![Armagor](http://www.starfrontiers.us/files/u22/08CJArmagor.png)
Che (Feline) | |
TYPE: | Small carnivore |
NUMBER: | 1-20 |
MOVE: | Medium |
IM/RS: | */Standard +10 |
STAMINA: | 1d10+10 |
ATTACK: | 45 |
DAMAGE: | 2d10 bite and claw |
SPECIAL ATTACK: | None |
SPECIAL DEFENSE: | None |
NATIVE WORLD: | Gollywog |
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command. |
Fazer Wolf (Battle Primate) | |||
TYPE: | Medium semi-intelligent carnivore | ||
NUMBER: | 1-10 | ||
MOVE: | Fast | ||
IM/RS: | */Standard +5 | ||
STAMINA: | Standard +10 | ||
ATTACK: | 55 | ||
DAMAGE: | 5d10 bite and claw | ||
SPECIAL ATTACK: | Faze field (5 rounds/hour): 70, 5d10/round | ||
SPECIAL DEFENSE: | Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. | ||
NATIVE WORLD: | Hargut | ||
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion. | |||
Gooligott (Mount) | ||
TYPE: | Large herbivore | |
NUMBER: | 5-30 | |
MOVE: | Medium | |
IM/RS: | */Standard -10 | |
STAMINA: | 6d10+100 | |
ATTACK: | 40 | |
DAMAGE: | 4d10 trample | |
SPECIAL ATTACK: | None | |
SPECIAL DEFENSE: | Immune to needle weapons | |
NATIVE WORLD: | Ifshna | |
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes. |
Kakra (Battle Hawk) | ||
TYPE: | Small carnivore | |
NUMBER: | 1-2 | |
MOVE: | Very fast (Fly) | |
IM/RS: | */Standard +10 | |
STAMINA: | 1d10+5 | |
ATTACK: | 65 | |
DAMAGE: | 2d10 peck and claw | |
SPECIAL ATTACK: | Diving attack | |
SPECIAL DEFENSE: | None | |
NATIVE WORLD: | Rupert's Hole | |
DESCRIPTION: Bird of prey with 2m wing span used as both a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. |
Lanka (Feline Battle Mount) | ||
TYPE: | Large carnivore | |
NUMBER: | 1-10 | |
MOVE: | Very fast | |
IM/RS: | */Standard +5 | |
STAMINA: | 3d10+170 | |
ATTACK: | 60 | |
DAMAGE: | 6d10+5 bite and claw | |
SPECIAL ATTACK: | None | |
SPECIAL DEFENSE: | None | |
NATIVE WORLD: | Gollywog | |
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage. |
Loper (Lizard Battle Mount) | ||
TYPE: | Large carnivore | |
NUMBER: | 1-10 | |
MOVE: | Fast | |
IM/RS: | */Standard | |
STAMINA: | 5d10+250 | |
ATTACK: | 40 | |
DAMAGE: | 4d10 | |
SPECIAL ATTACK: | None | |
SPECIAL DEFENSE: | Immune to needle weapons | |
NATIVE WORLD: | Volturnus | |
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. |
Mauler Hound (Battle Dog) | ||
TYPE: | Medium carnivore | |
NUMBER: | 1-10 | |
MOVE: | Fast | |
IM/RS: | */Standard | |
STAMINA: | Standard +5 | |
ATTACK: | 55 | |
DAMAGE: | 5d10 | |
SPECIAL ATTACK: | None | |
SPECIAL DEFENSE: | None | |
NATIVE WORLD: | Triad | |
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, dark brown hair all over their bodies. |
Meket (Primate) | ||
TYPE: | Small semi-intelligent herbivore | |
NUMBER: | 1-20 | |
MOVE: | Medium | |
IM/RS: | */Standard | |
STAMINA: | 1d10+10 | |
ATTACK: | 40 | |
DAMAGE: | 1d5 bite | |
SPECIAL ATTACK: | None | |
SPECIAL DEFENSE: | None | |
NATIVE WORLD: | Hentz | |
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur. |
Pinar's Ant (Vespoidal Mount) | ||
TYPE: | Large Omnivore | |
NUMBER: | 5-100 | |
MOVE: | Very Fast | |
IM/RS: | */Standard +30 | |
STAMINA: | Standard +50 | |
ATTACK: | 40 | |
DAMAGE: | 2d10 bite | |
SPECIAL ATTACK: | None | |
SPECIAL DEFENSE: | Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. | |
NATIVE WORLD: | Kdikit | |
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. |
Sand Eel | |||
TYPE: | Small semi-intelligent carnivore | ||
NUMBER: | 1-5 | ||
MOVE: | Slow | ||
IM/RS: | */Standard -5 | ||
STAMINA: | 1d10+20 | ||
ATTACK: | None | ||
DAMAGE: | See Special Attack | ||
SPECIAL ATTACK: | Electrical bite, high heat gas | ||
SPECIAL DEFENSE: | None | ||
NATIVE WORLD: | Morgain's World | ||
DESCRIPTION: 1m long eel can grip a character's arm with its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill. | |||
Zeridactyl (Battle Pterosaur Mount) | |||
TYPE: | Large semi-intelligent carnivore | ||
NUMBER: | 1-2 | ||
MOVE: | Slow (Walk), fast (Fly) | ||
