Little Green Army Men, Deluxe Set (D20 Modern Creature)

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Little Green Army Men[edit]

Insectlike, with a faint, high whirring noise like chiggers, a cloud of miniature helicoptoers, painted jungle green, rose out of the box.

Tiny phut! phut! phut! sounds reached Renshaw's ears and he saw pinprick-sized muzzle flashes coming from the open copter doors. Needles pricked his belly, his right arm, the side of his neck. He clawed out and got one—sudden pain in his fingers; blood welling. The whirling blades had chopped them to the bone in diagonal scarlet hash marks. The others whirled out of range, circling him like horseflies. The stricken copter thumped to the rug and lay still.

—Stephen King's "Battleground", from Night Shift

Vehicles[edit]

Heavy Artillery Tank Helicopter
Size and Type: Diminutive Construct Diminutive Construct Diminutive Construct
Hit Dice: 2d10 (10 hp) 2d10 (10 hp) 2d10 (10 hp)
Mas:
Initiative: +4 +4 +6
Speed: 10ft 10ft 5ft or fly 45ft (perfect)
Defense: 18 (+4 Dex, +4 Size), touch 18, flat-footed 14 18 (+4 Dex, +4 Size), touch 18, flat-footed 14 18 (+4 Dex, +4 Size), touch 18, flat-footed 14
Base Attack/Grapple: +1/-16 +1/-15 +1/-11
Attack: Artillery Barrage +9 ranged
  (4d8/x2 ballistic, 14ft range)
105mm Cannon +9 ranged
  (3d10/x2 ballistic, 11ft range)
and M2HB Machine Gun +9 autofire
  (2d4/x2 ballistic, 3ft range)
or M2HB Machine Gun +5 5-round burst
  (4d4/x2 ballistic, 3ft range)
Hellfire Missile +13 ranged
  (3d6/x2, 10ft range)
or Rocket Pods +9/+9 ranged
  (2d6/x2, 5ft range)
and M230 Chain Gun +9 autofire
  (1d12/x2 ballistic, 5ft)
or M230 Chain Gun +5 5-round burst
  (2d12/x2 ballistic, 5ft)
Full Attack: Artillery Barrage +9
  (4d8/x2 ballistic, 14ft range)
105mm Cannon +9 ranged
  (3d10/x2 ballistic, 11ft range)
and M2HB Machine Gun +9 autofire
  (2d4/x2 ballistic, 3ft range)
or M2HB Machine Gun +5 5-round burst
  (4d4/x2 ballistic, 3ft range)
Hellfire Missile +13 ranged
  (3d6/x2, 10ft range)
or Rocket Pods +9/+9/+9 ranged
  (2d6/x2, 5ft range)
and M230 Chain Gun +9 autofire
  (1d12/x2 ballistic, 5ft)
or M230 Chain Gun +5 5-round burst
  (2d12/x2 ballistic, 5ft)
Space/Reach: 3x6inch/0ft 5x10inch/0ft 5x20 inch (not including blades)/0ft
Special Qualities: Die Cast, Perfect 1/36 Scale, Like a Statue, Steady Aim Die Cast, Perfect 1/36 Scale, Like a Statue, Crew Die Cast, Perfect 1/36 Scale, Like a Statue, Crew, Harry, Whirling Blades
Saves: Fort +0, Ref +4, Will +0 Fort +0, Ref +4, Will +0 Fort +0, Ref +4, Will +0
Abilities: Str 1, Dex 18, Con —, Int 10, Wis 10, Cha 10 Str 3, Dex 18, Con —, Int 10, Wis 10, Cha 10 Str 10, Dex 18, Con —, Int 10, Wis 10, Cha 10
Skills: Hide +14, Move Silently +14 Hide +14, Move Silently +14 Hide +14, Move Silently +14
Feats:
Possessions: None None None
Organization: Solitary, Beginner's Set (20 Infantrymen, 10 Machine Gunners, 5 Heavy Weapons Guys, 5 Grenadiers, 4 Bazooka Men, 1 Commander), Deluxe Set (Beginner's Set plus 1 Ambulance, 2 Army Medics, 2 Heavy Artillery, 2 Tanks, 3 plastic ramparts, and 5 Helicopters) Solitary, Beginner's Set (20 Infantrymen, 10 Machine Gunners, 5 Heavy Weapons Guys, 5 Grenadiers, 4 Bazooka Men, 1 Commander), Deluxe Set (Beginner's Set plus 1 Ambulance, 2 Army Medics, 2 Heavy Artillery, 2 Tanks, 3 plastic ramparts, and 5 Helicopters) Solitary, Beginner's Set (20 Infantrymen, 10 Machine Gunners, 5 Heavy Weapons Guys, 5 Grenadiers, 4 Bazooka Men, 1 Commander), Deluxe Set (Beginner's Set plus 1 Ambulance, 2 Army Medics, 2 Heavy Artillery, 2 Tanks, 3 plastic ramparts, and 5 Helicopters)
Challenge Rating: 2 2 3
Allegiances: Little Green Army Commander Little Green Army Commander Little Green Army Commander
Advancement:
Level Adjustment:


