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SABOTEUR

sab.jpg
sab.jpg

SABOTEUR

6.00

Medium sentient humanoid (6d6)    

Experts at infiltration and destruction.

STR 4 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6)
CHA 10 (4d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 12

HEALTH 18
SOAK 3; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Laser knife 3d6 (2d6+2 heat damage)
Pistol 5d6 (3d6 ballistic damage; range 9)
Bomb 5d5 (2d6 heat damage; range 5; burst 2)

Skills demolitions 6 (3d6), engineering 6 (3d6), zero-g 3 (2d6), computers 3 (2d6), stealth 6 (3d6), bluffing 3 (2d6), climbing 3 (2d6), tactics 3 (2d6),  dodging 3 (2d6), pistols 1 (1d6), disguise 6 (3d6), thievery 6 (3d6)
Gear pistol, laser knife, mesh lining, toolkit, explosives   

Trapsetter. The saboteur can set a proximity explosive in an adjacent square which makes a 6d6 attack doing 3d6 heat/ballistic damage in a 30' burst when anybody other than the saboteur comes within 5' of it (enters the square, or an adjacent square). The trap's difficlt to spot and/or disable is 24.

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