After I'm able to work out some rules for futuristic weaponry I'll likely add some sort of energy ranged weapon to the warrior.
Merseian warrior
ST 12 DX 14 (11) IQ 11 MA 12 (36points)
Weapon: Saber 2d-2 (2d-1) & Main-Gauche 1d-1 (1d) at -4 DX and armor drops to 4 hits
Or light crossbow 2d
Armor: 6 or 4 hits attackers at -1 DX to hit Merseian warrior in melee (leather 2, hide 1, toughness 1, main-gauche 2 (front hexes) )
Talents: Toughness, Fencer, Swords, Crossbow, Running, Literacy, Tactics
Merseian Player Characters
Base: ST 12 DX 8 IQ 8 6 points to spend MA 12
Merseians must be Heroes and may not learn spells above IQ 10
Attacks against side hexes of a Merseian are at +3 DX as opposed to +2 due to the stiff nature of Merseian physiology.
Merseian hide stops 1 hit
Clothing and armor must be designed with a Merseian in mind. Armorers, tailors, etc, who do not normally make such items will charge 150-200% (140% +1d*10%) of regular cost to create or alter such things.
Because of their size and body shape most mounts are not suitable for Merseians. They tend to utilize carts and chariots or other advanced technology.
Merseians wearing armor have a MA of 10 in leather, and 8 in chain or heavier.
Interactions where Merseians must compromise or otherwise negotiate terms that are not expressly in his favor, and/or deal with bureaucracy are at a -1 to the reaction roll. In part this is why the custom armor and clothing costs so much.
2 hex creature
(Optional) If a Merseian begins his movement by entering a hex that was not a front hex at the beginning of the round then it will cost 1 extra point of movement.
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