Medical Support Team[edit]

Army Medic (Dedicated Hero 3) Ambulance
Size and Type: Fine Construct Diminutive Construct
Hit Dice: 3d6 (13 hp) 1d10 (5 hp)
Mas:
Initiative: +6 +4
Speed: 1ft 22ft
Defense: 26 (+6 Dex, +2 Class, +8 Size), touch 26, flat-footed 20 18 (+4 Dex, +4 Size), touch 18, flat-footed 14
Base Attack/Grapple: +2/-18 +0/-12
Attack: Beretta 92F +16
  (1d3/x2 ballistic, 1ft range)
Slam +4 Melee
  (1d2/x2 bludgeoning)
Full Attack: Beretta 92F +16
  (1d3/x2 ballistic, 1ft range)
Slam +4 Melee
  (1d2/x2 bludgeoning)
Space/Reach: 1.5 inch/1.5 inch 3x6inch/0ft
Special Qualities: Made of Plastic, Perfect 1/36 Scale, Like a Statue, Field Medic Die Cast, Perfect 1/36 Scale, Like a Statue, Medevac
Saves: Fort +2, Ref +7, Will +4 Fort +0, Ref +4, Will +0
Abilities: Str 2, Dex 22, Con —, Int 13, Wis 15, Cha 10 Str 10, Dex 18, Con —, Int 10, Wis 10, Cha 10
Skills: Hide +20, Knowledge (Earth and Life Sciences) +5, Knowledge (Physical Sciences) +5, Knowledge (Tactics) +3, Listen +8, Move Silently +20, Spot +8, Treat Injury +12
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Medical Expert, Surgery, Heroic Surge
Possessions: Teensy Beretta 92F with 1 extra clip None
Organization: Solitary, Beginner's Set (20 Infantrymen, 10 Machine Gunners, 5 Heavy Weapons Guys, 5 Grenadiers, 4 Bazooka Men, 1 Commander), Deluxe Set (Beginner's Set plus 1 Ambulance, 2 Army Medics, 2 Heavy Artillery, 2 Tanks, 3 plastic ramparts, and 5 Helicopters) Solitary, Beginner's Set (20 Infantrymen, 10 Machine Gunners, 5 Heavy Weapons Guys, 5 Grenadiers, 4 Bazooka Men, 1 Commander), Deluxe Set (Beginner's Set plus 1 Ambulance, 2 Army Medics, 2 Heavy Artillery, 2 Tanks, 3 plastic ramparts, and 5 Helicopters)
Challenge Rating: 1 1/3
Allegiances: Little Green Army Commander Little Green Army Commander, Little Green Army Medic
Advancement: By class
Level Adjustment:


Special Qualities[edit]

Die Cast (Ex) — Little Green Army Men Heavy Artillery, Tanks, Helicopters, and Ambulances are die cast from sturdy aluminum. They are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

Their durable aluminum shell gives them a hardness score. The Heavy Artillery and Helicopter each have Hardness 5, and the Tank has Hardness 10.

Little Green Army Man Vehicles cannot heal damage on through biological means but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a Little Green Army Man Vehicle, and each check represents 1 hour of work. A vehicle reduced to 0 hit points is immediately destroyed and cannot be repaired. An Army Medic can cure hit points as usual.

Perfect 1/36 Scale (Ex) — Little Green Army Men are perfect 1/36 scale replicas of normal humans, right down to 1/36 scale weapons. As such all weapons ranges, movement rates, and any other ability that relies on distance is cut by a power of 36.

Because they are so small, Little Green Army Men get a +10 bonus to Hide and Move Silently checks, and any the DC of the Listen check made to hear a Little Army Man (other than an opposed Move Silently check) is increased by 10.

Like a Statue (Ex) — If a Little Green Army Man can at any time choose to give up his actions and remain perfectly still. In this state, it is impossible to tell apart a Little Green Army Man from any other toy. Thermal, electromagnetic, chemical, and magical detections will all see Little Green Army Men as plain, ordinary green plastic die-cast figurines.

Steady Aim (Ex) — The Heavy Artillery is an expert at hitting targets, as long as they aren't moving. Every round spent firing at a stationary target after the first, the Heavy Artillery gains a cumulative +1 bonus to attack. If its target moves more than five feet, this bonus resets.

Crew (Ex) — Some Little Green Army Men have crew and can operate more weapons at once. The Tank can operate it's 105mm cannon and it's M2HB machine gun at the same time. The Helicopter can either fire its Hellfire missile or its rocket pods at the same time as it is firing its M230 Chain Gun. In addition, Helicopters and Tanks can move their full movement and attack in the same round. They can attack before, after, or even during their movement.

