Thursday, June 2, 2016

The random tables are going to be able to set up solo-play quests and such.

The random tables are going to be able to set up solo-play quests and such.

Originally shared by Jacob Ross

Here's an Enemy Roster (random table) that I made up using my planet generator. Everything is still a work in progress, but I wanted to show it off as a proof of concept and solicit feedback. This example comes from a Desert Planet with Ancient Ruins that's been Abandoned by the original inhabitants and is currently home to a raider Fortress. The link to the Planet Generator doc is below (it's open to comments).

2: Ancient War Engine (Abandoned Machine)
3: Leftover Servitor Bot (Abandoned Machine)
4: Serpent
5: Reptilian Warrior (Fortress Minion)
6: Sirocco Hawk
7: Desert Eel
8: Scout (Fortress Minion)
9: Mad Remnant (Abandoned Survivor)
10: Sand Stag
11: Scarab Horde
12: Raider Warlord (Fortress Boss)

Ancient War Engine: 12 HD, +6 To-Hit, AC 8 [11], ST 10, Fast Attacks (2x per round at 1D6 damage each), Speed 6, Morale 10. Special Ability: Penetrating: Each attack ignores the first 4 points of damage-negating effects its target possesses.

Desert Eel: 6 HD, +3 To-Hit, AC 14 [5], ST 17, Fast Attacks (2x per round at 1D6 damage each), Speed 6, Morale 10. Special Ability: Burrow Ambush: If all players fail a Saving Throw to detect the Desert Eel, it gets a free round to attack at the beginning of combat.

Leftover Servitor Bot: 4 HD, +2 To-Hit, AC 15 [4], ST 18, Average Attacks (1x per round at 2D6), Speed 6, Morale 9. Special Ability: Mechancial: No need to breathe, immune to poison and mind control. Cannot heal except by special repair abilities. Created by the original inhabitants. Can be scrapped for parts

Mad Remnant: 8 HD, +4 To-Hit, AC 12 [7], ST 15, Standard Attack (1x per round at 2d6 damage), Speed 6, Morale 8 Special Ability: Force Shield: Invulnerable to kinetic damage (blades, arrows, bullets, etc.). The first Mad Remnant defeated on this planet drops a device that homes in on an ancient site with a technological artifact as treasure.

Scout: 3 HD, +2 To-Hit, AC 17 [2], ST 19, Precise Attack (1x per round at 1D6+2 damage), Speed 6, Morale 8. Special Ability: Burrow Ambush: If all players fail a Saving Throw to detect the Scout, it gets a free round to attack at the beginning of combat.

Raider Warlord: 15 HD, +8 To-Hit, AC 5 [14], ST 5, Savage Attack (1x per round at 3D6 damage), Speed 6, Morale 11. Special Ability: Flamethrower: Targets have to save when hit or take 1D4 damage in the round after being hit by the Raider Warlord. Leader of the Fortress. Besting them in single combat nets you control of the Fortress.

Reptilian Warrior: 8 HD, +4 To-Hit, AC 12 [7], ST 15, Fast Attacks (2x per round at 1D6 damage each), Speed 6, Morale 8. Special Ability: Regeneration: Regains 2 HP per round.

Sand Stag: 2 HD, +1 To-Hit, AC 18 [2], ST 19, Fast Attacks (2x per round at 1D6 each), Speed 6, Morale 8. No special abilities. A game animal with nutritious meat.

Scarab Horde: 8 HD, +4 To-Hit, AC 12 [7], ST 13, Savage Attacks (1x per round at 3D6), Speed 6, Morale 9. Special Ability: Swarm: No hit can remove less than 10% of the Scarab Horde’s HP.

Serpent: 2 HD, +1 To-Hit, AC 18 [2], ST 19, Average Attack (1x per round at 2D6), Speed 6, Morale 9, Special Ability: Poison: Targets of successful attacks must Save or take 1D6 damage per round for 4 rounds.

Sirocco Hawk: 4 HD, +2 To-Hit, AC 16 [3], ST 19, Fast Attacks (2x per round at 1D6 damage each), Speed 6, Morale 7. Special Ability: Flying: Can divebomb without being vulnerable to melee attacks.

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