Drakkar Elite Death Knights cavalry

(Generated 58 times)
Namelist Generic fantasy names (View names)
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.
STR 2d4+12
CON 2d4+12
SIZ 1d8+12
DEX 1d6+12
INT 2d6+6
POW 3d6
CHA 3d4
D20Hit locationArmor
01-03 Right leg 9
04-06 Left leg 9
07-09 Abdomen 9
10-12 Chest 9
13-15 Right arm 9
16-18 Left arm 9
19-20 Head 9
Movement 7
Natural armor No

Standard skills

Athletics STR+DEX+2d10+45 Brawn STR+SIZ+2d10+50 Endurance CON+CON+2d10+45
Evade DEX+DEX+2d10+25 Perception INT+POW+2d10+25 Ride DEX+POW+2d10+45
Stealth DEX+INT+2d10+5 Unarmed STR+DEX+2d10+45 Willpower POW+POW+3d10+45

Combat styles

mounted combat and Beast-back LancerSTR+DEX+2d10+50

Weapon options

1-handed weapons

Amount: 1d2+1
Broadsword (20)
Longsword (20)
Mace (20)
Military Pick (20)
Lance (120)
Dark Axe (25)
Barbed Spear (50)
Serrated Sword (100)
Spiked armour (1000)

2-handed weapons

Amount: 0
Great axe (100)
Glaive (25)
Great Hammer (20)
Great Sword (100)
Halberd (25)
Black Star (50)
Serrated Glaive (75)

Ranged weapons

Amount: 1d2-1
Heavy crossbow (5)
Double shot crossbow (5)


Amount: 1
Kite Shield (1)
Darkmoon Shield (0)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
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 0 0 location
Double shot crossbow ranged 1d6+1d4 H M - Impale, Sunder, 2 AP N N 4 8