IM/RS: | */Standard | ||
STAMINA: | 5d10+200 | ||
ATTACK: | 45 | ||
DAMAGE: | 6d10 bite and claw | ||
SPECIAL ATTACK: | Drop objects | ||
SPECIAL DEFENSE: | None | ||
NATIVE WORLD: | Volturnus | ||
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior. |
Type: Medium Omnivorous Feline-like creatures similar to a caracal
Number: found in groups/packs of up to 10
Movement: Very fast (90 meters/turn)
IM/RS: 9/90
STA: 55
ATK: 2d10 (claws, can do two different attacks per turn), 3d10 (bite)
Special Attack: Ambush - if the cat is not detected by the enemy, any attack has a modifier of +7 to any damage rolled.
Native World: Zik-kit on the K'isk-Kar system
Description: These compact yet graceful cats were once plentiful on the rocky world of Zik-kit, as the terrain was a perfect place to find prey, bask in the light of the nearby star, or hide. However, once the planet was colonized, anyone on the planet was authorized to shoot these cats if they interfered with the mining work done by the Vrusk. This led to widescale destruction of the species, and many of the prey were being killed by the pollution. Lately, though, the species has been under the watchful eye of the ECGOCVH, a coalition of Vrusk and Human researchers aiming to conserve wildlife on many planets, and populations are on the rise. The species has a special bonding pattern that appears to occur when one of the major races saves the life of one of these cats. A prime example is the bond between the space cat Cloud's Edge and the explorer Alistair Ravenshade. They share a telepathic link that allows for communication, and this means that Cloud's Edge can accompany Ravenshade on his adventures and be able to contribute to the party's success. This was evidenced when Cloud's Edge was able to successfully leap onto the back of a Slither so that Ravenshade and his group could kill it while it was distracted.
Lifespan: about 35 years in the wild, about 45 in captivity, and about 50 with free reign (bonded)Lava Bear | |
Type: | Medium Carnivores |
Number: | 1-2 |
Move: | Medium 50m |
IM/RS | +6/55 |
Stamina: | 120 |
Attack: | 55 |
Damage: | 3d10 |
Special Attack: | - |
Special Defense: | Resistant/Immune to Heat |
Native World: | Mahg Mar |
Description: | |
These are fairly rare carnivores that live in the lava badlands. It primarily hunts Sulfur Fish and Heat Salamanders. They are large about the size and shape of a black bear. But instead of being covered with fur. It is covered with heavy scales. Scales of a dark red color. These scales seem to give the creature its heat resistance. A handy feature in the enviroment it lives in. As it has been seen clawing Sulfur fish out of the boiling streams they live in. The next unusual feature are there claws and teeth. They are formed of a natural iron alloy. They are extremely hard and durable. Lava bears are very aggressive in protecting its territory. Having no natural predators. It is almost fearless. |
Sulfur Fish | |
Type: | Small Herbivore |
Number: | 1-20 |
Move: | Fast 90m |
IM/RS | +7/65 |
Stamina: | 10 |
Attack: | 35 |
Damage: | 1d5 |
Special Attack: | - |
Special Defense: | Resistant/Immune to Heat, Stinks like sulfur |
Native World: | Mahg Mar |
Description: | |
Carp like fish bright orange. These fish live in the sulfur rich boiling water streams of the Lava badlands of Mahg Mar. They are herbivores. Eating the red algae that grows in that regions super heated streams. |
Heat Salamander | |
Type: | Small Omnivore |
Number: | 1-10 |
Move: | Med 60m |
IM/RS | +6/60 |
Stamina: | 20 |
Attack: | 50 |
Damage: | 1d10 |
Special Attack: | Lock jaw, after a successful attack. The salamanders jaws lock remaining stuck on target doing 1D5 per round till killed or pryed off. |
Special Defense: | Resistant/Immune to Heat |
Native World: | Mahg Mar |
Description: | |
