WELCOME!

One Dwarf Army is a one-man publishing outfit of quality tabletop roleplaying games. My goal is to make games that are simple to learn, fun to play and won’t break the bank.

I prefer using my own custom game systems but I will occasionally write supplements for other popular systems.

Where can I find your games?

All of my games are available as digital downloads from Drive Thru RPG.

What’s your pricing model?

For game lines that use my own custom systems, it’s pretty simple. You buy the core game, which contains all the rules you need to play, and all future expansions will be released for free. I can’t promise to support a game line forever, but I will endeavour to release several supplements for each one.

Now available: The Frontier Companion vol. 3 and 4

The Frontier Companion vol. 3 and 4 have just been released on DriveThru RPG. Together, these two sourcebooks collect 50 pages worth of new classes, monsters, weapons, armor and other goodies previously released for The Frontier RPG in separate supplements. As with all other Companions, they are both completely free!

Birds of Prey

The shaitar are the most common and well-known flying predators on Prometheus. These featherless birds have a lot in common with reptiles, most of them resembling winged lizards. Their bat-like wings allow them to fly at high speeds with plenty of manoeuvrability.

There are numerous subspecies of shaitar and they all seem to go along very well with each other, very often mixing together as part of the same flock. All shaitar are carnivorous and they hunt together in flocks. They are a persistent lot and won’t shy from taking on large prey if they have sufficient numbers.

Shaitar have very keen sight and gain a +4 bonus to any Perception rolls based on it.

Arrowhead

The arrowhead is somewhat unique among the shaitar due to having an actual beak. Extremely sharp and pointy, this is used to impale when the arrowhead crashes into its prey at high speed.

Level 3 shaitar (small)

400 XP

Attributes: Muscles 2, Reflexes 6, Brains 0, Guts 3

Defences: Evasion 8, Resolve 3, Toughness 2

Health: 13

Speed: 50 feet (flying)

Initiative: 9

Attacks

Beak: +6 to hit (close combat). Ignores 2 points of armor. 1d6+1 physical damage.

When the Arrowhead attacks with its beak, it does +1 damage for every 10 feet it moved before the attack, up to a maximum of +5 damage. A successful hit allows the Arrowhead to impale the target and remain attached to him. While attached, the Arrowhead can use a move to drive its beak deeper in the target, automatically inflicting 2d4 damage per move.

The victim can try to pull out an attached Arrowhead by using an action to roll Muscles versus the Arrowhead’s Muscles. He can also attack the Arrowhead with a +2 bonus to the attack roll, but only by using a one-handed weapon.

Bloodclaw

Easily as large as a horse, the bloodclaw is the largest shaitar subspecies so far encountered and can be found leading the larger flocks. Although skin patterns vary among bloodclaws, their large claws are always a deep crimson. Because a bloodclaw’s wingspan is nowhere near enough to support its weight, it has been theorised that it provides additional lift through an innate psionic ability.

Level 7 shaitar (large)

1,600 XP

Attributes: Muscles 9, Reflexes 6, Brains 0, Guts 6

Defences: Evasion 7, Resolve 6, Toughness 9

Health: 64

Speed: 60 feet (flying)

Initiative: 9

Attacks

Bite: +10 to hit (close combat). 2D8+4 physical damage.

Claw: +10 to hit (close combat). 2D6+4 physical damage.

A Bloodclaw has +2 Resolve against psionic powers and is resistant to psionic damage.

When it uses an action to attack, a Bloodclaw strikes with two claws (rolling separately for each). If both claws successfully hit the same target, it will also automatically bite (no roll necessary) as part of the same action. Instead of biting, a Bloodclaw that has moved at least 20 feet in a straight line before the attack is able to seize a normal-sized or smaller target. The bird can then continue moving for the rest of its unused movement speed in a straight line, tossing the target at great speed at the end of its movement. The victim lands 2d10x2 feet ahead of the Bloodclaw’s final position and suffers 1d6 physical damage multiplied by 1 for every 10 feet the Bloodclaw travelled after the attack.

