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- Rules: Same as d&d BUT -
- *all miners act at "the same time" and have 2 actions per turn, you can for example attack-->move. or attack-->Use item. Any 2 actions in any combination. You can spend 2 actions to just attack if you wish. Example: You can take 1 move action with the Scout, then attack with the gunner, then move the scout again.
- *You never roll initiative, there is one turn for the miners and then a turn for the monsters & events. Between your turn and the monsters, molly moves 3 spaces towards whoever called her (if no one called her, she doesn't move)
- *You can deposit any of your carried content to molly as an action, you can never take it back from molly. Keep track of what is deposited to molly in a separate sheet
- * Shields are additional hit points that absorb none-energy damage. At the start of your turn regenerate your shields according to your armor shield regeneration up to their Max shields cap.
- *Swift action: Some actions can be done as part of a move action, those actions are called "swift action" and they don't count towards the 2 actions you can perform, however you can only make 1 swift action per round. Any action that can be done as a swift action will be considered a standard action or a move action if you have already used your swift action.
- Swap: Players can swap 1 weapon as a swift action(part of a move action) at their round. Changing a weapon more than once costs a move action.
- Call molly: You can call molly as a swift action, she will opt to run towards you at the end of the round if you are the last one who called her .
- *You can take 20 on Mining, Construction, or Digging if you spend 2 actions(full round).
- *If your attack type is "bursts", you can shoot several times in 1 action, each roll is 1 burst that can hit 1 target. lose -2 to attack chance each time you change a target. You stop shooting whenever you decide, or if you have no ammo / used all your bursts for that action (each weapon tells you how many bursts you can shoot in an action)
- * Reactive action: You can interrupt and take 1 action anytime while the "enemies" make their turn. You will lose 1 of your actions next round. Reactive actions suffer -2 to all type of d20 rolls, Melee attacks deal half damage, Burst weapons can shoot only one burst. If you move on a reactive action, you can only go 1 space.
- * Darkness: The players can only see 3 squares ahead without light, and can not identify any plant or mineral unless they are 1 square away from it. A player can throw a flare from his bag up to 3 tiles away by spending an action to do so. A flare casts light on everything in its line of sight up to 8 spaces away, If a creature is not lit by a flare, you'll have 50% chance to miss it. If you make an awareness check while you are at darkness, you lose -8 to score. Flares release radioactive glow, picking active flares back up causes 2d6 radioactive damage, and additional 2d6 damage for every turn they are in your bag.
- *Just use the base sheet for each class as character sheet and references. Your stats are made by your equipment and class.
- ----
- Gunner:
- 30 HP
- AC: 16
- 8 Shields
- Max mineral carry: 40
- Speed: 2 squares per move action
- +2 Mining
- +4 Awareness
- +5 Athletics
- +4 Construction
- +8 Fortitude
- +2 Reflex
- +3 Will
- Perks:
- --1st tier
- Fortitude +2
- Aim +1
- Pickaxe damage +2
- Toughness (+4 HP)
- --2nd tier
- Fortitude +2
- Toughness (+4 HP)
- Awareness +3
- Will +2
- --3rd tier
- Aim +1
- Pickaxe damage +2
- Reflex +2
- Knowledge(Disgusting Creatures)
- -- 5 --
- DR +2
- Special abilities:
- * You got tons of health and damage what else ya need?! SHUT UP
- --
- Heavy Blaster
- 80 Bullets
- Range: 4 squares
- Attack: +8 *spray attack.
- Dmg: 2d6
- Upgrades:
- *Gyro stabilizer: You no longer lose -2 when changing a target while spraying if the target is away by 90degrees or less
- *Hail of bullets: You can spray up to +5 additonal bullets in an action
- *Additional ammo: +20 bullets
- --
- Bulldog Pistol
- 12 bullets
- Range: 4 Squares
- Attack: +8 *precise
- Dmg: 1d10+1
- Upgrades:
- *Double barrel: Shoot 2 bullets in 1 action, deal 2d10+2 damage if you hit.
- *Exploding rounds: If you shoot at a swarm, kill additional swarmer per successful shot
- *Additional range: Range increases to +5
- --
- Explosive Grenade
- x3 grenades
- Range: Throw, 3 squares.
