Professional Documents
Culture Documents
HP:
DR:
INT:
F/R/WT:
AC:
F:
MELEE:
RANGED:
FEATS:
SKILLS:
EQUIP:
Trenchers
Soldier (private) (Ftr 4) CR 4
HP: 30
INT: +1
AC: 18
DR: 5/ Bld F/R/WT: 11 F: 17
6/2/1
MELEE: Bayonet +6 1d6+2/x3
RANGED: Military rifle +5 2d8/ 19-20 x3
FEATS: dodge, mobility, point blank, Bayonet charge, combined
range attack
SKILLS: con+9, craft (demo and small arms) +7
EQUIP: breast plate, rations, military rifle, 36 shots, 5 smoke
grenades, trench knife, armoured greatcoat, shovel, mechanics
boots, bedroll.
Sharp shooter (Corporal)(Ftr 5/shrp1) CR 6
HP: 40
INT: +2
AC: 19
DR: 5/ Bld F/R/WT: 12 F: 17
8/5/1
MELEE: trench knife +8/+3 1d4+3/ 19-20
RANGED: scoped, accurate, long rifle +11 2d6+2/ 19-20 x3
FEATS: dodge, mobility, point blank, precise shot, far shot, weap foc
(long rifle), weap spec (long rifle)
SKILLS: con+9, craft (demo) +3, Craft (small arms) +8, Spot +8
EQUIP: breast plate, rations, accurate, scoped longrifle, 36 accurate
shots, 5 smoke grenades, armoured greatcoat, shovel, mechanics
boots, bedroll.
Sergeant (Ftr 6) CR 6
HP: 45
INT: +1
AC: 18
DR: 5/ Bld F/R/WT: 11 F: 17
7/3/2
MELEE: Bayonet +8/+3 1d6+2/x3
RANGED: mwk Military rifle +8 2d8/ 19-20 x3
FEATS: dodge, mobility, point blank, Bayonet charge, combined
range attack,
leadership, shot on the run.
SKILLS: con+9, craft (demo and small arms) +7, knowledge (tactics)
+2, Intimidate+2
Lieutenant (Ftr 8) CR 8
HP: 60
INT: +1
AC: 18
DR: 5/ Bld F/R/WT: 11 F: 17
8/4/2
MELEE: Bayonet +10/+5 1d6+2/x3
RANGED: mwk Military rifle +10 2d8/ 19-20 x3
FEATS: dodge, mobility, point blank, Bayonet charge, combined
range attack,
leadership, shot on the run, skill foc (knowledge
tactics).
SKILLS: con+9, craft (demo and small arms) +7, knowledge (tactics)
+7, Intimidate+4, jack handle+3
EQUIP: mwk breast plate, rations, mwk military rifle, 36 shots, 5
smoke grenades, Trench knife, armoured greatcoat, shovel,
mechanics boots, bedroll.
Notes on trenchers/ specialists
Grenade porter
Standard trencher w/ box of 30 grenade attachments for rifles (2d10
dam in 5ft radius)
Weapon teams
Replace craft demo for craft cannoneer. Chain gun stats found in No
Quarter trench cannon as follows
Cost: 2500gp
cost: 250
: 90lb shot
DR: 3/S or B
F/R/WT: 12 F: 13
4/2/1
MELEE: sword +3 d6-1/ 19-20
RANGED: Repeating Long Gun +7 or +5/+5
2d6+2/ 19-20 x3
FEATS: Point Blank shot, far shot, rapid shot, weap focus, weap spec,
precise shot
SKILLS: craft (small arms)+7, Spot +6, Listen +6, Con +6,
knowledge tactics +5
EQUIP: Leather armour, Coat (reinforced), short sword, bandolier,
Cygnarian long rifle, bandolier, 36 bullets, two spare ammo wheels
Long Gunner lieutenant Ftr 6, CR 6
HP: 33
INT: +2
AC: 15
DR: 3/S or B
F/R/WT: 12 F: 13
4/2/1
MELEE: sword +5/+0 d6-1/ 19-20
RANGED: Repeating Long Gun +10/+5 or +8/+8/+3
2d6+2/ 1920 x3
FEATS: Point Blank shot, far shot, rapid shot, weap focus, weap spec,
precise shot, Leadership, Alertness
SKILLS: craft (small arms)+8, Spot +9, Listen +8, Con +7,
Knowledge (tactics) +6
EQUIP: mwk Leather armour, Coat (reinforced), short sword,
bandolier, mwk Cygnarian long rifle, bandolier, 36 bullets, two spare
ammo wheels
Notes on Long Gunners
Rules for Cygnarian Long rifle found in No Quarter
Field Mechaniks
Gobber assistant Bdgr2 CR 2
HP:14
INT: +1
AC: 12
DR:F/R/WT:12 F:11
4/4/-1
MELEE: wrench +0 d6-1
FEATS: Skill focus (craft mechanika)
ABILITIES: evasion, bodging, jack wrench, tinkering
SKILLS: craft (tools, steam engine, clockwork, cannoneer, small
arms) +6, craft Mechanika +9, search +6
EQUIP: spare parts, tool harness, mechanics boots, googles, jack
wrench, pouches and a tool kit (mechanik, steamo or clockwork)
Chief mechanik Bdgr3 Fldmk 2 CR 5
HP:31
INT: +1
AC: 12
DR: resist fire 5 F/R/W T:12 F:11
5/4/0
MELEE: wrench +3 d8
Range: Ambler Rose +3 1d8
INT:+5
AC: 12
F/R/WT: 11 F: 11
2/5/1
MELEE: +3 d8/19-20
RANGED: +5 2d6/19-20 X3
FEATS: Focused channelling, imp int, quickened channelling
ABILITIES: cast rune bullet, Arcane Focus, bonding mage lock,
reinforcing runes
SKILLS: Knowledge (history) +8, Craft (small arms) +8, spell
craft+8, Con+8
EQUIP: reinforced great coat, sword, magelock pistol, bandolier, 15
rune bullets
SPELLS PER DAY: 4/2/1 DC14+spell level
SPELLS KNOWN: 0- detect magic, message, dancing light, light,
mage hand, ray of
frost. 1st- mage armour, magic missile,
burning hands, shield.