These are large reddish, brown lizard like salamanders. They have massive and strong jaws. Their head making up 1/3 their total body lebgth. They live in the lava badlands of Mahg Mar. They subsist on any thing they can get. Be it algae blooms in the streams, carrion, or by hunting. They tend to hunt in packs. One by itself is not much of a threat. But a large group of them can be dangerous. |
Type: Medium Omnivorous Feline-like creatures similar to a caracal
Number: found in groups/packs of up to 10
Movement: Very fast (90 meters/turn)
IM/RS: 9/90
STA: 55
ATK: 2d10 (claws, can do two different attacks per turn), 3d10 (bite)
Special Attack: Ambush - if the cat is not detected by the enemy, any attack has a modifier of +7 to any damage rolled.
Native World: Zik-kit on the K'isk-Kar system
Description: These compact yet graceful cats were once plentiful on the rocky world of Zik-kit, as the terrain was a perfect place to find prey, bask in the light of the nearby star, or hide. However, once the planet was colonized, anyone on the planet was authorized to shoot these cats if they interfered with the mining work done by the Vrusk. This led to widescale destruction of the species, and many of the prey were being killed by the pollution. Lately, though, the species has been under the watchful eye of the ECGOCVH, a coalition of Vrusk and Human researchers aiming to conserve wildlife on many planets, and populations are on the rise. The species has a special bonding pattern that appears to occur when one of the major races saves the life of one of these cats. A prime example is the bond between the space cat Cloud's Edge and the explorer Alistair Ravenshade. They share a telepathic link that allows for communication, and this means that Cloud's Edge can accompany Ravenshade on his adventures and be able to contribute to the party's success. This was evidenced when Cloud's Edge was able to successfully leap onto the back of a Slither so that Ravenshade and his group could kill it while it was distracted.
Lifespan: about 35 years in the wild, about 45 in captivity, and about 50 with free reign (bonded)
This is a collection of creatures from an adventure I ran many years ago. The characters were exploring a planet called Twilight, the closest planet to a small, cool, K9 Orange main sequence star called Garnet. Twilight is named for its short days that consist of muted, purplish light caused by a combination of Garnet's dim luminescence and the planet's thick atmosphere. Twilight is over 50% desert, but it does contain a variety of other climates at high latitudes. Venom Cougar Type: Medium Carnivore Number: 1-5 Move: Fast – 90m/turn IM/RS +8/80 Stamina: 50 Attack: 55 (+4) Damage: 3d10 (28) + Poison claws and fangs Special Attack: Poison S5/T6 Special Defense: Camouflage 90% Native World: Twilight – jungle, swamp, dense forest Description: In combat, venom cougars attempt to wound as many victims as possible, then dash back into hiding and wait for their poison to weaken or kill their prey. If the victims survive beyond 6 turns, then the cougars will emerge again to finish them off. Both the claws and the fangs of venom cougars deliver their potent hemotoxin. When rehiding, venom cougars are 70% undetectable for one turn; after that, they are once again 90% undetectable. A character that spots a venom cougar in hiding can keep track of it so long as both the cougar and the character remain still. The spotter can attempt to point out the hiding cougar to comrades within 10m, but they still only have a 50% chance per turn of seeing it themselves. If a hiding cougar is attacked, it will usually attempt to flee. Venom cougar poison breaks down within 10 turns in open air. If stored in a vacuum or low-temperature container (between -10º C and -25º C), it will remain potent indefinitely. Since Twilight is a recently-discovered planet, there is currently no market for venom cougar pelts or teeth. Both are of high quality, however, and will likely become valuable as more cartographers and hunters continue to explore Twilights continents.
