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Name

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

EQUIP: breast plate, rations, mwk military rifle, 36 shots, 5 smoke


grenades, Trench knife, armoured greatcoat, shovel, mechanics
boots, bedroll.

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

damage: 4d8/x3 weight


rng: 300ft

: 90lb shot

Storm Blades/ Guard


Storm knight ftr6 CR 6
HP: 44
INT: +5
AC: 20 (21 w/ mwk buckler)
DR: resist elec 20
F/R/WT: 11 F: 19
8/5/2
MELEE: storm glaive or storm halberd +11/+7 1d10+7+1d6/x3
(halberd has reach 10ft)
FEATS: Exotic weap prof (storm), weap foc, weap spec, power
attack, cleave,
greater cleave, lightning reflexes, imp int
SKILLS: craft (mechanika, small arms) +3, intimidate +3, ride +3,
knowledge (royalty, history) +2
EQUIP: +1 mechanika imp resistance full plate, mwk buckler and
storm glaive or Voltic halberd.

Storm knight sergeant ftr8 CR 8


HP: 59
INT: +5
AC: 20 (21 w/ mwk buckler)
DR: resist elec 20
F/R/WT: 11 F: 19
8/5/2
MELEE: storm glaive or storm halberd +13/+9 1d10+7+1d6/x3
(halberd has reach 10ft)
FEATS: Exotic weap prof (storm), weap foc, weap spec, power
attack, cleave,
greater cleave, lightning reflexes, imp int,
leadership
SKILLS: craft (mechanika, small arms) +3, intimidate +3, ride +3,
knowledge (royalty, history, tactics) +4
EQUIP: +1 mechanika imp resistance full plate, mwk buckler and
improved storm glaive or improved Voltic halberd.
Storm knight Lieutenant ftr10 CR 10
HP: 73
INT: +5
AC: 20 (21 w/ mwk buckler)
DR: resist elec 20
F/R/WT: 11 F: 19
9/6/3
MELEE: storm glaive +16/+12 1d10+7+1d6/x3 (halberd has reach
10ft)
FEATS: Exotic weap prof (storm), weap foc, weap spec, power
attack, cleave,
greater cleave, lightning reflexes, imp int,
leadership, greater foc, imp sunder
SKILLS: craft (mechanika, small arms) +4, intimidate +4, ride +4
knowledge (royalty, history, tactics) +4
EQUIP: +1 mechanika imp resistance full plate, mwk buckler and
improved storm glaive or improved Voltic halberd.
Notes on Storm Knights
I use these stats for storm blades and halberdiers interchangeably
with the exception of the Storm Knight Lieutenant who is glaive only.
Long Gunners
Long Gunner (private) Ftr 2, CR 2
HP: 15
INT: +1
AC: 14
DR: 3/S or B
F/R/WT: 11 F: 13
3/1/0
MELEE: sword +1 d6-1/ 19-20
RANGED: Repeating Long Gun +4 or +2/+2
2d6/ 19-20 x3
FEATS: Point Blank shot, far shot, rapid shot, weap focus
SKILLS: craft (small arms)+6, Spot +5, Listen +5, Con +5
EQUIP: Leather armour, Coat (reinforced), short sword, bandolier,
Cygnarian long rifle, bandolier, 36 bullets, two spare ammo wheels
Long Gunner sergeant Ftr 4, CR 4
HP: 24
INT: +2
AC: 15

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

FEATS: Skill focus (craft mechanika), calloused hands, Union Steamo


ABILITIES: evasion, bodging, jack wrench, tinkering, demolish +1d6,
combat repair +1d8, focused mechanic
SKILLS: craft (tools, steam engine, clockwork, cannoneer, small
arms) +9, craft Mechanika +12, search +9, jack handle +7
EQUIP: armoured apron spare parts, tool harness, mechanics boots,
googles, jack wrench, pouches and a tool kit (mechanik, steamo or
clockwork), ambler rose rivet gun, rivets
Notes on mechanics
The leader and grunts are of a different race and thus have fairly
different stat lines.
Acane tempest gun mages
ATGM gm4 CR4
HP: 21
DR: 3/bld

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

EQUIP: reinforced great coat, sword, magelock pistol, bandolier, 15


rune bullets
SPELLS PER DAY: 4/4/3
SPELLS KNOWN: 0- detect magic, message, dancing light, light,
mage hand, ray of
frost. 1st- mage armour, magic missile,
burning hands, shield,
shocking grasp. 2nd- scorching
ray, mirror image, cats grace, touch
of idiocy, whispering
wind.
ATGM captain gm4 atgm4 CR8
HP: 39
INT:+5
AC: 12
DR: 3/bld
F/R/WT: 11 F: 11
3/9/5
MELEE: +5 d8/19-20
RANGED: +10 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, Flash fire
SKILLS: Knowledge (history) +10, Craft (small arms) +10, spell
craft+10, Con+10
EQUIP: reinforced great coat, sword, magelock pistol, bandolier, 15
rune bullets
SPELLS PER DAY: 5/5/4/2
SPELLS KNOWN: 0- detect magic, message, dancing light, light,
mage hand, ray of
frost. 1st- mage armour, magic missile,
burning hands, shield,
shocking grasp. 2nd- scorching
ray, mirror image, cats grace, touch
of idiocy, whispering
rd
wind, invisibility. 3 - Fireball, lightning bolt,
Blink,
Displacement, slow.
Notes on Gun Mages
Content from No Quarter 16
Sword Knights
Sword Knight Ftr4 CR4
HP:28
INT:+4
AC:20
DR:F/R/WT:18 F:10
4/1/1
MELEE: Caspain battle blade +7 2d4+4/x3
Long Sword +6 d8+2/ 19-20
FEATS: Weap focus (Caspian battle blade), Weap spec, power attack,
cleave, imp
int, combat reflexes
SKILLS: Jack handle +3, craft (armour) +7, Knowledge (tactics) +7
EQUIP: Full Plate, Caspian Battle Blade, Long sword, Heavy Steel
Shield