2nd- scorching ray, mirror image,
cats grace
ATGM Lieutenant gm4 atgm2 CR6
HP: 30
INT:+5
AC: 12
DR: 3/bld
F/R/WT: 11 F: 11
2/8/4
MELEE: +4 d8/19-20
RANGED: +9 2d6/19-20 X3
FEATS: Focused channelling, imp int, quickened channelling, quick
draw
ABILITIES: cast rune bullet, Arcane Focus, bonding mage lock,
reinforcing runes,
Arcane precision, shared runes, imbued
runes,
SKILLS: Knowledge (history) +10, Craft (small arms) +10, spell
craft+10, Con+10
FEATS: Track, Alertness, stealthy, point blank, far shot, precise shot,
imp int,
endurance
SKILLS: Spot +12, Listen +12, Hide +14, Move silent +14, Survival
+10, craft (demo)+9, Craft small arms +9
EQUIP: leather armour, reinforced great cloak, bandolier, military
rifle, 24 shots,
field glass, rations, two flares
Notes on Rangers
Someone in the unit will carry a portable flare launcher
Storm Lancers
Mount
HP: 30
SPD: 50ft
INT: +1
AC: 18
F/R/WT:11 F:17
Not too sure on the horse stats I think they are right but its been a
while, use what ever works.
Solos
Journeymen Warcaster Wiz6 wc2 CR8
HP: 50
INT: +2
AC:19
DR: (25 power field)
F/R/WT: 13 F:17
4/4/9
MELEE: +1 mech Shocking long sword +5 D8D8+1d6/ 19-20
RANGED: Mwk Military carbine +7 2d8/ 19-20 x3
FEATS: combat casting, iron will, leadership, skill focus (con),
scribe scroll
SKILLS: Spell craft +15, Con +16, Jack handling +8, Craft (small
arms+
mechanika) +15
Abilities: Warcaster abilities
EQUIP: +1 mech Shocking long sword, mwk Military carbine,
warcaster breastplate w/+2 str bonus and no arcane check
penalties.
Spells per day:
0- Mage hand, Detect magic, Read magic, Flare. 1st- Shield
twice, Mage
armour, Magic Missle, Scramble. 2nd- Crush
construct twice, Teutonic
surge twice. 3rd- Daze mechanical
construct, Lightning bolt three times.
4th- Solid Fog
Note on Jr
I know this isnt legal but as a DM you can break the rules. Its like
this so it can be less then a CR8 encounter, ideally he should be
wiz8 wc2 but thats too high for the campaign I was running.
Dropped two feats to make up for it (bonus feat from wiz and bonus
feat for no familiar. Also, just how far he is along the warcaster path
in terms of abilites is also up to DM but I suggest not very far at all.
Storm Smith Wiz6 CR6
HP: 33
INT: +6
AC: 13
DR: 3/bld +energy resist 20 elec
F/R/WT: 12 F:12
3/6/5
MELEE: + 1 mech staff of Lightning and shocking +4 d6+d6+1
FEATS: craft wondrous item, fraternal brother, scribe scroll, imp int,
endurance, lightning reflexes
SKILLS: Con+10, spell craft+13, Knowledge (arcane, tactics,
geography) +13, craft (mechanika) +13, Spot +9
EQUIP: Reinforced greatcoat of improved energy resistence, +1
mechanikal
shocking lightning staff, goggles.
Spells Per Day:
0-Detect Magic, Read Magic, Mage hand twice. 1stScramble, mage
armour, shield, shocking grasp twice. 2ndGust of wind twice,
whispering wind twice. 3rdLightning Bolt three times.