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 15RANGED DEFENCE 15MENTAL DEFENCE 15VITAL DEFENCE 15
HEALTH 35SOAK 7; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 3d6SPEED 4; CLIMB 2; JUMP 6'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 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.