Little Green Army Men crew are integrated into their vehicles and cannot be attacked directly, nor can they be removed from their vehicles or in fact, even open the doors to their vehicles.

Whirling Blades (Ex) — When struck in melee by an unarmed attack, the Helicopter's blades deal the attacker 1d4 damage. Once the helicopter deals 4 damage in this way, it's engine is destroyed and it falls to the ground, taking falling damage.

Harry (Ex) — A group of 5 or more helicopters can work together to distract their foe. As a full round action, a team of helicopters can choose to take a -5 penalty on their attacks and swarm around a target of small size or larger. Each helicopter in the swarm can not stray more than 5 feet from the target.

Every round the target is being harried, the he must make a Concentration check of DC 10 + 1 / helicopter or become distracted. A character gets a +2 bonus to this save for every size category above small. A distracted character takes a -4 penalty to attacks, defense, and concentration checks made to cast spells.

Made of Plastic (Ex) — Little Green Army Men are constructed of durable plastic. They are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

Their durable plastic makeup also allows them to ignore the first 5 points of damage from any source that deals bludgeoning damage.

Little Green Army Men cannot heal damage on through biological means but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a Little Green Army Man, and each check represents 1 hour of work. A soldier reduced to 0 hit points is immediately destroyed and cannot be repaired. An Army Medic can cure hit points as usual, but these toys are very rare.

Field Medic (Ex) — The Army Medic can heal other Little Green Army Men without making a repair check. He can use Treat Injury on Little Green Army Men as usual. He can perform surgery with no penalty, and heals an extra 2hp with every Treat Injury Check.

Medevac (Ex) — The Ambulance is used to transport injured units. As a full round action, an Ambulance can load or unload one Little Green Army Man Infantryman, Machine Gunner, Heavy Weapons Guy, Grenadier, Bazooka Man, Commander, or Army Medic into its bed. It can only hold one Little Green Army Man at a time.

Weapons[edit]

Little Green Army Men use specialized scale weapons. Those weapons that differ from standard (other than size) are listed below.

Artillery Barrage — The basic attack of the Little Green Army Heavy Artillery is a barrage of shellfire from a Tiny 155mm (scale) howitzer cannon. The artillery aims at a single 5-ft square, which has a Defense of 10. If the attack hits, everyone within the blast radius must make a Reflex save (DC 15) for half damage. If the attack misses, treat it as a thrown explosive attack to see where the shot lands. Each barrage takes a full round action, and another full round action to reload. The blast radius of the shells are 2.5ft, and each Heavy Artillery piece has enough ammunition for 10 attacks. The Heavy Artillery unit cannot fire at a distance less than 10 feet.

105mm Cannon — The Little Green Army Tank's primary weapon is its Fine 105mm (scale) cannon. The Tank can fire its cannon once per round in addition to it's machine gun, and has enough ammunition to fire 10 times.

M2HB Machine Gun — The Little Green Army Tank's secondary weapon is its Fine M2HB Machine Gun. The Tank can fire its machine gun in autofire or 5-round burst modes, and has 5 50-round belts of ammunition.

Hellfire Missile — The Little Green Army Helicopter comes equipped with 8 Fine Hellfire missiles. Firing each missile is a full round action, which can be combined with firing its M230 Chain Gun. Hellfire missiles have homing properties, which gives the Helicopter a +4 attack bonus when using them.

Rocket Pods — The Little Green Army Helicopter is also equipped with Fine rocket pods, which it can use instead of its Hellfire missile attack. Due to the speed at which the rocket pods fire, as a full-round action the Helicopter can fire 2 additional rockets without penalty, and as a standard action the Helicopter can fire 1 additional rocket without penalty.

M230 Chain Gun — The Little Green Army Helicopter's secondary weapon is its Fine M230 Chain Gun. The weapon can be fired in autofire or 5-round burst modes, and comes loaded with 300 rounds of ammunition.

Combat[edit]

Little Green Army Men are highly organized and highly coordinated. The Deluxe Set works as a support team for the Basic Set.

Heavy Artillery fire in alternating rounds in order to keep a constant barrage on their target. The tanks fire with their main cannons from a distance, keeping their targets occupied. They don't open up with machine gun fire until they get close.

Helicopters keep their target occupied and distract the enemy while the other heavy weapons fire. They use their superior speed and range to their advantage whenever possible, favoring their Hellfire missiles over the rocket pods and chain guns.

GM Notes[edit]

I got the idea to make these from Stephen King's short story "Battleground", in his anthology Night Shift. In it, there's no explanation given for how these little guys are moving around and shooting; they just simply exist. I loved that idea, so that's where this came from. If that doesn't fit the flavor of your campaign, you can easily change them to magical constructs, robots, miniaturized humans, or even tiny aliens or beings from another planet.


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