- Attack: Always hit
- Dmg: 4d6+8 at the center, 2d6+4 splash damage. DC 17 Reflex for half damage
- --
- ---
- --
- Scout
- HP: 18
- AC: 17
- Shields: 6
- Max mineral carry: 30
- speed: 3 squares per action
- +8 Awareness
- +6 Knowledge(plants)
- +6 Knowledge(disgusting creatures)
- +1 Mining
- +3 Athletics
- +1 Fortitude
- +9 Reflex
- +2 Will
- Perks:
- --1st tier
- Reflex +2
- Awareness +3
- Aim +1
- Dodge (+2 AC)
- --2nd tier
- Reflex +2
- Awareness +3
- Knowledge(Alien Plants)
- Knowledge(Disgusting Creatures)
- --3rd tier
- Aim +1
- Dodge (+2 AC)
- Fortitude +2
- Will +2
- -- 5 --
- Evasion
- Special abilities:
- *Zipline: Once per turn you can move up to 6 squares and over obstacles if the target location is in your line of sight
- *Move over!: You can move over and through enemies. You can not end your movement on an enemy
- *Darkvision: Enemies in the dark only gain 20% concealment(miss chance) bonus instead of 50%
- *Evasion: Successful reflex save negates damage completely
- --
- Sniper
- 14 Bullets
- Range: 8 squares
- Attack: +10, *precise
- Damage: 1d12
- Upgrades:
- Twisted rounds: Lose -4 to hit chance and gain +4 damage
- Weakpoint breaker: Additional +2 damage when hitting a weakpoint
- Hair trigger: lose just -2 instead of -4 when you shoot after a move action
- --
- SMG Stubber
- 50 Bullets
- Range: 3 squares
- Attack: +6, *spray attack
- Damage: 1d6
- Upgrades:
- Close impact: Additional +2 damage when shooting from point blank
- Run & Gun: You can shoot 1 bullet with -2 penalty as a free action for each step you make at a move action
- *Electric rounds: Enemies must make fort save DC 14 or be electrocuted when damaged. Electrocuted enemies are considered "shocked" and must lose 1 action at their next turn.
- --
- Dense gravity grenade
- x3 grenades
- Range: 3 square thrown
- All creatures not larger than 1 square that attempt to move beside a low gravity grenade have to stop and remain stuck until the start of their next round. Shooting at a creature stuck in a dense gravity grenade grants +4 to hit chance.
- The grenades stops working at the start of your next round.
- "Beak" Light Pickaxe
- Mining: +3
- Digging: +0
- Attack: Two melee attacks, each deals 1d6+1 damage
- --
- ---
- --
- Driller
- HP: 24
- AC: 14
- Shield: 8
- Max mineral carry: 50
- Speed: 2 square per move action
- Mining: +8
- Knowledge(Minerals): +6
- Fortitude: +5
- Will: +7
- Reflex: +0
- Perks:
- --1st tier
- Digging +3
- Mining +3
- Will +2
- Toughness (4 HP)
- --2nd tier
- Digging +3
- Mining +3
- Knowledge(Alien Plants)
- Fortitude +2
- --3rd tier
- Will +2
- Toughness (4 HP)
- Knowledge(Disgusting Creatures)
- Will +2
- -- 5 --
- Sanity +1
- Special abilities:
- Flesh digger: Additional +5 damage when hitting with a Pickaxe (1d6+5)
- Steady as a rock: +4 to rolls against grapple or knockdown
- I like it down here: Doesn't lose sanity for staying too long underground.
- --
- Flamethrower
- 30 charges
- Attack modes:
- Fire cone: Costs 5 charges. a 90 degrees cone spreads 3 squares across (1,3,5). dealing 4d6 fire damage to anyone on these tiles. DC 16 for half damage.
- Burnt ground: costs 1-3 charges. Choose up to 3 adjacent tiles up to 3 squares away, spend 1 charge per tile. place a "on fire" token on these tile. Anyone standing, moving, or ending their turn on the fire tile takes 3d6 fire damage Reflex DC 15 for half. The flames keep burning until the start of your next turn. Swarmers lose half their swarm when damaged from these flames. Shooting through flames causes -4 aim penalty (obstruction, precision negates the penalty).
- Upgrades:
- Lingering flames: "Burnt grounds" flames remain for an additional round.
