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Kobold ground troops part 1

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Unit: Riflemen. kobold riflemen use single shot rifles, and attack from afar. They are usually foring on command of an officer, unless ordered to fire at will. Riflemen in desperate times will fix bayonets and charge.

Branch: Heer, bergsteiger, fallschirmjäger, kaiserliche Abteilung, köniiche wache, and polizei

Stats: same as the kobold, but the HP is 15, the AC is 13, and the Dex is 15. The attack is bolt action rifle +5to hit, (2D10+3) piercing. Bayonet charge can be done as a free action during movement, doing (2D6-2) piercing with a +2 to hit. Stick grenade (2) (3d6 fire) +5 to hit.

Unit: common infantry. The common infantry go headfirst into battle, they are the backbone and have a variety of weapons at their disposal, but

Are at more risk.

Branch: heer, seebatallion, bergsteiger, and fallschirmjäger

Stats: keep the kobold stats, but increase DEX to 15 (+3). AC is 13, unless its a seebatallion, which has a bullet proof vest (AC 13+DEX) and gives resistance to ranged attacks. You can use any weapon, the standard i use is sub machinegun +5 to hit (2D6+3) piercing

Unit: snipers. Snipers stay in high places or keep to the shadows. They mostly are covered in plants or dressed like the ambience. These kobolds never think twice before shooting. They are always behind cover, some even have shields

Branch: heer, bergsteiger, seebatallion, and fallschirmjäger.

Stats: again, only change HP, AC, and DEX. HP is 20, AC is 14 (17 if its a seebatallion) and DEX is 18 (+4). The sniper rifle has +7 to hit (2D12+4) damage. If the smiper is a fallschirmjäger, it does a extra 3d6 damage. Increase the AC by two if a sniper shield is deployed

Story: my players found themselves in a wide open space with debris everywhere, the wizard sees a glint, but ignores it, then boom, he is shot and takes 31 damage as a fallschirmjäger has the party in his sights, almost killing him. The sniper was behind 3/4 cover do the AC 21, ,14 default plus cover, plus a shield, there was no hitting that. They kill him after traversing the map via hiding behind the debris i mentioned.

Unit: officer. Officers are found in the back of the field, some can be seen commanding artillery or giving orders to fire. Officers that are killed can make kobolds retreat if see fit. They rarely fight.

Branch: all branches

Stats: all kobold stats are the same, HP and all. Their attack is either with a pistol or a dagger. Postol has a +4 to hit and deals (1D10+2), the dagger gas the same hit, dealing (1d4+2). What makes them special is that all kobolds 15ft around them get 1d6 inspiration, for both attack and damage rolls.

Kobold ground troops part 1-Unit: Riflemen. kobold riflemen use single shot rifles, and attack from afar. They are usually fo
Heer rifleman
Kobold ground troops part 1-Unit: Riflemen. kobold riflemen use single shot rifles, and attack from afar. They are usually fo
Heer infantry
Kobold ground troops part 1-Unit: Riflemen. kobold riflemen use single shot rifles, and attack from afar. They are usually fo
fallschirmjäger sniper
Kobold ground troops part 1-Unit: Riflemen. kobold riflemen use single shot rifles, and attack from afar. They are usually fo
heer officer
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