Mook People

The people you’re going to encounter on your adventures are a very diverse bunch but diversity doesn’t mean you can’t say a few things about the general behavioral tendencies you see. Here are some of the tropes you’ll encounter in Fiend Wake:

Aboriginal Scouts

Some Greenwalker tribes are very zealous about protecting the delicate ecosystem of the forest. They send regular scouting parties out to make sure that no outsiders are fumbling through the lands, upsetting the balance of the food chain.

Attack 5, 6
Durability9
Evasion 6, 7
Mobility 3, 4

This unit has the following Reaction ability:

Trigger:
Somebody enters this location.
Cost:
1TP
Effect:
The entering combatant suffers 4 Wounds.

Berzerker

Attack 8, 7, 5
Durability8
Evasion 6
Mobility 4, 2

Civilian

Attack 3
Durability9
Evasion 7, 8
Mobility 1, 2

Cogworthy Mobile Armor

Cogworthy tanks are small, armored vehicles with a six-bore cannon mounted on its turret. These light vehicles are a signature part of the Earthhewn Clan defenses and are used to patrol the tunnels within dwarven underground cities. They’re more maneuverable than their heavily-armored, counterparts on the surface.

Attack 6, 8, 10
Durability3, 3, 3, 3, 3, 3
Evasion 7, 9, 10
Mobility 2

Treats combatants in accessible locations as if they were local. This unit inflicts 10 Mass Damage on the target’s location with every hit.

This unit has the following Simple Action:

Cost:
3TP, select up to 5 combatants in no location
Effect:
Create a "Blast Radius" location with the ability: "Combatants here may not use the Clear Out reaction.". Selected combatants roll Notice with Awareness against a difficulty of 7. Each combatant who fails the roll enters the "Blast Radius". After the end of the turn, Blast Radius location ceases to exist and its occupants enter no location.

Confident Brute

Attack 2, 3, 4
Durability9
Evasion 8
Mobility 2

On the first turn of the round, this mook has +3 Evasion.

Dark Worshipers

The vast majority of the people unfortunate enough to have grown up in the Great Graveyard of Nations are little more than animals; incapable of speech, spiteful, and dangerous.

These people are different: literate, organized, and wholly devoted to the cause of worshipping some devil remembered from the Fiend War.

Attack 4
Durability7
Evasion 7, 8
Mobility 2

This unit has the “Cry of Darkness” Simple Action ability:

Cost:
1TP
Effect:
All non-worshipper occupants of this location must roll Virtue with Resolve against a difficulty equal to twice this unit's Mobility. Failure inflicts 2 Stuns and 6 Wounds.

Desperate Criminal

Driven by circumstance and a series of bad decisions to utter desperation, this vagabond will stoop to any depths to avoid capture. Equipped with many grenades and nothing left to lose, this person is not to be trifled with.

Attack 2, 3, 4
Durability8
Evasion 7
Mobility 2

When performing a Mook Desperate Strike, there’s a 50% chance this mook can waive the handicap.

Dwarven Foul Wranglers

This company of dwarves tries to capture living fouled beasts for research and for sport. If you take or kill their quarry, they will get pissed off and attack you.

Attack 3, 5
Durability8, 10
Evasion 7, 9
Mobility 2, 3, 4

+3 damage when performing Mook Ranged Strikes. This swarm consists of Confident Brutes (ref Confident Brute).

Emerald Sprite

Said to be one of the mysterious Fey (spirit beings that embody the will of the forest), this small, elf-like creature has a green complexion and has feathers on its neck and back that look very much like leaves.

Attack 3, 4, 5
Durability10
Evasion 10
Mobility 6

All local friendly wildlife mooks gain Rugged.

Feral Survivor Party

Perhaps one of the most horrible things that you’ll regularly encounter in the Great Graveyard of Nations is the humans descended from the mad survivors. Their ancestors grew up in the torture chambers of demons, they have survived by eating the flesh of Fouled creatures and any travelers daft enough to venture by their camp.

Attack 3, 5
Durability7
Evasion 7, 8, 9
Mobility 4, 5

This unit may preform a “Beleaguer and Corral” simple action:

Cost:
1TP, roll that beats 7
Effect:
Target must choose either spend 4TP or lose a Turn Token.