For example, a Bloodclaw that has moved 30 feet before striking with both claws can grab someone and move for another 30 feet before tossing him for 1d6x3 impact damage.

Once per battle, a Bloodclaw can use an action to whip all other shaitar within 60 feet into a blood frenzy. It can only do this after it has inflicted a total of 20 or more damage during the current encounter. Frenzied shaitar gain a +2 bonus to attack rolls and +10 feet flying speed. The frenzy lasts for 10 rounds or until the Bloodclaw is killed.

Greenfang

The smallest among the shaitar, this creature gets its name from the green saliva coating its mouth and teeth. It contains a neurotoxin strong enough to outright kill small prey and cause extreme pain even in man-sized creatures.

Level 1 shaitar (tiny)

100 XP

Attributes: Muscles 0, Reflexes 5, Brains 0, Guts 2

Defences: Evasion 8, Resolve 2, Toughness 0

Health: 3

Speed: 60 feet (flying)

Initiative: 8

Attacks

Bite: +0 to hit (close combat). 1 physical damage plus poison (see below).

When a Greenfang bites, it delivers a poison that causes painful and debilitating spasms. If the target fails a Toughness roll versus 12, he suffers a -2 penalty to all Muscles and Reflexes rolls and his movement speed is halved for 1d10 minutes.

Once every 3 rounds a Greenfang can spit its poison up to 30 feet away. This is a ranged attack using Reflexes. On a hit, the target doesn’t suffer any damage but has to roll Toughness to resist the poison’s effects.

Needlewing

The shaitar equivalent to an attack aircraft, the needlewing possesses muscular organs in its wings that can shoot sharp, needle-like bones. These come loaded with potent digestive liquids that make them truly dangerous.

Level 3 shaitar (small)

400 XP

Attributes: Muscles 1, Reflexes 6, Brains 0, Guts 3

Defences: Evasion 8, Resolve 3, Toughness 1

Health: 10

Speed: 60 feet (flying)

Initiative:9

Attacks

Bite: +1 to hit (close combat). 1d3 physical damage.

Needle: +6 to hit (range 60/180 feet). 1d3 physical damage plus 1d4 acid damage. Ammo 10.

A Needlewing can make two needle attacks per action. Once it has used all of its available needles, it has to wait one day for new ones to grow.

Razorwing

No larger than an overgrown bat, this is a nevertheless dangerous and extremely agile flyer. Its most distinctive feature is multiple razor-sharp bones adorning its wings. The razorwing makes great use of those by performing fly-by attacks until its prey succumbs to the deep cuts inflicted.

Level 1 shaitar (tiny)

100 XP

Attributes: Muscles 1, Reflexes 4, Brains 0, Guts 2

Defences: Evasion 7, Resolve 2, Toughness 1

Health: 4

Speed: 60 feet (flying)

Initiative: 7

Attacks

Wings: +4 to hit (close combat). 1d4 physical damage.

A Razorwing does not provoke free attacks when it moves away from an opponent in close combat. When it moves at least 10 feet, it can attack 2 targets in the same action and use any movement speed left to move between the targets as well as after the second attack.

For example, the Razorwing can move 10 feet to attack one target, then fly another 30 feet to attack a second target, then fly away for the remaining 20 feet.

When an attack fails with a natural 5 or lower, the Razorwing must stop immediately and cannot move or make any more attacks for this round.

Skyboa

The aptly named skyboa has no limbs and resembles a large snake more than a lizard. Much like its earthly, flightless counterpart, it attacks by enveloping its prey and crushing it to death with its powerful muscles.

Level 5 shaitar

900 XP

Attributes: Muscles 6, Reflexes 5, Brains 0, Guts 4

Defences: Evasion 6, Resolve 4, Toughness 5

Health: 29

Speed: 50 feet (flying)

Initiative: 8

Attacks

Bite: +6 to hit (close combat). 1D4+3 physical damage.

