Goblin War Sleigh: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 79: Line 79:
   <!-- This is how fast the bogey can move per move action -->
   <!-- This is how fast the bogey can move per move action -->


| Bogey-Speed-Notes = see Too Many Wheels
| Bogey-Speed-Notes = see The Third Rail
   <!-- Use to describe temporary or situational bonuses to speed (e.g. "+2 squares during Double Move") -->
   <!-- Use to describe temporary or situational bonuses to speed (e.g. "+2 squares during Double Move") -->


Line 152: Line 152:
<!--  SPECIAL ABILITY 1  -->
<!--  SPECIAL ABILITY 1  -->


| Ability-1-Name = Too Many Wheels
| Ability-1-Name = The Third Rail


| Ability-1-Keywords =  
| Ability-1-Keywords =  
Line 181: Line 181:
}}
}}


:: Too Many Wheels has no effect on Double-Move actions or movement other than the initial mandatory move action.
:: The Third Rail has no effect on Double-Move actions or movement other than the initial mandatory move action at the start of each of the war sleigh's turns.


   <!-- Insert colons ":" before each paragraph after first; replace CMB or siege damage values with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace CMB or siege damage values with variables below -->

Revision as of 21:37, 7 February 2017

x

Goblin War Sleigh (CR 1/2)

Neutral Evil - Large - Ground
Few goblin tribes are willing to embrace civilization to the point of riding around in vehicles. Most prefer to climb onto the nearest animal they can find and cling desperately to it until they either become mighty champions of their tribe, or die of thirst and terror. However, a few tribes have embraced the less immediate thrill of carrying their warriors into battle atop engines of fiery destruction, and it seems to work reasonably well for them. At the very least, they can bring waterskins along.
A goblin war sleigh is a large chariot, often of ramshackle construction. Despite their name, they sometimes include wheels instead of, or in addition to, runners or skis. Indeed, most war sleighs use as many of these things as they can cram onto the bottom, often to the detriment of the sleigh's ability to move. They are pulled by captured dire rats, dogs, particularly unpopular goblins, or whatever else they can chain to the front and cajole into moving generally forward.
In motion, goblin war sleighs are laboriously slow, draggy affairs, frequently dropping parts in their wake, as well as dumping out the occasional goblin. Goblins (in those tribes that build such things) will eagerly pile onto the sleigh once it starts moving, packing in 15 to 20 goblins (if they can fit between all the wheels, runners and lobbers). Only a couple of goblins are actually required to keep the team of pulling beasts moving, and a couple more to man the lobbers.
As with all goblins, fire is the preferred means of spreading chaos and destruction among their enemies, and war sleighs embrace this. Their lobbers hurl large casks of alchemical fire, laced with a sticky pitch that clings to its target and burns for several rounds. Of course, the lobbers can launch nearly anything that weighs 50 pounds or less, which means it often fires rocks, goblins, rotten food, dire rats, or whatever else the gunners can find at hand. Against other vehicles, they tend to stick to rocks or fire, however. Usually.

General

Lore Check: Knowledge (Geography) (Basic: DC 1; Full: DC 16)
Init: +2*
Senses: Standard Vision
Perception: +6*

Defense

Maneuver Defense (MD): -2
Durability: 3 sunder successes
Bogey Siege DR: -
Crew Siege DR: -
Special Defenses:
  • Cannot take hit point damage; Durability can only be reduced by sunders or siege damage
  • Immune to critical hits
  • Immune to most status conditions (but not forced movement)
  • Always succeeds on all saving throws (including harmless or beneficial effects)
Special Limitations:
  • Cannot make attacks of opportunity
  • Cannot take immediate actions
  • Does not threaten squares
  • Cannot flank
  • Cannot inflict critical hits

Movement

x
Size / Space: Large – 2 x 2 squares
Speed: 3 squares (see The Third Rail)
Maneuverability Profile: Poor

Offense

Weapon Ranges:
x
Close Range: 1 - 2
Medium Range: 3 - 4
Long Range: 5
Quick Attack:
  • 1x Lobber +Expression error: Unrecognized punctuation character "[". vs. Maneuver Defense (MD) (1d2 siege damage on hit)
Standard Attack:
  • 1x Lobber +Expression error: Unrecognized punctuation character "[". vs. Maneuver Defense (MD) (1d2 siege damage on hit)
Action Points: 0

Available Actions

Swift Actions:
(used for: additional facing changes, firing outside of forward firing arc, sudden halts, activating special abilities)
Standard Actions:

Special Abilities

The Third Rail

Action Type: Always On
Benefit: At the start of each turn, before the goblin war sleigh takes its mandatory move action, it must roll 1d6, and modify its movement as described below:
d6 Result Effect
1 Speed is reduced by 1 square, and no facing change is allowed after this move action.
2 Speed is reduced by 1 square this move action.
3 No effect; take normal move action.
4 Facing can be adjusted by 45-degrees prior to moving, if desired.
5 Facing can be adjusted by 45-degrees prior to moving, if desired, and speed is increased by +1 square this move action.
6 Facing can be adjusted by up to 90-degrees prior to moving, if desired, and speed is increased by +1 square this move action.
The Third Rail has no effect on Double-Move actions or movement other than the initial mandatory move action at the start of each of the war sleigh's turns.

Big Goblinov Cocktail (Fire)

Action Type: Standard
Benefit: Once per encounter as a standard action, a goblin war sleigh may fire its lobber against a target in its forward firing arc, loaded with a massive goblinov cocktail. This huge cask of alchemical fire is loaded with a sticky pitch that continues to do damage to a struck target for one round after it hits. This second round of damage is automatic, if the original shot hits.
  • 1x Big Goblinov Coctail + (1d3; if target is struck, it takes 1d2 additional damage the following round.)

Combat Tactics

Goblins like to go fast, and they like to attack. They don't like to retreat, they have little or no sense of self-preservation, and they have an abundance of ambition, despite their often poorly-constructed plans. Goblin War Sleighs will charge enemies as directly as possible, and lob their Big Goblinov Cocktail as early as possible. Note that the cocktail can only be used against a target in their forward firing arc.
After that, they will be as aggressive as possible, even causing collisions if given the opportunity. Frequently, a collision will destroy a goblin war sleigh, but goblins just don't seem to think that far ahead. It does have the advantage of also being truly devastating to their targets as well. Plus, there is often a fire afterwards, so that's another positive.
Goblin war sleighs will not retreat. Their job is to inflict damage upon their enemies, and they will gladly destroy their own sleighs to do it.

Out of Combat

War sleighs are often cobbled together very quickly, held together with way too few nails or ropes, and frequently fall apart before they can even be used. Once they get moving, however, goblins will drive their "dog" teams to the ends of the earth, even if only a single board of the sleigh remains attached to the team, seeking out prey for their destructive urges.

Rewards

XP: 200
Salvage: Sell value of 109 gp.



* - indicates value has been adjusted from the base value for the bogey's CR.