Tuesday, March 26, 2019

DH2E Generic NPCs: Cult Enemies

I felt there needed to be more generic NPCs for easy GM use. Here are some and modifiers and additions to fit a specific theme.

Cult Follower (Troop)
These represent the majority of a cult's strength. The basic rabble soldiers.


Variants:

Khorne: Raise WS, S, Fel by 1d10 or average an increase of 5 for each. Give Frenzy as a talent. Add axes, spears, and knives to gear to emphasize a more aggressive bloodletting nature. Upgrade flak vest to flak coat or chain mail to represent them as being raised from warrior or militant groups like corrupted PDF, gangers, or death cultists.

Tzeentch: Raise WP, Per, and Int by 1d10 or give an average increase. Give Resistance (Psychic Powers). Add autopistols, shotguns, and knives to gear to emphasize a more overwhelming approach to fighting to make up for lesser martial prowess and knives for their symbolism of causing change through assassination and such. Remove the flak vest and give a less hardy armoured body glove or light flak coat.

Nurgle: Raise T, Fel, and S by 1d10 or give an average increase. Add 1d5 to wounds. Add Improvised weapons to represent factory equipment and weaponized tools such as hammers or cleavers along with sticking to basic pistol weaponry like stub automatics, revolvers, las pistols to represent a much more basic source and impoverished source of cultists whose weaker weapons are backed up by larger numbers and tougher bodies. Stick with basic armour like flak vests or dirty imperial robes.

Slaanesh: Raise Ag, Int, and Fel by 1d10 or give an average increase. Give Disarm. Add swords, whips, and autopistols to represent the higher class stock these types of cultists can come from along with their cruel sadistic natures. Give them flak cloaks, chainmail, and body gloves.


Cult Trooper (Troop)
These represent the trained and militant of a cult. These are the cult's backbone.


Khorne: Raise WS, S, Fel by 1d10 or average an increase of 5 for each. Give Athletics +10, Parry (Known), and Intimidate as skills. Give Frenzy, Double team, and Rapid Reload as talents to show a more trained class of militant cultist. Add chainswords and chainaxes to gear. Upgrade the flak coat to Imperial Guard Flak Armour or Feudal World Plate Armour.

Tzeentch: Raise WP, Per, and Int by 1d10 or give an average increase. Give Dodge +10 and Awareness (Known). Give Resistance (Psychic Powers), Disarm, and Constant Vigilance as talents. Add shotguns, hand cannons, and staffs to gear. Keep the cloak. Add one spook.

Nurgle: Raise T, Fel, and S by 1d10 or give an average increase. Add 1d5 to wounds. Give Medicae (Known) as a skill. Give Iron Jaw, and Resistance (Poisons, Disease) as talents. Add Unnatural Toughness (1) as a trait. Give great weapons as gear. Stick with the coat for armour.

Slaanesh: Raise Ag, Int, and Fel by 1d10 or give an average increase. Give Acrobatics (Known), Charm +10, and Parry as skills. Give Disarm, Quick Draw, Leap Up as talents. Give Unnatural Agility (1) as a trait. Add rapiers, chainswords, shock whips, and autopistols. Keep them in flak cloaks or give them poor quality Mesh vests. Add a single stimm and a single slaught dose.

Cult Lieutenant (Elite)
These are the trusted inner circle of a cult that carries out operations and oversees the lower members.


Khorne: Raise WS, S, Fel by 1d10 or average an increase of 5 for each. Give Athletics +10, Parry +10, and Intimidate +10 as skills. Give Battle Rage, Devastating Assault, Die Hard, Frenzy, and Rapid Reload as talents. Add great weapons, warhammers, and/or eviscerators to gear. Replace the mesh cloak with Feudal World Plate Armour or Carapace chest plate with a flak cloak covering the rest.

