4th Edition Conversion of GW1 "Legion of Gold" Creatures by Kerry Jordan Bigoons Number: 1d6 Percept: 20 Stealth/R.U.: +4 AC: 14 MD: 14 Health: 14 Speed: * Level: 4 Hit Dice: *(53) THAC: +4 Attacks: 3 Claw(2) 1d2 Bite 3d6+4 Int: Semi- Morale: 12 Size: L(2.5 m) XP Value: 420 Frequency: Rare Organization: Family Activity Cycle: Night Diet: Carnivore Tech Level: 0 Artifacts: C Climate/Terrain: Temperate forest Physical Mutations: Heightened physical strength, night vision Mental Mutations: None Special Powers: None Description: * Combat: * Society: * * Consult page 25 of GW1 Legion of Gold. Buggems Number: * Percept: 13 Stealth/R.U.: +2 AC: 15 MD: 12 Health: 12 Speed: * Level: 2 Hit Dice: 7(25) THAC: +2 Attacks: 3 or 2 Claw(2) 1d6 Bite 1d10 Weapon +2 Int: Low Morale: 12 Size: * XP Value: 65 Mutant: 120 Telepath: 120 Frequency: Uncommon Organization: Hive Activity Cycle: Any Diet: Herbivore Tech Level: I or II Artifacts: None Climate/Terrain: Nonartic plains, forest, hills, mountains, or desert Physical Mutations: Night vision Mental Mutations: None Special Powers: Immune to all gases generated by other buggems Description: * Combat: * Society: Appearing in one creature out of twenty, the buggem's first mutation is that of gas generation(16). Caustic gas is an acidic vapor that burns all within its area of effect for 1d4+2 points of damage per round. In addition, all individuals affected fight and defend at a penalty of -2. Poison gas is a colorless, odorless cloud of lethal vapor (intensity 7). The second mutation causes the termite man's THAC and damage with physical weapons to be reduced to +1. But, in return, the creature gains greater Dexterity (THAC with ranged weapons is increased to +3), heightened intelligence (Intelligence is increased to Very), and telepathic ability.* * Consult page 25 of GW1 Legion of Gold. Centurion Robot Percept: 15 Stealth/R.U.: +5 AC: 15 Force Field: 40 Speed: * Hit Points: * THAC: +2(+2) Attacks: 2 Hand 1d4+2 Mini-grenade launcher N/A Laser, IR 3d6 Weapon +2 PS, DX: 15, 15 Tech Level: V/18 CPU: Interpretive Size: * XP Value: 650 Classification: Corporate Territory: REAPER Mission Statement: To perform all tasks designated by REAPER, including, but not limited to: survival, return to base, self-defense, and the capture and/or destruction of humanoid life. Description: Broadcast power from REAPER allows an energy screen to be generated around the centurion robot and up to 12 other units or creatures in a 15 meter radius of the centurion. Each unit protected is considered to have its own force field which can absorb up to 50 points of damage and regenerates at 1 point per round. However, the energy screen does have the weakness mentioned in the module.* Reactions: Centurion robots can no longer be controlled by I.D. cards. They follow only the orders given by REAPER. * Consult page 27 of GW1 Legion of Gold Deathmoss Number: * Percept: 0 Stealth/R.U.: 0 AC: 11 MD: -- Health: 11 Speed: * Level: 1 Hit Dice: *(11) per sq. meter THAC: 0 Attacks: 0 Int: Non Morale: -- Size: S+(1 m+) XP Value: 120 Frequency: Rare Organization: Solitary Activity Cycle: Any Diet: Carnivore Tech Level: 0 Artifacts: None Climate/Terrain: Nonartic swamp, forest, hills, or mountains Physical Mutations: Fruit(18), aromatic sap, boring tendrils Mental Mutations: None Special Powers: Immune to mental attacks Description: * Combat: * Society: The purple-veined gray fruit, when eaten, increases all five senses for one hour (Perception is increased by 1/2), but thereafter causes a 50% loss of normal senses for another hour (Perception is decreased by 1/2).