Twisted Bio Mechs to fill the ranks of the front line. With a assortment of configurations the henchmen are built to fight and push the given agenda. Use the weapon charts under Actions to randomly arm your henchmen.
Multiattack. The henchmen makes two melee attacks or it can make two ranged attacks with its ranged weapon.
Bio Mech Melee Weapon: +5 Roll 1d6 to Select Weapon"
Light Claws 1d6 +5 Pierce / Slash
Retractable Blade 1d8 +5 Slash
Energy Greatblade Two-Handed 1d12 + 1d8 Energy + 5 Slash
Vibro Hammer 1d10 + 1d6 Force +5 Bludgeoning
Energy Halberd Two-Handed Reach 1d10 + 1d6 Energy +5 Slash,
Grapple Fist 1d8+5 Range 20ft " On hit Grapple Check, Successful Grapple pulls target up to 20 feet."
Bio Mech Ranged Weapon: to Hit +5 "Roll 1d6 to Select Weapon"
Light Bolter 1d6+5 60ft
Bolter 1d8+5 120ft
Rifle 1d10+5 400ft
Heavy Bolter 1d12+5 30/60ft
Belcher 15ft Cone, 3d6 Fire Damage DC 1d20+5 Dex. Save for half
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Description
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
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