- Catch fire: Creatures hurt from your fire have to succeed in a Fortitude DC 13 or be caught on fire. Making them lose additional health at the start of their next turn. Plants will always catch on fire (can't save).
- Unleash hell: You can spend up to 5 charges when taking a burnt ground action.
- --
- Plasma pistol:
- 18 charges
- Range: 3
- Attack: +5
- Damage: 2d4+4
- Upgrades:
- Overcharged shot: spend 2 action to fire a single overcharges shot, dealing 4d8+8 damage to the target for the cost of 4 charges, and also dealing 2d4+4 splash damage around.
- Bouncy plasma ball: whenever you hit a creature with a single charged plasma shot, you also roll again with a -2 penalty against a single adjacent creature of your choice(if exists).
- Regenerating charges: You regain 1 charge at the start of every turn.
- --
- C4
- x1 only
- You place the C4 on the tile you stand on as an action. You can detonate the C4 whenever you want as long as you have sight of it, it is a free action.
- Whenever the C4 explodes, it deals 4d10+10 damage to anyone in the 5x5 blast zone. DC reflex 25 at center, 18 anywhere else. The C4 also destroys any walls and objects adjacent to the center of the blast zone unless they are made from an extremely hardened material.
- "Mole" Armor Rig
- Max Shields: 8
- Shield Regeneration: 4
- DR: 2
- Max movement: 4 squares
- "Armored spinning drills": You can freely activate your drills for the cost of 2 shield points. Drills replace your pickaxe for this round, drills have +8 digging & mining, and deal 1d10+5 on melee damage.
- Upgrades:
- Tunneler: When your drills are activated, you can use your movement to enter a walled square and dig it as a swift action. If you fail the dig check DC when moving in to a walled tile, that movement is wasted and you remain in your position.
- Acid protection: DR from acid according to the amount of your current shields.
- Fire protection: DR from fire according to the amount of your current shields.
- "Claw" Pickaxe
- Mining: +4
- Digging: +4
- Attack: Melee 1d8+2 damage
- --
- ---
- --
- Engineer
- HP: 20
- AC: 13
- Shields: 8
- Max mineral carry: 40
- Speed: 2 squares per move action
- Knowledge(Minerals): +4
- Knowledge(Alien Plantation) +4
- Knowledge(Disgusting Creatures): +4
- Mining: +4
- Construction: +7
- Fortitude: +3
- Will: +5
- Reflex: +3
- Perks:
- --1st tier
- Construction +3
- Digging +3
- Knowledge(Disgusting Creatures)
- Knowledge(Alien plants)
- --2nd tier
- Construction +3
- Mining +3
- Will +2
- Fortitude +2
- --3rd tier
- Digging +3
- Toughness (4 HP)
- Mining +3
- -- 5 --
- +1 shield battery surge
- Special abilities:
- *Donkey kong: Engineer determines how molly moves at the end of his round.
- *Scan for life forms: Can spend an action to scan how many lifeforms are currently in a hall you have no sight of
- *Scan for rare minerals: can spend an action to find out how many veins of rare minerals are currently in a hall you have no sight of
- --
- (Main weapon)
- Breach cutter
- 8 charges
- Range: Straight line of 4 tiles
- Attack: (Always hit)
- Damage: The breach cutter shot travels 4 tiles, each time it travels a tile it deals 2d10+2 damage to the creature occupying that tile. It can damage the same creature more than once if it is large enough to occupy multiple tiles.
- Upgrades:
- Expanding line: The line expands to be 3 squares wide after the first tile, but it only travels 3 tiles across instead of 4.
- Electric line: Whoever is hurt by the breach cutter must also make a DC 16 save or be electrocuted (lose their first action next turn).
- Gardener: The breach cutter deals additional +4 damage to plants.
- --
- (Secondary weapon)
- Sentry gun
- HP: 15
- **This is not a wielded gun.
- 40 Bullets
- Range: 5 squares
- Attack: +7, *bursts (3 bullets with +7 then 3 bullets with +2)
- Damage: 1d8+1
- As an action, you can place down or pick up a sentry gun at an adjacent location. Mark the location with a token. The sentry does not block movement or line of sight.
- After placing a sentry gun you also must build it. Spend an action and succeed on a construction roll DC 15 or choose to spend 2 actions to assure the sentry's construction. Other dwarves can build it for you too.