Ghost of the Drowned

Attack 1, 2, 3
Durability8
Evasion 10
Mobility 3, 4

Each hit has an 8% chance of inflicting a Handicap

Ghost of the Wrongly Accused

Attack 1, 2, 3
Durability8
Evasion 10
Mobility 3, 4

Every time this spectre suffers a handicap, it inflicts 4 Mass Damage on its location.

Knight Company

Attack 3, 4, 5
Durability7, 8
Evasion 4, 7, 8
Mobility 1, 2, 3

Attacking this mook has +1 Difficulty if your Virtue is less than this unit’s Mobility.

Large Militia

Each city will subsidize a militia, usually for protecting against The Fouled but sometimes protecting against the militias of other cities.

Attack 5, 7, 8
Durability8, 9
Evasion 7, 8
Mobility 8, 9

This swarm consists of Small Militias (ref Small Militia). Any unarmored local combatant attacking this mook suffers 2 Wounds.

Lynch Mob

Attack 3, 4
Durability5, 8
Evasion 7, 8
Mobility 3, 4

This swarm consists of Confident Brutes (ref Confident Brute).

Mercenary Band

People alive today are endowed with a universal grit. Living requires everyone to be tough and fearless. But there’s one thing that still strikes terror in the hearts of all living souls: war. Politicians are forbidden to speak of it when in office, parents will teach their kids about it in very hushed tones. When the power-hungry want to impose their will on others, they will hire mercenaries to do their dirty work because it’s easier to disavow their actions if caught.

Attack 4, 5, 6
Durability7
Evasion 7
Mobility 3

This swarm consists of mercenary warriors (ref Mercenary Warrior). When this mook enters a location, it inflicts 6 Wounds on a local combatant of its choice.

Mercenary Warrior

Because nations are unwilling to march their armies against anything that isn’t a Fouled threat, there’s a growing market for people willing to fight without wearing the colors of any nation.

Attack 4, 5, 6
Durability7
Evasion 7
Mobility 3

When this mook enters a location, it inflicts 3 Wounds on a local combatant of its choice.

Merfolk

The noble sea mammal that is often found around islands and coasts. These historically passive creatures have become extremely hostile in the last few decades, attacking any vessels they see sailing along the eastern sea. The Council of Princes of the East Isles Kingdom has officially declared war on merfolk society because this siege has crippled their economy.

Attack 5
Durability8
Evasion 7
Mobility 4

This mook adds 3TP to the Mook Tactical Pool when targeting a combatant in a flooded location for a strike action.

Sea Spear Company

Made up of five to eight bulls, a Sea Spear Company is the primary fighting force of merkind. They get their name from their swimming formation which always includes a leader at the point, two bulls trailing at either flank, and a single file line of bulls thereafter.

The bulls carry picks which they use to climb hulls and to hack their way through the sides of a vessel.

Attack 4, 7
Durability8, 12
Evasion 7, 8
Mobility 3, 5

This swarm consists of Merfolk. This unit has the following reaction:

Trigger:
A combatant enters a flooded location.
Cost:
1TP
Effect:
That combatant suffers 5 wounds.

Upon successfully assaulting from a flooded location, if that location is not currently suffering any Siege Damage, inflict 1 Siege Damage on the assaulted location.

Sovereign of the Deep

These alpha bulls are found leading large aggregations. They can grow up to three times the regular size of a merbull and often have talons growing out of their flippers. A sovereign and his entourage can easily sink a common trade ship in seconds.

Attack 2, 3, 7
Durability7, 8
Evasion 8
Mobility 2, 3, 4

When there are more than two Sea Spear Companies present, this unit may choose to automatically succeed an Assault roll from a flooded location. If this auto-success is chosen, the difficulty of the roll cannot be increased for extra Mass Damage. When not automatically succeeding, roll with the following stack numbers:

Petty Thief

Even though it was two centuries ago, the Fiend War left many regions destitute for so long that you simply didn’t survive by respecting others' property. You took what you had to to survive. Although reviled by most of the world’s societies, thieves are abundant.

