Nomads
Nomads are road-hardened survivors who fight from bikes, trucks, and armored rigs, striking fast and refusing to stay pinned down.
When a Nomad vehicle is crit, it may immediately move 4 spaces before damage is applied. The crit still hits.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
- • Machete.
2d6+4
- • Heavy Revolver.
2d6+4. Range 8.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
When this creature takes a crit and survives, the bike is destroyed. Replace it with a Nomad Raider with HP equal to its remaining HP, maximum 10.
When this drops to 0 HP, replace it with a Nomad Raider with 10 HP.
- SMG.
2d8+5. Range 8.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
When a Nomad vehicle starts its turn within Range 8, it may move 2 spaces before acting.
- • Combat Shotgun.
2d8+7. Range 8.
- • Road Axe.
2d8+5
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
STR+, DEX+.
The first time it would be Dazed, Frightened, or knocked Prone, ignore it.
- • Heavy Revolver.
2d10+10. Range 8.
- • Chain Blade.
2d12+8
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
DEX-.
If Bloodied and crit, this vehicle is disabled.
Can move forward, diagonally forward, or sideways, but not backward. At end of turn, may face any direction.
May move through Medium or smaller creatures. Each takes 1d8+8 damage, DC 13 DEX save for half, then suffers Knockback 2 in a direction of its choice. Larger creatures stop its movement, take full damage, and ignore the Knockback.
When this drops to 0 HP, replace it with a Nomad Raider with 10 HP.
- Mounted Cannon.
1d8+20. Range 14.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
DEX-.
If Bloodied and crit, this vehicle is disabled.
Can move forward, diagonally forward, or sideways, but not backward. At end of turn, may face any direction.
May move through Large or smaller creatures. Each takes 2d8+5 damage, DC 13 DEX save for half, then suffers Knockback 2 in a direction of its choice. Larger creatures stop its movement, take full damage, and ignore the Knockback.
When this drops to 0 HP, replace it with 2 Nomad Raiders with 10 HP each.
- Roof Cannon.
4d8+10. Range 14.