Instead of biting, the Skyboa can attack by enveloping a normal-sized or smaller target within 5 feet. This requires a Muscles+3 roll versus the target’s Muscles or Reflexes (whichever is higher). A target that is enveloped has -4 Reflexes (to a minimum of 0) and can only attack with a one-handed weapon. He is only able to move at 1/3rd of his normal speed (taking the Skyboa with him).

At the end of each round, an enveloped target suffers 2d6+3 damage from being constricted. He can try to break free as an action by rolling Muscles versus the Skyboa’s Muscles+3. While the target is enveloped, the Skyboa can use a move to bite him with a +2 bonus to the attack roll.

Thunderwing

This dod-sized shaitar is pure white in colour and is also known as a sky-eel, due to its electricity-generating organs. It is a dangerous predator that can fry alive even much larger prey in mere moments.

Level 5 shaitar

900 XP

Attributes: Muscles 4, Reflexes 7, Brains 0, Guts 4

Defences: Evasion 8, Resolve 4, Toughness 4

Health: 27

Speed: 60 feet (flying)

Initiative: 10

Attacks

Bite: +5 to hit (close combat). 1D6+2 physical damage plus 2d8 electric damage.

A Thunderwing is immune to electric damage. Anyone attacking one in close combat suffers 1d8 electric damage.

Once every 3 rounds, a Thunderwing can use an action to fly in a straight line over an area, laying waste across it with a powerful electrical discharge. The area affected is 10 feet wide and as long as the Thunderbird’s movement speed; the creature cannot fly more than 10 feet higher than the surface while using this manoeuvre. Roll reflexes versus the Evasion of everyone in the area: those hit suffer 2d8x3 electric damage, while everyone else takes half as much damage. Targets suffering more than 10 damage also have to roll Toughness versus 16 to avoid being stunned for 1d3 rounds.

Zane’s Gun Emporium vol. 1

Ack-Ack

Uncommon combat shotgun ($5,000)

Whether you’re facing thugs with jetpacks or vicious birds of prey, there’s nothing better than a blast of buckshot to teach them a lesson. This shotgun has a dedicated tracking system that works wonders against flyers and its pellets temporarily increase gravitational pull, making them fly like they weigh a ton.

The Ack-Ack gains a +2 attack bonus and its range is doubled when it attacks a flying enemy. Each hit also reduces the target’s flying speed by 20 feet (to a minimum of 10 feet) for 3 rounds.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 16 to avoid being pushed 5 feet back and falling prone (requiring a move to stand up again).
  2. Expanded: +2 Ammo.
  3. Heavy: +2 damage.
  4. Incendiary: Inflicts fire damage.
  5. Mayhem: Damage reduced to 1D8 but attacks 2 targets with one shot if they are within 5 feet of each other.
  6. Nasty: +1 critical chance.

Bronze Rusher

Exotic combat shotgun ($27,000)

Specially made for people who like to rush into the middle of action without thinking it through. Not only will the built-in shield generator increase your survivability, it will also pump up the muzzle velocity for more damage per shot.

The Bronze Rusher has +1 damage die and 6 shield charges. It regains one used charge every 4 hours.

While holding the Bronze Rusher, you can spend a charge after being hit by an attack in order to summon a short-lived energy shield that reduces the damage you suffer by 1d10 points. You can only use one charge at a time and it is not effective against psionic damage. The Bronze Rusher gains +1 damage die for the rest of the round every time you use a charge.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 20 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Energised: Has 8 shield charges.
  3. Heavy: +2 damage.
  4. Mayhem: Damage reduced to D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  5. Nasty: +1 critical chance.
  6. Resilient: Each shield charge reduces damage by 2d10 points.

Doctor WTF

Legendary combat shotgun ($41,000)

More cutting edge than Sweeney Todd’s razor! Comes equipped with a time distortion module that slows down the action, allowing you to do a lot more in the span of a few heartbeats.