This collection is list of the more dangerous critters that evolved on Twilight. Water is in short supply on this world, so most of the herbivores and plants possess thick shells, carapaces, or barks to minimize moisture loss due to evaporation as well as to protect them from predators.
Note: I had planned to switch my gaming group to Zeb's Guide, but we never got around to it. However, when I wrote the adventure I included Column Shift stats with my creatures, so I've provided them in parentheses in the entries below.
Enjoy everyone! Venom cougars are feline-like carnivores about the size of a large dog. They primarily hunt in nuclear families of 1 to 5 members. Venom cougars have a multi-shaded green pelt that blends in with thick vegetation, giving them a 90% chance to be undetectable to characters within 10m when encountered in their native habitat. Beyond that distance, they are invisible. At either range, thermal imaging will clearly reveal them.
Thermite Type: Medium Omnivore Number: 1 Move: Very Slow – 10m/turn IM/RS +3/25 Stamina: 120 Attack: 50 (+3) Damage: 4d10 (36) heat ray (2x per turn) Special Attack: Feeding 1d10/turn Special Defense: Multiple immunities (see Description) Native World: Twilight – any hot or warm climate or terrain Description: Thermites are giant, thick-skinned amoebas, usually 1.5 meters wide and weighing 160 kg. They subsist on small amounts of organic material that they pass over in their travels, but their primary source of nourishment is thermal radiation. They absorb and utilize heat energy by a poorly understood method of energy/mass conversion. Thermites must travel constantly to feed, as they rapidly cool their surrounding environment through their heat-siphoning membrane, which they cannot “turn off.” In fact, without a constant supply of heat, thermites perish in a matter of minutes. The only time they remain still is when they find a source of extreme heat, such as a large fire, a geyser, or molten lava. They will not enter any body of water under any circumstances, even if it is boiling. It is unknown if they require oxygen, or simply fear the rapid heat-dispersing effects of water. Thermites appear to be unintelligent, and they ignore all beings they encounter unless attacked. If threatened, a thermite can redirect the heat from its siphon into a cohesive, short burst heat ray twice per turn. Albedo suits and screens will protect characters from the heat ray. The ray reaches to an effective distance of 20m and is considered to be point blank range. Thermites must always stay on the move, even during combat, in order to prevent starvation. In fact, employing the heat siphon as a weapon causes them to starve even faster than usual. A cornered thermite will reverse course and continue to move, even if this puts it in further danger. Unless the surrounding environment is very hot, a thermite will only employ its heat ray for a maximum of 10 turns before it must begin feeding again. It will not attack again until an additional 5 turns have passed. Even when it is not actively defending itself, a thermite’s heat siphon will cause damage to any creature within 10 meters due to rapid heat loss. Characters within 10m take an automatic 1d10 STA damage per turn (no attack roll needed). A character in melee with a thermite takes 2d10 STA damage per turn. Suits or shielding that protect from extreme cold (such as a space suit) will prevent damage from heat loss, but blankets or arctic clothing will not. When a thermite is injured, there is a chance that the wound will cause its membrane to rupture, spilling the creature’s cytoplasm and killing it instantly. Each time a thermite takes damage, subtract its new, current STA from 100. This number is the percent chance that the attack will cause the thermite to rupture. A negative number signifies a 0% chance of rupture. Because of their unique physiology, thermites are immune to poisons, acid, sleep-inducing drugs, tangler grenades, and doze grenades. They “see” by sensing thermal radiation, so darkness and flash grenades do not hinder them. Cold-based attacks do normal damage to a thermite, but do not cause a chance to rupture the creature. Furthermore, cold attacks will cause a thermite to immediately change course to distance itself from the source, making one easy to herd. Fire and heat attacks, including lasers, will not harm them. In fact, such attacks will attract them, as they sense them as being a food source. Thermites appear as a milky, translucent sack, and can be hard to spot from a distance. However, they are very easy to track, as they leave dying plants and trails of frost in their wake. Infrared goggles can help as well; under infrared imaging, a thermite appears to be a dark blue/black blob at the head of a gradually lightening blue tail. Thermites reproduce by asexual division in areas of extreme heat, and produce no known useful products. They are always encountered alone, except in environments of extreme heat.
