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

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Little Green Army Men[edit]

Tiny foot soldiers, about an inch and a half tall, began to crawl out.... The soldiers were wearing minuscule army fatigues, helmets, and field packs. Tiny carbines were slung across their shoulders. Two of them looked briefly across the room at Renshaw. Their eyes, no bigger than pencil points, glittered.

Five, ten, twelve, then all twenty. One of them was gesturing, ordering the others.... The commanding officer turned and gestured. The others whirled and unslung their carbines. There were tiny, almost delicate popping sounds, and Renshaw felt suddenly as if he had been stung by bees....

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

Basic Units[edit]

Infantryman (Fast Hero 1) Machine Gunner (Fast Hero 1) Heavy Weapons Guy (Fast Hero 2)
Size and Type: Fine Construct Fine Construct Fine Construct
Hit Dice: 1d8 (8 hp) 1d8 (8 hp) 2d8 (12 hp)
Mas:
Initiative: +6 +6 +6
Speed: 1ft 1ft 1ft
Defense: 27 (+6 Dex, +3 class, +8 size), touch 27, flat-footed 21 27 (+6 Dex, +3 class, +8 size), touch 27, flat-footed 21 28 (+6 Dex, +4 class, +8 size), touch 28, flat-footed 22
Base Attack/Grapple: +0/-19 +0/-19 +1/-18
Attack: M4 Carbine +14 semi-auto
  (1d4/x2 ballistic, 2ft range)
or M4 Carbine +10 3-round burst
  (2d4/x2 ballistic, 2ft range)
M-60 Machine Gun +14 autofire
  (2d3/x2 ballistic, 3ft range, 3x3in area)
or M-60 Machine Gun
  (4d3/x2 ballistic, 3ft range)
M2HB Heavy Machine Gun +15 autofire
  (2d4/x2 ballistic, 3ft range, 3x3in area)
or M2HB Heavy Machine Gun +11 5-round burst
  (4d4/x2 ballistic, 3ft range)
Full Attack: M4 Carbine +14 semi-auto
  (1d4/x2 ballistic, 2ft range)
or M4 Carbine +10 3-round burst
  (2d3/x2 ballistic, 2ft range)
M-60 Machine Gun +14 autofire
  (2d3/x2 ballistic, 3ft range, 3x3in area)
or M-60 Machine Gun +10 5-round burst
  (4d3/x2 ballistic, 3ft range)
M2HB Heavy Machine Gun +15 autofire
  (2d4/x2 ballistic, 3ft range, 3x3in area)
or M2HB Heavy Machine Gun +11 5-round burst
  (4d4/x2 ballistic, 3ft range)
Space/Reach: 1.5 inch/1.5 inch 1.5 inch/1.5 inch 1.5 inch/1.5 inch
Special Qualities: Made of Plastic, Perfect 1/36 Scale, Like a Statue, Evasion Made of Plastic, Perfect 1/36 Scale, Like a Statue, Evasion Made of Plastic, Perfect 1/36 Scale, Like a Statue, Evasion
Saves: Fort +0, Ref +7, Will +1 Fort +0, Ref +7, Will +1 Fort +0, Ref +8, Will +1
Abilities: Str 4, Dex 23, Con —, Int 12, Wis 13, Cha 10 Str 4, Dex 23, Con —, Int 12, Wis 13, Cha 10 Str 4, Dex 23, Con —, Int 12, Wis 13, Cha 10
Skills: Balance +10, Climb +1, Hide +20, Knowledge (Tactics) +5, Move Silently +20, Tumble +10 Balance +10, Climb +1, Hide +20, Knowledge (Tactics) +5, Move Silently +20, Tumble +10 Balance +11, Climb +2, Hide +21, Knowledge (Tactics) +6, Move Silently +21, Tumble +11
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire Simple Weapons Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire Simple Weapons Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Exotic Firearms Proficiency (Heavy Machine Gun)
Possessions: Tiny M4 Carbine with 2 extra clips Small M-60 Machine Gun with 2 extra 50-round belts Small M2HB Heavy Machine Gun with 2 extra 50-round belts
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: 1/2 1 1
Allegiances: Little Green Army Commander Little Green Army Commander Little Green Army Commander
Advancement: By class By class By class
Level Adjustment:


Specialized Units[edit]