Attack 5
Durability7
Evasion 9
Mobility 2

Political Thugs

The great thing about ideology is that you don’t need any infrastructure or logistics to maintain it. You can disavow the unpopular things that your followers do and praise the respectable parts of your movement — while benefiting from the influence of both. If your cause is moving enough, random goons will be perfectly willing to throw down for you and Amberwave knows it.

Attack 3, 5, 6
Durability8
Evasion 7, 8, 9
Mobility 3

This swarm consists of Confident Brutes (ref Confident Brute). As a Simple Action, this mook can spend 2TP to inflict 4 Mass damage on one location it occupies.

Pro Bandit

The past decade has seen a huge explosion in international trade but the nations are still unwilling to deploy large police forces for fear it be interpreted as an act of war. The result is a highly profitable market for banditry.

Attack 7
Durability7
Evasion 7
Mobility 5

When this mook enters a location, a local combatant must choose to either lose a Supply Token or suffer 4 Wounds.

River Guardians

River Guardians are canoe-riding elves sworn to protect the forest at all costs. Their primary means of achieving this is to kill any non-elf they see in the forest. While Barkenholdt considers their acts to be criminal, relations with the Greenwalker tribes that they come from are delicate and so prosecution for assaults committed outside city limits is rare.

Attack 5
Durability8
Evasion 7, 11
Mobility 3, 4

Servants of the People

Attack 2, 3, 5
Durability8
Evasion 7, 8
Mobility 6

Swarm. 1 Damage Reduction.

Small Militia

Attack 3, 4, 5
Durability7, 8, 9, 10
Evasion 7
Mobility 3, 4

This swarm consists of Confident Brutes (ref Confident Brute)

Temperance Devouts

Monks from the House of Temperance who escort sacred scrolls around the country so people can see them.

Attack 3, 4, 5
Durability8, 9
Evasion 7, 8
Mobility 3, 4

This unit has the following Reaction ability:

Trigger:
Somebody is attempting to damage a sacred text.
Cost:
1TP
Effect:
Inflict 4 damage on the acting combatant.

Thronehill Enforcers

This posse is comprised of the Sultan’s subjects who take their civic duty seriously. They respond every time a “Hue and Cry” is issued, taking up arms and rushing to uphold justice.

Attack 4, 5, 6
Durability8, 9, 10
Evasion 7, 9
Mobility 2, 3, 4

Mook Ranged Strike costs 1TP (instead of 2) for this mook.

Tideguards

Tideguards are appointed by the Clergy for two jobs: Protect the Regeant from harm and protect the Regeant from dishonor. They are expected to give their lives for both causes.

Attack 5, 7
Durability7, 9, 10
Evasion 7, 8, 9
Mobility 3, 4

This unit has the following Reaction:

Trigger:
The Prince Regeant suffers Wounds.
Cost:
1 or more TP's
Effect:
The combatant who harmed the Regeant suffers four Wounds and one stun for each TP spent.

Tidepool Masters

Sensing the movement of the ocean has always been the Clergy’s primary means of interpreting the will of the True King. Some, however, tend to have more sensitivity to smaller bodies of water; pools, streams, and, most remarkably, living beings. By sensing the water moving in an enemy’s body a Tidepool Warrior can fight blindfolded and preempt attacks as if it was rehearsed.

Attack 3, 4, 7
Durability9, 10
Evasion 8, 9
Mobility 2, 3

This unit can perform the following full action: Create a “Stagnant Position” location if one doesn’t already exist. Target a combatant who suffers 2 wounds and must enter the Stagnant Position or take another 2 Wounds.

Stagnant Position: Combatants in this location have -1 Evasion and can be hit by outside melee weapons during the Aftermath step.

Twig Town Border Patrol

It’s common for Barkenholdt’s municipal border patrol to venture far from the city’s limits in order to catch contraband (especially pesticides which are very dangerous to the city’s infrastructure) long before it gets to the city gates. These patrols sometimes double as diplomatic envoys seeking to build relations with the several Greenwalker tribes.

Attack 1, 4, 6
Durability9
Evasion 7, 9
Mobility 4

At the start of every round, there’s an 8% chance that this unit gain reinforcements in the form of recovering a Handicap.

Wandering Herdself

Members of the Silverveld Compact who have lost their herd but still wander the plains.

Attack 5
Durability9
Evasion 10, 9, 8
Mobility 2, 3