Thursday, 21 May 2015

Beware the Wheelers

Wheeler: Init +2; Atk bump +3 melee (1d2); AC 13; HD 2d6; MV 40’; Act 1d20; SP taunt,
disorientate, knock prone, never provoke free whacks; SV Fort +0, Ref +2, Will -1 AL C.


A wheeler strikes with its body or wheels, doing minimal damage, but requiring a DC 5 Reflex save to avoid being knocked prone.

In addition to its attacks, a wheeler may taunt every 1d3 rounds, targeting a specific victim, who must succeed in a DC 5 Will save or take a -1d penalty on the dice chain for its next action, effectively demoralized by the wheeler’s jeering and laughter. Multiple wheelers can taunt the same individual, and effects stack.


Finally, wheelers who forgo attacks can whizz around their victims in an attempt to disorient them. All victims must make a Will save (DC 10 + number of wheelers disorienting) or suffer a -1d penalty to all rolls in the next round.


Wheelers never grant free whacks so long as they are mobile – they can whizz in and out of combat range with impunity.

1 comment:

  1. I loved the wheelers. That was such a weird and creepy movie.

    ReplyDelete