Grenadier (Fast Hero 1) Bazooka Man (Fast Hero 1) Commander (Charismatic Hero 1/Dedicated Hero 2 )
Size and Type: Fine Construct Fine Construct Fine Construct
Hit Dice: 1d8 (8 hp) 1d8 (8 hp) 3d6 (13 hp)
Mas:
Initiative: +6 +6 +9
Speed: 1ft 1ft 1ft
Defense: 27 (+6 Dex, +3 class, +8 size), touch 27, flat-footed 21 27 (+6 Dex, +3 class, +8 size), touch 27, flat-footed 21 26 (+4 Dex, +2 class, +2 armor, +8 size), touch 24, flat-footed 22
Base Attack/Grapple: +0/-19 +0/-19 +1/-20
Attack: M79 Grenade Launcher +14 ranged
  (1d6/x2 slashing, 2ft range)
M72A3 LAW +14 ranged
  (3d6/x2, 4ft range)
Beretta 92F +12 ranged
  (1d3/x2 ballistic, 1ft range)
Full Attack: M79 Grenade Launcher +14 ranged
  (1d6/x2 slashing, 2ft range)
M72A3 LAW +14 ranged
  (3d6/x2, 4ft range)
Beretta 92F +12 rabged
  (1d3/x2 ballistic, 1ft range)
Space/Reach: 1.5 inch/1.5 inch 1.5 inch/1.5 inch 1.5 inch/1.5 inch
Special Qualities: Made of Plastic, Perfect 1/36 Scale, Like a Statue, Evasion Made of Plastic, Perfect 1/36 Scale, Like a Statue, Evasion Made of Plastic, Perfect 1/36 Scale, Like a Statue, Coordinate, Empathy
Saves: Fort +0, Ref +7, Will +1 Fort +0, Ref +7, Will +1 Fort +3, Ref +6, Will +3
Abilities: Str 4, Dex 23, Con —, Int 12, Wis 13, Cha 10 Str 4, Dex 23, Con —, Int 12, Wis 13, Cha 10 Str 1, Dex 20, Con —, Int 13, Wis 14, Cha 15
Skills: Balance +10, Climb +1, Hide +20, Knowledge (Tactics) +5, Move Silently +20, Tumble +10 Balance +10, Climb +1, Hide +20, Knowledge (Tactics) +5, Move Silently +20, Tumble +10 Bluff +6, Climb -3, Diplomacy +8, Hide +20, Knowledge (Tactics) +4, Listen +7, Move Silently +20, Spot +7
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire Simple Weapons Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire Simple Weapons Proficiency, Personal Firearms Proficiency, Light Armor Proficiency, Far Shot, Improved Initiative
Possessions: Tiny M79 Grenade Launcher with 6 40mm (scale) fragmentation grenades Tiny M72A3 LAW with 6 rounds Teensy Beretta 92F with 2 extra clips
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: 1 2 1/2
Allegiances: Little Green Army Commander Little Green Army Commander None
Advancement: By class By class By class
Level Adjustment:


Special Qualities[edit]

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 construct, and each check represents 1 hour of work. A Little Green Army Man reduced to 0 hit points is immediately destroyed and cannot be repaired. An Army Medic can cure hit points as usual, but these pieces are very rare.

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.

Evasion (Ex) — All Little Green Army Men except for the Commander can react quickly to danger. If the Infantryman, Machine Gunner, Heavy Weapons Guy, Grenadier, or Bazooka Man is exposed to any effect that normally allows a Reflex saving throw for half damage, the Little Green Army Man suffers no damage if he or she makes a successful saving throw.

Coordinate (Ex) — The Commander has a knack for getting people to work together. When he can spend a full round directing his allies and makes a Charisma check (1d20 + 2, DC 10), the Commander provides any 1 ally within 1 foot a +1 bonus on their attack rolls and skill checks. The bonus lasts for 2 rounds.

Empathy (Ex) — The Commander has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a +2 bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the Commander spends at least 1 minute observing his or her target prior to making the skill check.

Combat[edit]

Little Green Army Men are highly organized and highly coordinated. Infantrymen act as skirmishing units, moving around and keeping their foe off balance. Machine Gunners are more mobile as well, though they must stop moving to shoot. Heavy Weapons Guys find a fortified location and lay down covering fire for the others.

Grenadiers and Bazooka Men are the heavy hitters, and they never stray too far from their protective units, the Infantrymen. Since the Bazooka Man's LAW can only fire once every two rounds, they stay in teams of two, in order to keep a constant barrage of rockets aimed at their target. These are the most heavily protected units.

The Commander usually stays back in a place of relative safety, coordinating the other units. He uses his Coordinate ability as often as possible, and if his enemy is in a tight spot, he will use his Empathy ability along with his high social skills to try and get his enemy to surrender.

Little Green Army Men always fight to victory or death. They will not allow their prey to escape, even if it means using miniature thermonuclear weapons at great risk to themselves.

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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