Tzeentch: Raise WP, Per, and Int by 1d10 or give an average increase. Give a psychic rating of 3. Choose three successive powers on only one tree. One can use Invigourate, Smite, and Enfeeble as a default. Give Dodge +10, Awareness +10, Scrutiny +10, and Logic. Give Resistance (Psychic Powers), Strong Minded, Warp Sense, and Constant Vigilance as talents. Add psy-focuses, auto-pistols, and staffs to gear. Keep the Mesh Cloak.

Nurgle: Raise T, Fel, and S by 1d10 or give an average increase. Add 1d5 to wounds. Give Medicae (Known) as skills. Give Iron Jaw, Die Hard, and Resistance (Poisons, Disease) as talents. Add Unnatural Toughness (2) as a trait. Give great weapons, chainswords, and/or eviscerators as gear. Stick with the mesh cloak for armour.

Slaanesh: Raise Ag, Int, and Fel by 1d10 or give an average increase. Give Acrobatics +10, Charm +20, Dodge +10, Deceive +20, and Parry +10 as skills. Give Disarm, Quick Draw, Leap Up, Whirlwind of Death, Combat Master, Hard Target, and Swift Attack as talents. Give Unnatural Agility (2) as a trait. Add chainswords, shock mauls, halberds, shock whips, and/or an autopistol as gear. Give them good quality mesh cloaks or replace with sense excess inducing carapace chest plates and carapace helmets, and extravagant and flashy clothing. Add a single stimm and a single slaught dose.

Cult Leader (Give 1 Fate Point)


Khorne: Raise WS, S, Fel by 1d10 or average an increase of 5 for each. Give Athletics +20, Parry +20, and Intimidate +30 as skills. Give Ambidextrous, Battle Rage, Combat Master, Counter Attack, Crushing Blow, Deny the Witch, Devastating Assault, Double Team, Die Hard, Frenzy, Iron Jaw, Rapid Reload, Swift Attack, Two-Weapon Master, and Two-Weapon Wielder (Ranged, Melee) as talents. Add Power Swords, Power Halberds (Malice Overhaul), Heavy Bolters, and/or Eviscerators to gear. Replace the mesh cloak with Storm Trooper Carapace Armour or Light Power Armour.

Tzeentch: Raise WP, Per, and Int by 1d10 or give an average increase. Give a psychic rating of 5. Choose five successive powers on two trees each. One can use Enfeeble, Forboding, Hemmhorage, Invigourate, Life Leech, Precognition, Prescience, Scrier's Gaze, Smite, and Warp Perception as a default. Give Dodge +20, Awareness +30, Scrutiny +20, and Logic +20. Give Bastion of Iron Will, Constant Vigilance (Intelligence), Deny the Witch, Favored by the Warp, Resistance (Psychic Powers), Strong Minded, Warp Lock, and Warp Sense talents. Add psy-focuses, auto-pistols, and staffs to gear. Keep the Mesh Cloak.

Nurgle: Raise T, Fel, and S by 1d10 or give an average increase. Add 1d10 to wounds. Give Charm, Medicae +20 as skills. Give Bulging Biceps, Die Hard, Iron Jaw, Never Die, Resistance (Poisons, Disease), True Grit as talents. Add Unnatural Toughness (4) as a trait. Give great weapons, chainswords, and/or eviscerator as gear. Replace mesh cloak with Bone and Flesh Cage that gives the Nurgle Cult Leader 8 AP to everywhere.

Slaanesh: Raise Ag, Int, and Fel by 1d10 or give an average increase. Give Acrobatics +20, Dodge +30, Deceive +30, and Parry +20 as skills. Give Blade Master, Disarm, Quick Draw, Leap Up, Whirlwind of Death, Combat Master, Hard Target, Inescapable Attack, Lightning Attack, Sprint, Step Aside, and Swift Attack as talents. Give Unnatural Agility (3) as a trait. Add a power sword, power spear (Malice Overhaul), or a power rapier (1d10+5 Pen 5 Balanced, One-Handed, Power-Field). Give them best quality mesh armour and a refractor field, and extravagant and flashy clothing. Add a single stimm, a single slaught dose, and a Speed of Thought dose (Enemies Without).

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