Mega-City

MOB HENCHMAN

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MOB HENCHMAN

5.00

Medium Sentient Humanoid (5d6)

Minor mob associate of little skill.

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

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 15
VITAL DEFENCE 15

HEALTH 35
SOAK 7; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 6'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Brawling 4d6 (2d6+3 blunt damage)
Laser pistol 4d6 (2d6 heat damage; range 8; sidearm)
Mental Attack 3d6 (2d6+3 damage)

Skills hardy 6 (3d6), combat 1 (1d6), perception 1 (1d6), reactions 1 (1d6), intimidation 1 (1d6), thievery 3 (2d6)

Gear laser pistol, kevlar jacket

It’s Just a Flesh Wound. Henchmen are expected to ignore injury and discomfort when ordered to do something. Within 30’ of their boss, a henchman gains +3 SOAK.

Opportunist stomp. A henchman can stomp on an adjacent prone opponent as a free brawling attack

Protector. Henchmen can take an attack meant for an adjacent ally. If the attack hits their ally, they take the damage instead.

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