The Doctor WTF has a +1 bonus to attack rolls and does +2 damage. At the end of each round in which you’ve held the weapon continuously, you may choose one of the following options:

  • Fire one shot from the Doctor WTF.
  • Move up to half your speed.
  • Gain +2 Evasion until the end of the following round (you lose this bonus if you stop holding the weapon).

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 22 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Corrosive: Shots inflict acid damage.
  3. Dextrous: +1 Evasion while holding the weapon.
  4. Heavy: +2 damage.
  5. Mayhem: Damage reduced to 1D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  6. Nasty: +1 critical chance.

Gunnerstein

Rare pump shotgun ($13,000)

If you think shotguns don’t have enough stopping power already, you need to see a doctor. You also need to get one of these monster guns.

The Gunnerstein holds 1 ammo only but does 2D6x3 physical damage.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 18 to avoid being pushed 5 feet back and falling prone (requiring a move to stand up again).
  2. Lightning: Shots inflict electric damage.
  3. Mayhem: Damage reduced to 2D4x3, but attacks 2 targets with each shot if they are within 5 feet of each other.
  4. Monstrous: +1 damage die.
  5. Nasty: +1 critical chance.
  6. Raging: When a damage die explodes, the new die rolled is added in full instead of being halved.

Hybrid Razor

Rare pump shotgun ($13,000)

Why choose between a long-ranged rifle and a short-range shotgun? You have both with this underbarrel weapon!

The Hybrid Razor is not a standalone weapon and cannot be used on its own. It can be attached to or detached from a combat rifle as an action and does not take up any inventory space while attached to another weapon. When you’re holding the rifle, you are able to use the Hybrid Razor as normal.

When you attack with the attached rifle, you can use a move to also fire one shot from the Hybrid Razor.

Models

  1. Arctic: Inflicts cold damage.
  2. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 16 to avoid being pushed 5 feet back and falling prone (requiring a move to stand up again).
  3. Heavy: +2 damage.
  4. Mayhem: Damage reduced to 1D8 but attacks 2 targets with one shot if they are within 5 feet of each other.
  5. Nasty: +1 critical chance.
  6. Smart: +1 attack if you have attacked that target with the rifle previously in this round.

Lighting Rod

Legendary pump shotgun ($41,000)

Far from being a benevolent device designed to protect against lightning strikes, this weapon turns the target into a magnet for natural electrical discharges.

The Lightning Rod has a +1 bonus to attack rolls and +1 damage die. Roll 1d6 when the Lightning Rod hits a target (1d8 if it hits with a natural 18+). On a roll of 5 or more, a lightning bolt from the sky strikes the target for 1d10x3 electric damage. This ability only works outdoors.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 22 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Empowered: A critical hit automatically summons a lighting bolt with no roll necessary.
  3. Frenzied: Immediately after a lightning bolt strikes, you can fire the Lightning Rod again as part of the same action with a -2 attack penalty.
  4. Heavy: +2 damage.
  5. Nasty: +1 critical chance.
  6. Smiting: Lightning bolts do 2d10x3 damage.

Rainbow Serpent

Rare combat shotgun ($13,000)

Bring back the 70s to the battlefield! This gun won’t make you a better dancer or even a better fighter. What it will do is dazzle your enemies with powerful multi-spectrum flashes. If they can’t see you, they can’t fight you.

The Rainbow Serpent has a +1 bonus to attack rolls and inflicts fire damage. Once every 5 rounds, you can use an action to emit a blinding flash of light in a cone that is 30 feet long and 30 feet wide at its end. Everyone in this area must roll Toughness versus 18 to avoid being blinded for 2d6 rounds.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 18 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Heavy: +2 damage.
  3. Mayhem: Damage reduced to 1D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  4. Nasty: +1 critical chance.
  5. Potent: +2 DF to resist blindness.
  6. Rapid: Emits a flash every 3 rounds.