- Once the sentry is completed, it will always shoot 2 bursts of bullets at the closest targets to it in sight at the end of the engineer's round. If the sentry gun is destroyed, you can rebuild it again by rolling construction DC 15. You can also "heal" the sentry by spending an action and rolling a construction skill, the score will heal HP accordingly(up to 15).
- Upgrades:
- *Marked target: The engineer can spend an action to mark a target. When the sentry shoots the marked target, its attacks gain +4 to hit.
- *Sentient: The sentry turns sentient. The player owning it can choose how many bursts it shoots and who to aim at.
- *Focused fire: +2 damage. The sentry can only shoot 45 degrees left and right from its set-up heading.
- --
- (Secondary weapon)
- Platform gun
- 6 Charges
- Range: 4 squares
- Attack & damage: None
- Pick a space in sight up to 4 tiles away and cover it with a platform. Platform transforms a lethal or obstacles terrain to a normal walkable terrain.
- Upgrades:
- Extra foam: Additional +2 charges
- Bloated platform: for 2 charges, create a platform that is 2x2 in size.
- Platform Block: You can spend a charge to create a platform block that blocks line of sight and movement on the tile it is at. The platform has 10 HP, creatures will attempt to destroy it if they sense you at the other side.
- --
- Shield battery surge
- x3 surges
- All shields in range of 3 tiles (no need for line of sight) regenerate 6 shields
- "Owl" Armor Rig
- Max Shields: 10
- Shield Regeneration: 4
- DR: 1
- Max movement: 4 squares
- "Scanner": For the cost of an action, choose any hall in the map. The scanner will return the amount of life-forms and the amount of rich mineral veins in that hall.
- Upgrades:
- Boosted scanner: When you scan a hall, you also get information about where each lifeform is located and what's its size. You get the type and location of every rich mineral vein, and type and location of every rare or useful plant.
- Overcharged shields: your shields can be boosted over their cap by shield battery surge.
- Modular energy: You can, as a free action anytime, give some of your shield points to another dwarf up to 3 spaces away.
- "Beak" Pickaxe
- Mining: +2
- Digging: +2
- Construction: +6
- Attack: Melee 1d8 damage
- -------------
- SHOP (For all classes)
- Armor upgrades:
- Automatic regeneration: Your shields regenerate 2 points at the start of your turn
- Automatic flare dispenser: Once per round your can throw a flare as a free action
- Additional item slot: You can carry up to 4 special items from the shop to a mission
- Extra shields: additional +2 max shield strength
- Acid protection: DR from acid according to the amount of your current shields.
- Fire protection: DR from fire according to the amount of your current shields.
- Special Items (Items that can be used in missions by spending an action. You can carry up to 3 special items to a mission)
- Dark Morkite Stout
- Cost: 120 gold
- Recover 1 sanity point
- Belly buster
- Cost 300 gold
- Recover all sanity points. Roll Fortitude (DC 15, if you fail, you are drunk. lose -2 to aim for this mission.
- Belly buster can be used as a thrown weapon(3 tiles). choose 3 adjacent tiles to be soaked in belly buster. If fire touches these tiles, they ignite for 1 round, dealing 3d6 damage (reflex 15) to any creature through
- Some leafy brew
- Target: self, touch(ally)
- Cost: 100 gold
- Recover 1d8+1 health. Also recovers a dwarf from drunkenness.
- Red sugar
- Target: self, touch(ally)
- Cost: 350 gold
- Recover 2d8+5 health.
- Explosive grenade
- Cost: 200 gold
- See Gunner for details
- Dense gravity grenade
- Cost: 200 gold
- See Scout for details
- Shield battery surge
- Cost: 300 gold
- See Engineer for details
- C4 (takes 2 item slots)
- Cost: 600 gold
- see Driller for details
- MONSTERS:
- To reduce a monster's HP you must cause more damage than its natural armor. it loses 1HP if you do. A monster can lose more than 1HP in an attack if you bypassed her natural armor more than once.
- Example:
- *A monster with 4 natural armor will not lose HP if you deal less than 4 damage
- *A monster with 4 natural armor will lose 1 HP if you deal 4-7 damage (more or equals to its natural armor)
- *A monster with 4 natural armor will lose 2 HP if you deal 8-11 damage (more than twice its natural armor)
- Glyphid Warrior
- HP: 2 / 4
- AC: 13
- Natural armor: 5 / 6
- Speed: 4
- Weakness: The back of the glyphid warrior is sensetive and bloated. +4 weakpoint damage for every hit there.
