Wonder Animals
Not all the troops in the Second World War were human. As the war ground on monsters began to appear. Heroes stepped up and even man's best friends joined the fight.
A wonder animal can be a dog or cat (I don't discriminate here). Their bite a/o claws do 1d6-1 in close combat.
Armor Class and Damage
Dogs are AC 7[12]. Cats are AC 6[13]. Both animals surprise humans on a 1-3 on 1d6 if the referee choses to roll for surprise. Furthermore their keen senses allow them to avoid being surprised and warn their human companions.
Obedience
Wonder animals can follow normal animals commands flawlessly -when they chose to. A dog ordered to go on ahead who spotted a minefield his human handler missed could stop instead and even stop his handler. If they have to display human level intelligence they must make a saving throw. They would need to do this, for example, to fetch keys off a sleeping guard's belt or enter through a window and open a door.
Playing dead
When a wonder animal is reduced to two hit points or less they can feign death. This will buy them a breather which lets them restore 1d4 hit points. Ordinary troops (1 HD) are automatically fooled. Higher level foes may get a saving throw.
Saving Throws
Wonder animals get a +2 to saves vs. suppressive fire and damage caused by traps.
Wonder Animal
Level XP HD BHB ST
1 2,500 2 +1 14
2 5,000 2+1 +2 13
3 7,500 3 +3 12
4 10,000 3+1 +4 11
(Don't call me sir, I'm a sergeant!)
A wonder animal can be a dog or cat (I don't discriminate here). Their bite a/o claws do 1d6-1 in close combat.
Armor Class and Damage
Dogs are AC 7[12]. Cats are AC 6[13]. Both animals surprise humans on a 1-3 on 1d6 if the referee choses to roll for surprise. Furthermore their keen senses allow them to avoid being surprised and warn their human companions.
(Who says a wonder dog has to be a German shepherd?)
Obedience
Wonder animals can follow normal animals commands flawlessly -when they chose to. A dog ordered to go on ahead who spotted a minefield his human handler missed could stop instead and even stop his handler. If they have to display human level intelligence they must make a saving throw. They would need to do this, for example, to fetch keys off a sleeping guard's belt or enter through a window and open a door.
Playing dead
When a wonder animal is reduced to two hit points or less they can feign death. This will buy them a breather which lets them restore 1d4 hit points. Ordinary troops (1 HD) are automatically fooled. Higher level foes may get a saving throw.
Saving Throws
Wonder animals get a +2 to saves vs. suppressive fire and damage caused by traps.
Wonder Animal
Level XP HD BHB ST
1 2,500 2 +1 14
2 5,000 2+1 +2 13
3 7,500 3 +3 12
4 10,000 3+1 +4 11
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