Rocksmasher

Uncommon pump shotgun ($5,000)

When you go up against hardened armor, you need a weapon that hits every bit as hard. This gun goes even further, shattering armor and turning the fragments into deadly shrapnel.

Each hit with the Rocksmasher damages 1 point of the target’s armor, as if he had been affected by acid damage. When an attack hits with a natural 18+ and damages armor, everyone else within 10 feet of the target suffers 1d4 physical damage from the flying shrapnel.

Models

  1. Brutal: When an attack hit with a natural 18+, the target must roll Toughness versus 16 to avoid being pushed back 5 feet and knocked prone (requiring a move to stand up again).
  2. Heavy: +2 damage.
  3. Mayhem: Damage reduced to 2D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  4. Nasty: +1 critical chance.
  5. Savage: Damages 2 armor per hit.
  6. Vicious: Causes collateral damage on a natural 16+.

Smokescreen

Uncommon pump shotgun ($5,000)

An internal smoke generator turns shots into mini smoke grenades. Whether you want to cover your advance or beat a safe retreat, it’s a great tool to keep around.

The Smokescreen has 3 smoke charges and regains one used charge every 8 hours. Spend a charge when you take a shot to fill a 20 feet radius around the target point with thick smoke. The smoke counts as heavy fog, inflicting a -2 penalty to close combat attacks and a -4 penalty to ranged attacks. It lasts for 5 minutes, unless dispersed by a strong wind.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 16 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Energised: Has 4 charges.
  3. Fiery: Shots inflict fire damage.
  4. Heavy: +2 damage.
  5. Mayhem: Damage reduced to 2D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  6. Nasty: +1 critical chance.

Typhoid Mary

Exotic pump shotgun ($27,000)

A state of the art weapon that has managed to fit a miniature biolab inside the barrel, able to synthesise and deliver a dangerous viral payload. Nothing wrong with a little biological warfare right?

The Typhoid Mary has a +1 bonus to attack rolls and +1 damage die. It also has 3 virus charges and regains one used charge every 6 hours.

Spend one charge after you hit with the shotgun to release a viral cloud that affects the target and everyone within 10 feet of him. Anyone affected must roll Toughness versus 20 to resist becoming infected with a rapidly developing respiratory infection. Those infected suffer a -2 penalty to Muscles and Reflexes rolls and lose 1d4 Health at the beginning of each round for 5 rounds. Mechs are immune to these effects.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 20 to avoid being pushed 5 feet back and falling prone (requiring a move to stand up again).
  2. Chronic: Has 4 charges.
  3. Corrosive: Inflicts acid damage.
  4. Heavy: +2 damage.
  5. Nasty: +1 critical chance.
  6. Virulent: +2 DF to resist infection.

The Red Widow

Stories told by the miners of the Fire Mountains speak of an immense insect queen living in tunnels deep inside the heart of the mountains, with the power to command the volcano itself. While greatly exaggerated, these claims do have a basis on this mutated xorak queen.

The Widow is blood red in colour and her size exceeds that of any xorak encountered so far, standing 12 feet high and measuring more than 25 feet long. Instead of the usual stinger, she carries a tube-like tail that can launch balls of molten magma.

As if her battle prowess was not terrifying enough, the Widow possesses extraordinary intelligence for an insect and commands several xorak colonies spread across the Fire Mountains, leading them with ruthless efficiency towards unknown ends. Only the most determined, skilled and well-equipped heroes can hope to remove her from power.

Level 12 xorak queen (gigantic)

4,200 XP

Attributes: Muscles 12, Reflexes 8, Brains 6, Guts 12

Defences: Evasion 8 (Armor 10), Resolve 14, Toughness 14

Health: 144

Speed: 40 feet

Initiative: 12

Attacks

Pincer: +12 to hit (close combat). 2D8+6 physical damage.

Bite: +12 to hit (close combat). 2D10+6 physical damage plus poison (see below).