- Melee Damage: 1d6+3 /1d6+5
- Challenge: 2
- Walking cave-leech nest
- HP: 5 / 8
- AC: 12
- Natural Armor: 3
- Speed: 3
- Weakness: All neuron links dive down to the core of the creature. Precise shots deal additional +4 damage if the shooter can aim to the central point of the creature (line of sight to the center of the model)
- Special: Attacks twice / three times in one action (depends if minion or master). Melee attack up to 5 range Can melee grab any smaller creature and throw it away up to 5 tiles away. Each attack Deals 1d8+4 damage.
- Glyphid swarm
- HP: 8 / 12
- AC: 17
- Natural armor: 2 / 3
- Speed: 6 / 7
- Weakness: None
- Melee Damage HPd4
- The HP represents the amount of swarmers in the swarm
- Swarmers can not lose more than 1HP per hit if the damage is not of 'splash' or 'explosive' type, even if the damage done is more than twice its natural armor.
- Challenge: 3
- Acid Spitter
- AC: 20
- HP: 2 / 3
- Natural armor: 3 / 5
- Speed: 5
- General info: Acid spitters prefer to take down their enemies by shooting potent bolts of acid from afar. They are extremely nimble and quick, therefor extremely hard to hit. They have a thin layer of armor covering their body, which offers little protection once they are hit.
- Weakness: Acid spitters are extremely focused on their target, which causes them to make the error of ignoring anyone who is out of sight. If they are attacked by anyone who is 45 degrees away from the target they last shot at, they lose all their dodge bonus to AC (-10)
- Ranged Attack: +10 / +12 precise, 6 range, 1d6+4 / 2d6+4 acid damage
- Challenge: 3
- Glyphid queen
- AC: 14
- HP: 5 / 7
- Natural armor: 8 / 10
- Speed: 5
- Weakness: While moving. Exposing her soft belly.
- Melee damage: 2d8+3 / 3d8+5
- Challenge: 5
- Special: When it dies, a swarm bursts from her guts.
- כל גמד מתחיל עם 1ק10*100 + 1000 פיסות זהב
- סוגי ירי:
- אם הנשק שלך יכול לרסס, אתה יכול לירות עד 10 פעמים בפעולה. כל פעם שאתה משנה מטרה אתה מאבד מינוס 2
- שדרוג ראשון לנשק או שריון עולה 500, שדרוג שני 1000, שדרוג שלישי 1800
- שדרוג לנשק משני: שדרוג ראשון עולה 400, שני 800, שלישי 1400
- נקודות להרפתקה:
- *
- החבורה מגיעה לדיפ רוק גלקטיק. מעבורת חלל שעוסקת בכרייה מעל הוקסס ארבע*
- * קול שמנחה אותם מסביר להם שאין להם מזל, כל חמורי המערות החדישים נתפסו ומה שנשאר זה רק... מולי
- בתוך המעבורת יש עוד 83 צוותים של גמדים*
- צוות כלשהו ידבר עם החבורה ויסביר להם קצת על הדברים הבאים פחות או יותר לפי הסדר
- * גובלינים התחילו להתיישב באופן לא חוקי בתוך הוקסס 4. אחד הצוותים יספר על היתקלות עם גובלינים במחילות ואיך שזה כמעט הפך לקרב.
- * .גמדים התחילו להעלם במחילות של הוקסס לאחרונה יותר מהרגיל
- * הצוותים על המעבורת חושבים שההעלמויות של הגמדים קשורות בגובלינים שרוצחים אותם במחילות. האמת היא שזה נכון רק באופן מאוד חלקי. יש סיבה גדולה יותר להעלמויות.
- * הם מספרים שחמור מחילות בשם בטסי נעלמה מתחת לאדמה לא מזמן. היא הייתה חמורת המחילות הטובה ביותר שנבנתה. היא וצוות העלית שלה נעלמו
- * ההנהלה הגבוהה וחלק קטן ומשוחד לשתיקה של הצוותים יודעים את האמת על העלמויות.
- הדף
- לחלק מהנשקים יש הדף. עליכם לבצע בדיקת כוח כדי להשתמש בהם, אם נכשלתם הגמד נופל על הרצפה בסוף הירייה, והירייה לא פוגעת.