* * Consult page 25 of GW1 Legion of Gold. Legionnaires Number: * Percept: 11 Stealth/R.U.: +1 AC: 10 (20 in armor) MD: 13 Health: 13 Speed: * Level: 3 Hit Dice: 9(32) THAC: +3 Attacks: 1 Weapon +2 Int: Non Morale: Non Size: * XP Value: 270 Frequency: Very Rare Organization: Attack Force Activity Cycle: Day Diet: Omnivore Tech Level: IV Artifacts: Legionnaire Armor Climate/Terrain: Barony of Horn Physical Mutations: None Mental Mutations: None Special Powers: None Description: * Combat: * Society: * * Consult page 27 of GW1 Legion of Gold. Legionaire Powered Armor Armor Class when worn: 20 Total Slots Available: 17 Helmet: 1 Left Arm: 3 Right Arm: 1 Front Plate: 2 Back Plate: 8 Left Leg: 1 Right Leg: 1 Total Slots Currently Used: 17 Power Source: Auxiliary battery unit or broadcast power Battery Capacity: 8 Locomotion Provided: x2 Movement Force Field: None Defenses Included: None Sensors Included: IR Two-way Radio UV Weapons Included: Mini-grenade Launcher Short Sword Legionnaire powered armor is a suit of powered armor created by REAPER. The suit's design was based on Powered Plate Armor. However, since the suits were made with the limited parts available to REAPER, they are not powered by QPCs. Instead, they are powered by broadcast power generated by REAPER. REAPER is able to generate the power necessary to power the suits up to 50 km. If a suit leaves this radius or if the broadcast power is no longer being generated (i.e., REAPER is destroyed), then the suit automatically reverts to its back-up power - an auxiliary battery unit. The unit can provide power to the suit up to 48 hours before becoming completely drained. The short sword used with the suit is a rudimentary version of a vibroblade. The sword causes 2d6 points of damage instead of the normal 1d6. The sword is connected to the suit's power through an insulated wire connected to its handle and the suit's right forearm. System Power Usage Location 1: Extension Plate - LA 2: IR Sensor 1 H 3: Mini-grenade Launcher 2 LA 4: Auxiliary Battery Unit (8) BP 5: Broadcast Power Receiver (8) BP 6: Two-way Radio 1 BP 7: UV Sensor 1 FP 8: x2 Movement 3 LL, RL, FP 9: Short Sword Power Coupling 1 RA Letharp Number: * Percept: 10 Stealth/R.U.: +6 AC: 16(Head), 13(Body) MD: 13 Health: 13 Speed: * Level: 3 Hit Dice: *(70) THAC: +3 Attacks: 1 Ram 3d6+3 Int: Animal Morale: 10 Size: L-H(4-7 m) XP Value: 270 Frequency: Uncommon Organization: Solitary Activity Cycle: Day Diet: Herbivore Tech Level: 0 Artifacts: None Climate/Terrain: Temperate river, lake, or coastal waters Physical Mutations: Chameleon power(15) Mental Mutations: None Special Powers: None Description: * Combat: * Society: * * Consult page 26 of GW1 Legion of Gold. Screamers Number: * Percept: 13 Stealth/R.U.: +1 AC: 11 MD: 11 Health: 11 Speed: * Level: 1 Hit Dice: * THAC: +1 Attacks: 1 Touch -- Int: Animal Morale: 20 Size: * XP Value: 2000 Frequency: Very Rare Organization: Pack Activity Cycle: Any Diet: ? Tech Level: 0 Artifacts: None Climate/Terrain: Any Physical Mutations: None Mental Mutations: Directional sense, life leech(12) Special Powers: Generates radiation (intensity 12), immune to laser, radiation, stun, poison, heat and cold-based attacks Description: * Combat: * Society: * * Consult page 26 of GW1 Legion of Gold. Weirbuled Number: * Percept: 15 Stealth/R.U.: +4 AC: 15 MD: 13 Health: 13 Speed: * Level: 3 Hit Dice: *(18) THAC: +3 Attacks: 3 Bite 1d6 Feeler(2) 1d3+3 Int: Low Morale: 14 Size: * XP Value: 65 Frequency: Uncommon Organization: School Activity Cycle: Any Diet: Carnivore Tech Level: 0 Artifacts: None Climate/Terrain: Temperate rivers and lakes Physical Mutations: None Mental Mutations: None Special Powers: None Description: * Combat: * Society: * * Consult page 26 of GW1 Legion of Gold.