Magma tail: +10 to hit (range 100/400). Explodes in a 10 feet radius for 2d6x3 fire damage. On a natural 1-5 the tail cannot be used for the next 1d3 rounds.

Psychic rend: +16 to hit versus Resolve (range 300). 3D10 psionic damage. On a hit with a natural 18+ the target must roll Resolve versus 20 to avoid being stunned for 1d6 rounds.

The Red Widow is immune to fire damage but suffers an additional 1d4 damage from cold attacks. She regenerates 1d8 lost Health at the beginning of each round. This regeneration stops when she’s dead (reduced at 0 or below Health).

The Widow is capable of making two pincer attacks followed by a bite attack by using one action. If both pincer attacks hit the same target, the bite attack can strike him automatically and does an additional 2d8 damage. The bite attack also injects a toxin that produces a severe exothermic reaction, burning the target from the inside out. If the target fails a Toughness roll versus 20 to resist the poison’s effect, he begins suffering 1d6 fire damage at the beginning of each new round. This damage stops when a 1 is rolled on the d6 or if the Widow dies. Multiple doses of the poison are not cumulative.

Alternatively, the Widow can substitute one or both pincer attacks with psychic rends and replace her bite attack with a blast from her magma tail.

Once every 3 rounds, the Widow can use an action to disgorge a cocoon from her mouth, spitting it out at a point up to 30 feet away. The cocoon breaks to reveal a fully grown Redguard (see below), which is able to act from the next round.

The Widow also has several special attacks, which she employs erratically. At the beginning of each round in which she is active, roll 1d10 to see what happens. None of these effects require an action on her part.

1d10 Effect
1-4 Quake
5-7 Earthsplitter
8-9 Psychic scream
10 Premature birth

 

Quake: The ground shakes violently in a 300 feet radius around the Widow. Everyone in the area suffers a -2 penalty to ranged and close combat attack rolls and movement speed is halved. The Widow and other xorak are not affected by the vibrations.

Earthsplitter: The ground cracks at a point within 100 feet of the Queen and scalding steam vents out. This does 1d8 fire damage to everyone within 10 feet. The vent continues to do damage at the beginning of each round for the next 3 rounds.

Psychic scream: All non-xorak within 100 feet of the queen suffer 2d10x2 psionic damage.

Premature birth: The Widow breeds a Redguard. This does not count as a use of her once-every-3-rounds Redguard spawning ability and the Redguard is able to act this round.

Redguard

These extremely short-live xoraki are used as disposable shock troops by the Widow. While others of the species might take weeks or months to hatch, a Redguard can grow to full size in a matter of minutes thanks to an incredibly accelerated cellular growth. This heightened cellular activity does not stop after it hatches, which means that most Redguards do not last for more than a couple of minutes before their cells burn out.

Level 4 xorak drone

600 XP

Attributes: Muscles 5, Reflexes 5, Brains 0, Guts 4

Defences: Evasion 5 (Armor 4), Resolve 4, Toughness 5

Health: 23

Speed: 40 feet

Initiative: 8

Attacks

Pincers: +5 to hit (close combat). 1D4+2 physical damage.

The Redguard is immune to fire damage but suffers an additional 1d4 damage from cold attacks. Its hyperactive cells degenerate rapidly and it loses 3 Health at the end of each round.

When the Redguard hits with its pincers, it can use a move to attack the same target with its stinger. This is a close combat attack with +5 to hit; if it hits the target is injected with a weaker version of the Widow’s poison (DF 16 to resist, 1d4 fire damage per round).

Once per battle, the Redguard can use an action to breath fire in a cone that is 15 feet long and 10 feet wide at its end. Roll Reflexes for the attack; anyone in that area whose Evasion is overcome by the Redguard suffers 2d8x2 fire damage.

When the Redguard is killed, it explodes in a cloud of fire that inflicts 1d8 fire damage on everyone within 10 feet.