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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 lowone 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.