Drakkar Elite Death Knights infantry
(Generated 129 times)Namelist | Generic fantasy names (View names) |
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Tags | |
Rank | Veteran |
Race | Human |
Cult rank | None |
Notes | ELITES - Death Knights Death Knights – these are the elite veteran units of each Drakkarim orgar. The number of naghims varies but a minimum of one cavalry and three infantry Death Knight naghims in maintained within each orgar at any time. They are heavily armoured troops equipped with the best weapons and equipment available. Armour of spiked reinforced steel plated mail (9 AP to all locations) Due to training they ½ strike rank penalties. -7 in this case. All steel weapons (+2AP/+4HP) , +5% to all above skills. Most carry 2 handed axes, swords hammers etc or some form of serrated polearm Black Star: An oversized mace with a long handle and several rigid spikes emerging from its flanged head, the Black Star is a speciality weapon used by Drakkarim Infantry troops called Shieldbreakers. Using the same principle as the stiletto, these weapons allow a wielder to ignore cloth and leather based Armour points. Used in conjunction with nalzheng-wielding skirmishers, Shieldbreakers equipped with Black Stars can decimate a defensive line of lightly-armoured warriors with brutal ease. Dark Axe: A wicked barbed axe favoured by many Drakkarim soldiers for its ability to catch an opponent’s weapons and tear them out of their grasp, this axe has several metal protrusions around the head and along its metal-jacketed haft. Any time an opponent is struck by a Dark Axe in melee combat while wielding a one-handed melee weapon the attacker can perform a free disarm combat Manoeuvre in addition to any one chosen. Spiked: Adding long spikes to specific areas of armour can make any style of armour into a risky proposition for opponents relying on Unarmed and natural attacks. Anyone that strikes a section of the body covered by a spiked armour segment with his bare flesh will suffer 1D3 damage. Also, grappling with or being grappled by someone who is wearing spiked armour segments will inflict 1D4 damage each round to a random Hit Location. Spiking armour adds 1 ENC worth of spikes and rivets to the weight of the armour; it also increases the Armour Penalty by 1 – even though the armour itself gains no additional AP. |
Creator | skarza |
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Standard skills
Athletics | STR+DEX+2d10+45 | Brawn | STR+SIZ+2d10+50 | Endurance | CON+CON+2d10+45 |
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Evade | DEX+DEX+2d10+25 | Perception | INT+POW+2d10+25 | Stealth | DEX+INT+2d10+5 |
Unarmed | STR+DEX+2d10+45 | Willpower | POW+POW+3d10+45 |
Combat styles
Batter Aside, Formation Fighting and Shield Wall | STR+DEX+2d10+50 |
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Weapon options
1-handed weaponsAmount: 8
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2-handed weaponsAmount: 7
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Ranged weaponsAmount: 2
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ShieldsAmount: 1
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Custom weapons
Name | Type | Damage | Size | Reach | Range | SpecialFX | Dam. mod. |
Natural weapon |
AP | HP |
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Dark Axe | 1h-melee | 1d6+1 | M | M | - | Bleed, Disarm | Y | N | 5 | 10 |
Black Star | 2h-melee | 1d10+1 | L | L | - | Impale, Stun Location, Sunder | Y | N | 6 | 10 |
Barbed Spear | 1h-melee | 1d8+1 | M | L | - | Impale | Y | N | 4 | 5 |
Serrated Sword | 1h-melee | 1d8+1 | M | M | - | Bleed, Impale | Y | N | 5 | 10 |
Serrated Glaive | 2h-melee | 1d10+3 | L | L | - | Bleed, Sunder | Y | N | 3 | 10 |
Darkmoon Shield | shield | 1d4 | H | S | - | Bash, Stun Loc, Passive Block 5 loc's | Y | N | 6 | 16 |
Spiked armour | 1h-melee | 1d3+1 | S | T | - | see text | Y | Y | location | |
Double shot crossbow | ranged | 1d6+1d4 | H | M | 20/150/300 | Impale, Sunder, 2 AP | N | N | 4 | 8 |