← Playtest Kit

Source: enemies.md (markdown kept in kit)

NPC Stat Blocks — Playtest

Use with Scenario 01 (EEZ 01: Kreslia Port). DEX mod = initiative and to-hit unless noted.

Playtest arms: M9 · M4 · AKM · NSV (emplaced only)

TypeFile
Scrappers, bandits, guardsThis doc
Rival operators (contractors)enemies-rival-operators.md

Scrapper

To-hit+2
WeaponM9 (PEN 1 / DMG 28)
ArmorNone
HPHead 20 / Thorax 50 / Stomach 40 / Limbs 30
BehaviorFires 1–2 shots then seeks cover. Flees at Thorax ≤20. Stripping wire, copper, anything salable.

Bandit

To-hit+3
WeaponAKM (PEN 3 / DMG 44)
ArmorClass 2 (AC 2 / 25 DUR)
HPStandard hit zones
BehaviorHolds angle. Won't push. Armed locals — not military, not scrapping.

Perimeter Guard (Veteran)

To-hit+4
WeaponM4 (PEN 3 / DMG 38)
ArmorClass 4 (AC 4 / 45 DUR) + Helmet
HPStandard hit zones
BehaviorCalls backup on first contact (+1 exfil clock segment). Uses cover.

Static Turret — NSV

Soviet-era 12.7×108 heavy machine gun on a fixed pedestal. Perimeter emplacement — not infantry. KORD mounts use the same stat line (12.7×99).

To-hit+5 (fixed 120° arc)
WeaponNSV — 12.7×108 (PEN 5 / DMG 76 / BLUNT 25)
RoFBurst 3 — 3 separate hit rolls per round vs one target
ArmorClass 5 housing (AC 5 / 60 DUR) — gunner behind plate
HPHousing thorax 40 (destroyed at 0)
BehaviorInit 20. Nearest visible target in arc each round. Suppress: if it fires, that target is Suppressed until next turn. Unsuppressed bursts add +1 exfil clock segment (first time per encounter).

Fear check: PEN 5 punches Class 4 ceramic. Thorax pen is usually one down. Head pen is KIA. Stopped rounds still deliver 25 blunt + spall. Do not walk the open yard.


Quick spawn — Op 01

LocationEnemies
POI A (Warehouse)2× Scrapper (M9)
POI B (Office)1× Bandit (AKM)
POI C (Yard)1× Perimeter Guard (M4) + 1× Static Turret (NSV)
Exfil hot (clock 3)Roll d6: 1–3 = 2× Bandit (AKM) · 4–6 = 1× Perimeter Guard (M4)