Rask “Iron-Yip” Varkesh, Gnoll Commander (Level 2, Named)
Concept: siege-dog disciplinarian; war-as-ledger. Round length: 6 seconds.
Abilities
- STR 2, END 2, AGI 1, CHA 1, AUR 0, THO 1
Stats
- Level: 2
- Life: 12
- Defense: 12
- Morale: 7 (break check when the scorpio is disabled or crew is cut in half)
Attacks
- Gladius / short spear: +4 to hit, 1d8 damage
- Bite (grapple / dogpile only): +4 to hit, 1d6 damage; on natural 20 add a stunt (knockdown / disarm / drag) as fits.
Heritage (Trait): Gnoll Folk — Skilled
Lore Bonus: +3 to heritage-related lore and research.
Heritage Effects (skilled):
- Ability Bonus – Fierce: +1 Strength & +6 yd speed.
- Aggressive: Once per round move up to your Speed toward a hostile target as a free action; you must end the move closer to that target.
- Coordination: +1 to this character’s action tests for every 2 allies within a 10 yd radius (max +4).
Commander (FTLS package retained, but run on SDM core)
- Treat him as the single roller for the crew weapon when he’s directing it (otherwise the gunner rolls).
- He fights like a GM tool: angles, line-of-effect, morale pressure, not “HP trading.”
Gear (SDM equipment logic)
- War whistle + banner cords (signal)
- Ledger-tally bone
- Light armor, shield
- 2 foul “healing draughts” (restore 1d6 Life each; adjudicate like any consumable)
Roman Scorpio (Crew-Served Torsion Bolt-Thrower)
Visual: a compact torsion engine: two torsion skein arms driven by bundled sinew/fiber; each one ends in a short Named iron rod (the “arms”) that snaps forward with brutal recoil. No “bow”—it’s torsion. Role: precision anti-personnel / anti-shield / anti-mount.
Engine Stat Block (SDM)
- Level: 3
- Life: 16 (structural integrity)
- Defense: 11 (big, braced target)
- Crew: 4 standard (works at 3; fails at 2)
- Range: Far (Very Far is possible but hard / disadvantaged or at a penalty)
- Attack (crew-served): +5 to hit
- Damage: 1d12+2 (punchy, armor-mean)
Special Effects (SDM-simple)
-
Pinning Bolt: on a hit, the target must choose:
- Lose their next move, OR
- Take +1d6 damage to tear free immediately (or accept being pinned).
-
Aimed Shot: if the crew spends a full round aiming (no firing), next shot gets +2 to hit.
Reload and Rate of Fire (6-second rounds, real-world aligned)
A real scorpio with a trained crew can maintain something like ~3 shots/minute under field conditions (varies with conditions, bolt handling, and fatigue). In SDM rounds:
Standard Crew (4 gnolls)
-
Reload time: 2 rounds (12 seconds) after a shot.
- Round A: crank/wind + seat bolt
- Round B: final tension/brace + aim micro-adjust
- Fire on Round C as your action.
Under Pressure / Poor Positioning
- Reload becomes 3 rounds (18 seconds) if: moving, dragging, taking fire, in mud, cramped corridors, or crew reduced to 3.
Reduced Crew
- 3 crew: reload 3 rounds consistently.
- 2 crew: cannot meaningfully fire—only reposition, partially service, or boobytrap.
This keeps the scorpio scary without turning it into a machinegun.
Wear, Breakage, and Ammo (SDM core equipment rules)
Use SDM’s “special natural rolls” and equipment damage logic:
-
Natural 1 on the scorpio attack roll: the engine is notched (frayed skein, cracked arm-mount, warped channel). Mark it.
- If it suffers another critical mishap before repair, it becomes disabled until repaired (field repair takes minutes + tools; proper repair needs a shop).
- Natural 13 on the scorpio attack roll: the crew is running low—one meaningful shot remains in the ready bolt bundle. Mark it.
- Ammo abstraction: track bolt bundles rather than individual bolts. A bundle = “enough for this scene unless the dice say otherwise.”
The Red Skeen — 4 Gnoll Crew (Simple Stat Blocks)
Run these fast; they’re competent but not heroic.
All crew (unless noted):
-
**Level 1 Life 8 Defense 11–12 Morale 5–7 Bonus +3–+4 Damage 1d6–1d8**
1) Kett “Spanner,” Loader
- Def 11, Mor 6, Bonus +3, Damage 1d6 (knife)
- Keeps bolts dry, counts bundles, yells when they’re low.
2) Mura “Knuckle,” Windlass
- Def 11, Mor 6, Bonus +3, Damage 1d8 (club)
- Cranks and braces; strongest hands.
3) Sava “Sightline,” Gunner
- Def 12, Mor 5, Bonus +4, Damage 1d6 (shortbow)
- Aiming and release; cool-headed.
4) Odr “Shield-Dog,” Guard / Spotter
- Def 12, Mor 7, Bonus +3, Damage 1d8 (spear)
- Protects the frame; blocks rushers; relays signals.
How to Run the Encounter (SDM table procedure)
- Distance + approach: decide if the crew is already emplaced; if yes, first shot is often “Aimed Shot.”
- Attack resolution: roll d20 + Bonus vs target Defense (core SDM).
- Morale checks: crew tests morale when: engine disabled, commander drops, or melee reaches the frame.
Rask’s doctrine: fire once to break their morale, break contact, and withdraw before a “fair fight” starts.