Thursday, May 29, 2014

The H@rthg!r

[Transmission begins:
::Commonwealth Space Force Dispatch::
*High Confidence*

2514-MAY-14|19:05 Non-local

Commonwealth Space Force confirms a strong H@rthg!r presence in 34 Feynman system. All civilians and citizens are cautioned to avoid the system. All communication from colony on 34 Feynman, including traffic control, has been lost. Local space traffic is currently under the jurisdiction of the Commonwealth Space Force Fleet-in-presence which is conducting military actions to re-take the system. Commonwealth ground forces are also on-site and engaged in active conflict. System should be considered dangerous and hostile until further notice!

The H@rthg!r

Image Source:

Stat Block: AC 15, HD 2d6+1, THB +2, ATT by weapon+1 melee, MR 12, ST 17, MV 4, XP 30

Despite their reptilian appearance H@rthg!r are more properly classified as Archosaurs. Warm-blooded and quick moving the H@rthg!r have never not been at war. As their daily struggle to survive evolved along with themselves into the struggle to donimate their archosaur cousins then their world, eventually their solar system and now beyond.

H@rthg!r are carnivorous and physically powerful, gaining a bonus of + 1 on melee damage rolls due to their great strength. They exercise no reservations about the use of other intelligent species as food.  H@rthg!r reproduce by egg laying and earth mammals suffer a -3 on the Reaction table as they smell similar to an egg stealing rodent species native to the H@rthg!r homeworld.

The H@rthg!r military is the H@rthg!r government; there is no distinction. The same is true of the various services; the navy, cavalry and infantry are all one force. Promotion is based on ability to perform and achieve objectives quickly and efficiently. At the highest levels the warlords sit in tribunals over their clade-troops and gatherings of tribunals debate and decree ruling over their separate worlds. While the H@rthg!r present a unified face to outsiders, there is no over-arching power structure beyond the tribunals. Only by cooperation between H@rthg!r worlds can forces large enough to attack or invade other Polities be formed.

H@rthg!r uniforms, such as they are, tend to be camo designs. It is the H@rthg!r themselves where the colors really come into it. Skin colors, based on clade, tend to be mottled or spotted in pattern and are greens, reds, oranges and yellows with occasional blacks or browns reflective of the individual's homeworld.

H@rthg!r Warparty Squad Size: 9+ H@rthg!r (2 fire teams of 3 H@rthg!r, 1 Hvy. Weapon team of 2 H@rthg!r and Leader; possibly supported by FleshEaters)

A single fireteam of these lizardmen took down half my mission team last night in two rounds! Their tech is advanced compared to the Commonwealth's, allowing cordless man-portable energy weapons.

:Transmission ends]

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