- שפיות:
- כל גמד מתחיל עם 2 נקודות שפיות + מתאם החכמה (או מינוס). אם השפיות יורדת ל0, הגמד יוצא מדעתו ועלול לפגוע בעצמו ובחבריו. גמד מחדש נקודת שפיות בכל פעם שהוא משתכר.
- גמד מאבד נקודת שפיות בכל פעם שהוא יורד מתחת ל0 נק"פ, או כאשר אפקטים מיוחדים גורמים לו לאבד שפיות.
- חוקים: עושים 3 פעולות בתור
- תנועה היא 2 משבצות
- החלפת נשק עולה פעולה או שיכולה להתבצע כחלק מפעולת תנועה
- פעולת ירי: לפי חוקי הנשק
- חידוש מגנים: מחדש עד הסוף את המגן שלך, עולה פעולה
- שיכר: עולה 120 זהב. מחזיר נקודת שפיות בתמורה לפעולה.
- אם שתית יותר מפעם אחת שיכר במשימה גלגל הצלה נגד ד"ק 12+הפעמים ששתית או שתהיה שיכור (-1 לכל הגלגולים)
- מפצח הכרסים: עולה 300 זהב.
- מרפא את כל השפיות שאיבדת. גלגל ד"ק 15+כמות הפעמים ששתית במשימה או שתהיה שיכור
- אם זורקים על הרצפה, 3 משבצות לבחירתכם ייספגו בחומר. אם החומר נוגע באש, להבות יבהרו עד הסיבוב הבא שלכם במקום ויעשו 3ק6 נזק אש לכל מי שיעבור בהן
- סוכר אדום: עולה 100 זהב
- מרפא 1ק2+8 נק"פ בתמורה לפעולה
- מכוש כרייה - זללן
- מחיר: 100 זהב
- נזק: 1ק6
- טווח: קרוב
- יד אחת
- מכוש כרייה - מפצח הגולגולות
- מחיר: 350 זהב
- נזק: 1ק10
- טווח: קרוב
- *ניתן להשתמש במיומנות הכרייה עם חפץ זה
- יד אחת
- אקדח פלזמה
- מחיר: 800 זהב
- נזק: 1ק8
- מחסנית: 12
- טווח:בינוני
- *שני מצבי ירי. ניתן לירות ירייה רגילה כהתקפה סטנדרטית.
- ניתן לבצע פעולה מלאה כדי לטעון ירייה בעלות של 6 כדורים, שעושה 4ק8 נזק עם ספלאש
- חזיר היבלות (שוטגן)
- מחיר: 600 זהב
- נזק: 2ק10
- מחסנית: 4
- טווח: קצר
- * על כל מחסר טווח, הנזק מאבד נקודת פגיעה (כלומר בטווח של מעל 9 מטר הנשק עושה 2ק10, מעל 18 1ק10, גם אם פוגע)
- *הדף, ד"ק 10
- דו ידני
- דוקרן (מרסס)
- מחיר: 500 זהב
- נזק: 1ק6
- מחסנית: 50
- טווח: 12 מטר
- *מרסס
- ליבה עמוקה(מטול רימונים)
- מחיר: 1600 זהב
- נזק: 4ק10 (קוטר 6 מטר)
- מחסנית: 1 (100 זהב למחסנית)
- טווח: 30 מטר
- *הדף ד"ק 14
- *הצלת תגובה לחצי נזק ד"ק 18 אם במרכז הפגיעה, 14 אם לא.
- מבקע
- מחיר: 2200
- נזק: 5ק4
- מחסנית: 2(150 זהב למחסנית)
- טווח: קו בעובי4.5 מטר שפוגע בכל מה שנמצא בטווח12 מטר בלבד. כל מה שבקו נפגע
- הצלת תגובה לחצי נזק ד"ק 15
- --
- מפלצות
- --
- נחיל גליפיד
- קטן
- נקפ: 6
- שריון: אין
- דרגש: 17
- נזק: 1ק4 על כל סווארמר בסווארמ
- אין תורפה
- גליפיד לוחם
- בינוני
- נקפ:2
- שריון: 5
- דרגש: 13
- נזק: 1+3ק6
- נקודת תורפה מאחור +4 נזק
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