DEX: 7        Initiative:                  4         Unconsciousness:      41
STR: 8         Physical Defense:  11       Death Rating:               48
TOU: 7        Mystic Defense:      9         Wound Threshold:    10
PER: 6         Social Defense:       8        Knockdown:                  14
WIL: 6        Physical Armor:      8        Recovery Tests:            2
CHA: 6        Mystic Armor:         3
Movement: 12 (Mounted 20)
Actions: 1; Pole Axe: 13 (17), Trample: 13 (16)
Powers:
Battle Shout (11): As the skill, Player's Guide, p. 131.
Charge (5): This is allowed with a riderGamemaster's Guide, p. 250.
Great Leap (5): Gamemaster's Guide, p. 251.
Special Maneuvers:
Enrage (Opponent)
Overrun (Mounted Scorcher, Trample)
Provoke (Opponent, Close Combat)
Equipment: Chainmail, pole axe, riding horse (Gamemaster's Guide, p. 301)

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