Flak Crab Type: Small Omnivore Number: 5-20 Move: Medium – 25m/turn IM/RS +7/70 Stamina: 30 Attack: 60 (+5) Damage: 1d10 (8) Special Attack: None Special Defense: Ultradense shell Native World: Twilight – any climate or terrain Description: The flak crab is about the size of a basketball and resembles an oversized hermit crab. It is a hard-shelled, multi-legged crustacean. A flak crab does not have large claws, but it does have small, double-paired pinchers on the ends of each of its 12 legs. It can fully retract its many legs and its four eyestalks into its ultradense shell for protection. Its shell is covered in sharp barbs to discourage casual predators, but it also features dozens of 3cm wide holes. When a flak crab feels threatened, it retracts into its shell in less than a half-second, and each hole on its shell will immediately fire a sharp shard of stone, bone, or other hard material at high speed, causing 1d10 points of STA damage to every creature or character within 20m (roll a separate attack roll for each target to determine hits). Skein suits or inertia screens reduce damage from this attack by half. Flak crabs have a limited hive mind telepathy that causes all crabs in a group to hide and fire their volleys simultaneously, causing a potentially deadly crossfire of projectiles. Their shells are immune to these volleys, and they reduce damage from bullets, gyrojets, unpowered melee weapons, and explosions by half. Lasers, electricity, sonic weapons, and other energy attacks affect them normally. Flak crabs are scavengers, and the roam around collecting food and ammunition for their shells. They sharpen and shape slivers of rock, bone, or metal in their mouths and then place them in their shell holes with one of their long legs. A flak crab launches its shrapnel by forcing air through its shell holes with its powerful, single lung. It can only fire one volley until it collects replacement ammunition, a process that typically takes 2 to 6 hours. Flak crabs that continue to be assaulted after firing their volley will continue to hide in their shells until their assailants leave. They have no other attacks or defenses. Flak crab shells are harder than most natural substances, but they are inferior to most artificial Frontier materials, and have no value beyond ornamental uses. Their meat is tasty to dralasites and vrusk, but most humans and yazarians find it overly bitter.
Kikvbiz Type: Medium Omnivore Number: 3-12 Move: Medium – 40m/turn IM/RS +6/55 Stamina: 60 Attack: 40 (+1) Damage: 3d10 (20) Stone halberd Special Attack: Acidic spray Special Defense: None Native World: Twilight – Any non-arctic climate or terrain Description: The Kikvbiz are a race of insectoid low-sentients that have risen to the top of the food chain on their homeworld of Twilight. They have stone age technology, and their hunters use long, heavy, flint- or obsidian-bladed halberds to chop through the armor plating that most herbivores on Twilight posses. They employ stone knives and axes as tools for butchering their kills and sustaining camp life, but never in battle. Physically, Kikvbiz resemble 2m long spiders with only six legs, the front two pointing forward and possessing four isometrically-opposed digits. Their four-toed legs straddle either side of the body. Kikvbiz have 8, 10, or 12 eyes, and their mouths are sphincters ringed with two rows of teeth. They have no vocal chords and can only communicate by sign language. The entire Kikvbiz body is covered by thin, overlapping black scales, and the overall creatures are smooth and lustrous. They are curious by nature, but will usually react to violence with frenzied attacks, although they will flee a seemingly hopeless battle. They will normally fight to the death to defend their homes, shallow burrows in the sides of hills and other soft earth. Hunter Kikvbiz attempt to dismember their enemies using their deadly halberds. Non-hunter Kikvbiz are typically noncombatants, but all Kikvbiz can expel a cloud of acidic digestive juices at a single target in melee range. This attack gets a natural +10 chance to hit (+2 CS) and causes 1d5 points of STA damage each turn for 3 turns unless neutralized sooner by a basic substance. Kikvbiz are egg layers, and most female Kikvbiz mate as soon as they are sexually mature. Matings are dictated by the elder Kikvbiz of each tribe, and females are paired with males whose attributes and skills are in short supply. Egg laying results in 1-5 viable offspring, and is always fatal to the mother. Therefore, virtually all adult Kikvbiz are male. Roughly 50% of a Kikvbiz tribe will be composed of hunters, with the rest being equal numbers of camp caretakers, nursery workers, craftsmen, and foragers.
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