Hello all, here i am going to put my minions templates for my fellow FMF(2d6) system, it may bite me in my ass later(if my players get in the comunity hub), but 5e gms are welcomed to get inspired.
Gatorman berserker
SPD: 6 STR: 8 MAT: 6 DEF: 11 ARM: 16 VIT: 14 WILL: 11 INI: 11
intimidation: 10 jumping: 10
Hand weapon x2
Pow: 3 P+S: 11
Virtuoso
Bite
Pow: 5 P+S: 13
Abilities
Amphibious ,Bite ,Berserk and Relentless charge
Gatorman temple guard
SPD: 6 STR: 7 MAT: 7 DEF: 12 ARM: 16+2 shield VIT: 18 WIL: 11 INI: 14
Comand:4 Detection:6 Intimidation:10 Lore(kossk):4
Halberd
Pow: 4 P+S: 11
Reach
Bite
**Pow:**5 **P+S:**12
Ailities
Ampibious ,Bite ,Shield guard, iron will and Shield bash(as a fast action this model may make an melee attack roll against a living target at 0,5", it the attack hits the target loses a fast action, if the atttack roll is a critical hit the target loses a combat action)
I’d suggest including full stat blocks as well as some names for NPCs, as you never know when they could come in handy.
This is the shorthand I use for my campaigns:
Bog Trog Skirmishers
PHY | SPD | STR | AGL | POI | PRW | INT | PER | ARC |
---|---|---|---|---|---|---|---|---|
6 | 6 | 6 | 3 | 3 | 4 | 2 | 3 | - |
Initiative | 13 | DEF | 11 | WIL | 8 |
---|---|---|---|---|---|
CMD Range | 3 | ARM | 12 | Vitality | 11 |
Amphibious: Full SPD, unlimited time underwater
Boosted Sneak Rolls
Detection 2 (5), Sneak 1 (4)
Javelin (RAT 4; RNG 8, POW+S 9)
Spear (MAT 5, POW+S 9 (11; Reach, +2 charge attack roll)
Names: Iktaar, Salomon, Leap
Ruffian
SPD: 6 STR: 6 MAT: 6 RAT: 5 DEF: 11 ARM: 14 VIT: 13 WIL: 9 INI: 12
Detection:4 Sneak:3 Intimidation:8
Banded club
Pow: 4 P+S: 10
Special Rules: A character must have at least STR 5 to wield this weapon.
On a critical hit with this weapon, a living target hit has a chance to be knocked out (p. 218). If the target suffers damage from the attack, he must make a PHY roll against a target number equal to the attacking character’s STR + 11. If the roll succeeds, the target remains conscious. If the roll fails, the target is knocked out.
Bore loader heavy pistol
Ammo: 1 Rng: 6" RAT: 5
RoF: 1 Pow: 12
this weapon takes a full round to reload
Ailities
Tough: The character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6, he heals 1 vitality point, is no longer disabled, and is knocked down.
Gang: When making a melee attack that targets an enemy in melee range of another friendly character, this character gains +1 to melee attack and melee damage rolls. When making a melee attack that targets an enemy in melee range of another friendly character who also has this ability, these bonuses increase to +2.
Specializacion(Banded club): This character does not suffer attack modifier penalties when attacking with a weapon of the specified type, such as a Tharn axe. A character can have this ability several times, each time choosing a different weapon.
This minion is based on a human later if the need(miniatures to use as, i already have one for ogrum and a suport banner bearer) arises other races ruffians may be be made by me, the minis im basing on are not oficial pp minis so i will not post pictures of them in here, if anyone got curious shoot me a message on discord or facebook or instagram
Ruffian standart bearer
SPD: 6 STR: 6 MAT: 6 RAT: 6 DEF: 11 ARM: 14 VIT: 13 WIL: 9 INI: 12
Detection:4 Sneak:3 Intimidation:8 Command: 8
Standart(Battlestaff)
MAT: 6 POW: 4 **P+S:**10
This weapon has Reach.
This weapon requires two hands to wield.
On a critical hit with this weapon, a living target hit has a chance to be knocked out (p. 218). If the target suffers damage from the attack, he must make a PHY roll against a target number equal to double the attacking character’s STR. If the roll succeeds, the target remains conscious. If the roll fails, the target is knocked out.
Bore loader heavy pistol
Ammo: 1 Rng: 6 RAT: 5 RoF: 1 Pow: 12
this weapon takes a full round to reload
Abilities
Tough: The character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6, he heals 1 vitality point, is no longer disabled, and is knocked down.
Inspiration: Allied models in command gain +1 on hit and damage rolls
Blackskull Guard
SPD: 6 STR: 6 MAT: 7 RAT: 5 DEF: 10 ARM: 15+2 from shield VIT: 13 WIL: 10 INI: 13
Detection:5 Sneak:3 Intimidation:9
Flail
MAT: 7 POW: 4 P+S: 10
Attacks with this weapon ignore ARM bonuses from bucklers and shields.
Shield cannon
Ammo: 1 Rng: 8 RAT: 5 RoF: 1 Pow: 12
Abilities
Tough: The character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6, he heals 1 vitality point, is no longer disabled, and is knocked down.
Specialization(flail,Shielsd cannon): This character does not suffer attack modifier penalties when attacking with a weapon of the specified type, such as a Tharn axe. A character can have this ability several times, each time choosing a different weapon.
Load bearing This character is well practiced at fighting while wearing heavy armor. Reduce the SPD and DEF penalties from the armor the character wears by 1.
Defensive line While this character is B2B with one or more friendly characters, he gains +1 ARM. While this character is B2B with one or more friendly characters who also have this ability, the bonus increases to +2.
Onslaught At the start of this character’s turn before moving or taking any action, the character can make one ranged attack. After the attack has been resolved, the character must charge or run. The ranged attack is made before declaring a charge target.
Lore
Members of the infamous and dangerous mercenary company blackskulls, they are better known for comiting atrocities againt its oponents, from torture of PoW to alchemical attacks on civilian population.
They are based in five fingers but have chapter in Corvis, Clockers clove, Merywin and Khardov.
Those are the average grunt squad, normaly acompanied by a banner bearer and a torturer.
Why does the Blackskull Guard have SPD 5 if they have Load Bearing (heavy armour only reduces SPD by 1, which is negated by Load Bearing - perhaps some more detailed lists of their equipment are needed if they happen to be wearing superheavy armour similar to exemplar armour or storm knight armour)?
Also, the minimum Initiative for humans is 13 (SPD 6 + PRW 4 + PER 3).
Intimidation is also a SOC skill, so it shouldn’t be given as 9 (a Blackskull who could leverage their PHY might get to have a total Intimidation of 9 (7+2), but there is no guarantee that that is possible (e.g. it’s hard to look imposing when you’re talking to somebody on horseback or on ramparts, who will naturally look down at you, negating any impressive body characteristics)).
Good points i didnt catch the load bearing SPD reduction on penalty, will change the speed, the initiative i noticed that many hostile NPCs have negative modifiers for no reason but giving them an extra pip will hurt no one, exept my players