Saturday, 21 November 2009

The Red Warmachine statistics part 2

Continuing in my feature on my ideas for Unit conversions (albeit later than I hoped) so now we have the Assault Kommandos. The Assault Kommandos are a fun unit however I have found there carbine is annoyign weapon to stat up. Its stated it has a Grenade launcher atached to it thats no problem however then the gunblade on the bottom is a pain as rifles in the IK rules aren't really meant to be gunblades however I made an exception for the Carbine.

So anyways without Further Ado here are the Assault Kommandos stats.

Race: Human (khardic)
Level: Fighter 6
Hit points: 6D10+12
Initiative: +6
Speed: 20Ft
BAB: +6/+1
Saves: FORT: 7 REF: 4 WILL: 2
Abilities: STR 16 DEX 14 CON 14 WIS 10 INT 10 CHA 10
Skills: Craft (small arms) +5, Intimidate +3, Jump +3, Move Silently +3, Hide +3, Survival +4
Feats: Exotic Weapon Proficiency (Small Arms), Tower Shield Proficiency, Improved Shield Bash, Rifleman, Weapon focus (rifle), Point Blank Shot, Run, Shield Wall, Improved Initiative
Equipment: Spiked Tower Shield, Assault Kommandos Carbine, Assault Kommandos armour, Assault Kommandos gas mask, Smoke Grenades.
Assault Kommandos Carbine: same stats as a Normal Carbine (See Iron Kingdoms character Guide) but has a Grenade Launcher attached to the bottom. The Grenade Launcher needs a Craft Demolitions check of DC 10 to reload it. On top of that it has a blade attached to the weapon which has the same stats as a short sword and can be used in melee with a -2 penalty to hit.
Assault Kommandos Gas Mask: Is a combination of the Alchemists beard (Liber Mechanika) and the Mist peircer goggles (No Quater #20 page 53).
Assault Kommando armour is treated as a breastplate (see phb)

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