Sword Knight Captain Ftr6 CR6


HP:39
INT:+4
AC:20
DR:F/R/WT:18 F:10
5/2/2
MELEE: Caspain battle blade +9/+4 2d4+4/x3
Long Sword +8/+3 d8+2/ 19-20
FEATS: Weap focus (Caspian battle blade), Weap spec, power attack,
cleave, imp
int, combat reflexes, endurance, die hard
SKILLS: Jack handle +4, craft (armour) +9, Knowledge (tactics) +9
EQUIP: Full Plate, Caspian Battle Blade, Long sword, Heavy Steel
Shield
Sword Knight Major Ftr8 CR8
HP:50
INT:+4
AC:20
DR:F/R/WT:18 F:10
6/2/2
MELEE: mwk Caspain battle blade +14/+9 2d4+4/x3
Long Sword +11/+6 d8+2/ 19-20
FEATS: Weap focus (Caspian battle blade), Weap spec, power attack,
cleave, imp
int, combat reflexes, endurance, die hard, greater
weap focus
SKILLS: Jack handle +5, craft (armour) +10, Knowledge (tactics) +10
EQUIP: mwk Full Plate, mwk Caspian Battle Blade, Long sword, mwk
Heavy Steel
Shield
Rangers
Ranger (private) Rng4 Cr4
HP: 22
INT: +3
AC: 16
DR: 3/bld
F/R/WT: 13 F: 13
4/7/2
MELEE: short sword +3 d6-1/19-20
RANGED: military rifle +7 2d8/ 19-20 x3
ABILITIES: Favoured enemy (human), favoured terrain (woodland),
Wild
Empathy
FEATS: Track, Alertness, stealthy, point blank, far shot, precise shot.
SKILLS: Spot +10, Listen +10, Hide +12, Move silent +12, Survival
+8, craft
(demo)+7, Craft small arms +7
EQUIP: leather armour, reinforced great cloak, bandolier, military
rifle, 24 shots,
field glass, rations, two flares
Ranger Sergeant Rng6 Cr6
HP: 31
INT: +7
AC: 16
DR: 3/bld
F/R/WT: 13 F: 13
5/8/3
MELEE: short sword +5/+0 d6-1/19-20
RANGED: military rifle +9 2d8/ 19-20 x3
ABILITIES: Favoured enemy (human)x2, favoured terrain (woodland),
Wild
Empathy, favoured enemy (construct)

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

MELEE: Hooves +6/+6 1d6+4


Bite +1 d4+2
EQUIP: heavy Barding
Storm Lance Knight Ftr6 CR6
HP: 44
INT: +5
AC: 22
DR: resist elec 20
F/R/WT:11 F: 19
8/3/2
MELEE: Storm Lance + 12/+7 1d8+1d6+3/x3 (triple damage on
charge)
RANGED: Lightning bolt 5d8
FEATS: Mounted Combat, ride-by, spirited charge, Trample, Imp Int,
Power
attack, cleave, great cleave
SKILLS: ride+12, handle animal +10, craft (mechanika) +10,
knowledge (history)
+5, knowledge (royalty) +6
EQUIP: War horse w/military saddle, +1 mech storm lance, +1 mech
imp energy resist, heavy steel shield.
Storm Lance Knight Sergeant Ftr8 CR8
HP: 55
INT: +5
AC: 22
DR: resist elec 20
F/R/WT:11 F: 19
8/3/2
MELEE: Storm Lance + 15/+10 1d8+1d6+3/x3 (triple damage on
charge)
RANGED: Lightning bolt 5d8
FEATS: Mounted Combat, ride-by, spirited charge, Trample, Imp Int,
Power
attack, cleave, great cleave, weapon focus
SKILLS: ride+14, handle animal +12, craft (mechanika) +12,
knowledge (history)
+6, knowledge (royalty) +7
EQUIP: War horse w/military saddle, +1 mech storm lance, +1 mech
imp energy resist, heavy steel shield.
Notes on Storm lances

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.

Notes On Storm Smith


The lightning ability on the mechanical staves works as follows. If
two Storm smiths can draw a line of slight between each other
through their target than their lightning bolts are considered to be
empowered for free. If three Storm Smiths can perform a
triangulation around a target than the lightning bolt is considered
maximised for free.
Final Notes
Thanks for reading this and I hope in comes in handy for your
campaigns. I also have a similar write up for Khador as well as all
the jacks from both factions. Please feel free to use these stats for
personal use and feel free to modify them at your choosing.
Obviously I wouldnt want anyone selling these or taking the credit
but feel free to also distribute these to your friends as long as you
give me some credit.
Feel free to PM me on the Privateer Press Forums if you have any
queries or requests. My user name is GothicGargoyle.

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