Vulture Sand-Rider

Human Soldier · 2 XP The Dust Vultures The Scorchveil
HP
8
Defense
10
AR
0
Mettle
0

Attacks

Attack Pool WR Tempo Qualities Notes
Carbine 5 3 5
Harpoon 5 3 5 Range: Near; on hit, can drag target 4m toward Rider. Drag action: Tempo 4, dragged target takes 1d3 terrain damage and is Prone.

Traits

  • Skiff Mounted: While on skiff, Speed is Very Fast (treat as 3× normal). Can disengage without provoking reactions.

Abilities

  • Hit and Run (1/scene): After completing an attack, may move full Speed as a free action.
  • Drag: If a harpoon hits, the Rider can spend their next action (Tempo 4) to drag the target across the ground. Dragged targets take 1d3 damage from terrain and are Prone.

Elite scouts mounted on wind-skiffs — lightweight sail-craft that skim the dunes at terrifying speed. Sand-Riders are the Vulture clans’ cavalry, reconnaissance, and first-strike force. They are chosen from the fastest and most reckless young warriors, and they ride with the lunatic confidence of people who believe the desert loves them.

A Sand-Rider’s skiff is a deeply personal machine, hand-built from scavenged parts and decorated with clan totems. Damaging one is an insult worse than murder.

Gear: Sand-Skiff (Speed: Very Fast, Defense 8, HP 6), goggles (immune to Blinding from sand/light), rope, grappling hook. Speed 8.

Tactics

Harass from range, circling the party like sharks. Harpoon isolated targets and drag them into the open dunes, away from allies. If the skiff is damaged, the Rider abandons it and fights like a desperate Raider.

Morale

Aggressive (−1). Sand-Riders are young and proud. They may press a losing fight to prove themselves, but will flee if their skiff is destroyed — the shame is punishment enough.