d20 Future: CODEX GALACTICA
Motto: “Awake Steel, we are going to Battle!”
Reputation: + 5
Organization: A mercenary crew compose of 30 to 150 Centaurs from planet Centauria all members of the Kamunik Tribe. Chief Manograss is the leader of the tribe. They serve as mercenaries and troops when boarding other ships. They have worked with different starships. The are a warrior tribe with a feudal, medieval society. They have an appreciation of the arts of war and prefer to have honor in combat. Their preferred food is guts tabs of a Khoul cooked on their own blood. They can be found on Central Point K + 15.
Even when they have a good amount of centaur females on their group they have other support personnel male and female living on their station section that they protect like a big family. Those who want to visit the Kamunik have to follow their traditions. They first have to contact them via comm or sending a messenger. If they try to visit them unannounced, they have to bring a gift of at least P_DC: 18. Kamunik will not break any deal and will not accept others to cross them or break deals. They like to perform hunts around the station to the disdain of the other dwellers who have to suffer the damage done by the tribe roaming around and breaking things. Kamunik will not kill by fun but will enjoy intimidating others with their big size and weapon abilities.
Heavy Gunner Centaur (Humanoid:4/Strong:3/Tough:3): CR 11; Large Humanoid (human); HD 4d8 + 3d8 + 3d10 + 50, hp: 98 , Mas 25; Init + 1, Spd 20 ft; Def 24 ( + 1 Dex, + 4 class, + 9 armor); BAB + 5, Grap + 11; Atk: + 9 melee , + 6 ranged ; S/R 10ft./10 ft.; AL military unit; SV Fort + 9, Ref + 3, Will + 3; AP 10, Rep + 1; Str 18, Dex 13, Con 20, Int 10, Wis 13, Cha 8.
■Occupation: Military (class skills: Climb, Knowledge (tactics); bonus feat: Personal Firearms Proficiency)
■Skills: Climb + 4 * , Drive + 2, Hide – 2 ( + 0 fatigues) * , Intimidate + 4 ( + 8), Jump + 4 * , Knowledge (tactics) + 5, Listen + 4, Profession + 5, Spot + 4, Swim – 5 * , Survival + 3, Treat Injury + 2.
■Feats: Advanced Firearms Proficiency, Armor Proficiency (light, medium), Exotic Firearms Proficiency (grenade launcher), Personal Firearms Proficiency. Improved damage Threshold. Simple Weapon Proficiency, Archaic Weapon Proficiency.
M60 medium machine gun (2d10 damage) with 1000 rounds of ammunition (divided into 100 or 200 round belts). Grenade launcher with up to 8 launchable grenades.
Large Pole Weapon (2d10 + 6, Crit: 19 – 20/x3), Reach) with integrated weapon’s Automatic rifle with illuminator, bayonet and attached grenade launcher with 6 frag grenades and 2 smoke grenades, 6 to 8 assault rifle magazines (30 rounds each). Heavy pistol (2d10), 2 to 3 magazines (15 rounds each), large mastercraft combat knife (1d8, + 1/ + 1)
Medium vest with segmented and improved armor and helmet with different sights, fatigues and jacket, MOLLE backpack (with rain suit, mesh vest, first aid pouch, respirator, squad-level radio, 2 canteens (1 quart), night vision goggles.
Potions: Haste, Cure Light Wounds, Potion of Wall Walk.
Tattoo: Caduceous, Broken Arrow (DR:10/ – ), Body Adjustment