π The Global Cryptid Hunter’s Playtest Guide
Volume 1: Universal Archetypes
The Core Mechanics (Un-Nerfed Standard)
Physical Stamina (MR): CON \times 6
Mental Shield (INT/IQ/Sanity): A unified pool for logic, willpower, and Mythos resistance.
The WIZ Block: WIZ (Wizardry/Mana): [Value] (Used as both the Wizardry Base for spells and the Mana Pool. This includes all Hedge Magic, magic resistance, and resonance like sonic screams/roars at a cost of 5 WIZ per level, etc.)
1. The Primal Totem Warrior (The Shifter)
Role: Heavy Melee / Tank.
Human Form: High STR and DEX. Usually equipped with heavy melee weapons or breach-loading shotguns.
Hybrid War-Form: Voluntary change (1–2 rounds). Retains higher INT/Sanity.
Signature Ability: Rapid Regeneration. Heals 1/2 of total MR at the start of every combat round.
Deadliness: Increases to 5 in Beast Form.
2. The Occult Operator (The Grinning Veteran)
Role: Tactical Fire Support.
Primary Stats: Maximum DEX and high CON.
Signature Ability: The Veteran’s Grin. Hardened by extreme violence. Ignores the first 1D6 of Sanity loss when encountering supernatural horrors.
Tactical Focus: Focused Breathing. Sacrifice a move action to double Combat Adds for a single ranged shot.
3. The Hedge Alchemist (The Arcane Leader)
Role: Command & Control / Elemental Damage.
Primary Stats: High WIZ and INT.
Innate Talent: Toxic Immunity. Permanently immune to all non-magical Acid and Poison.
WIZ Usage: Commands alchemical sprays (Acid/Fire) and "Thunder-Clap" stuns to control the battlefield.
4. The Sanctified Shaman (The Soul-Shield)
Role: Defensive Support / Spiritual Awareness.
Primary Stats: Maximum WIZ and high LUK.
Signature Ability: Spiritual Wake. Spends WIZ to create a 10-yard protective aura that negates 4D6 magical/resonance damage for all allies.
Passive Talent: Third Eye. Automatically detects invisible spirits, magical traps, and eldritch auras.
5. The Federal Task-Force Agent (The Tech-Hunter)
Role: Logistics / SIGINT / Counter-Intelligence.
Primary Stats: High INT and LUK.
Signature Ability: Tactical Link. Uses high-tech surveillance (Sat-Links, Thermal Optics) to negate all environmental penalties (fog, darkness, magical mist).
Bonus Skills: Law, Forensics, SIGINT, and HUMINT.
6. The Mojo Witch Doctor (The Hex-Master)
Role: Debuffer / Sanity Specialist.
Primary Stats: High WIZ and INT/Sanity.
Signature Ability: The Ritual Bag. A versatile focus used to either restore 1D6 Sanity to a broken ally or apply a massive Penalty to Adds on a Monster-class target.
Knowledge: Starts with an advanced level of Mythos Knowledge (4D6+).
7. The Field Researcher (The Expert)
Role: Weakness Identification / Archivist.
Primary Stats: Maximum INT/IQ/Sanity.
Signature Ability: Anatomical Study. After 1 round of observation, identifies a Cryptid’s "Kill Point." Grants the entire squad +10 Combat Adds against that specific species.
Archivist: Grants the team a +2D6 bonus to any rolls involving ancient history or portal mechanics.
Volume #1: The Civilian "Heavy Recoil" Loadout
This list is designed for Tier-1 civilian hunters, combining Private Maritime Security efficiency with Monster Hunter International (MHI) lethality.
1. Primary Weapon Systems (High-Stop Power)
Note: These weapons prioritize massive single-target damage ($D6$ scale) over military-grade rate of fire.
| Weapon Name | Type | Damage Scale | Special Property |
| The "Bush-Master" | Marlin 1895 .45-70 | 6D6 | Lever-action; legal in most nations. High stopping power. |
| The "Room Clearer" | Benelli M4 Tactical | 5D6 | 12-Gauge; can cycle Silver-Slugs or Dragon's Breath. |
| The "Long Reach" | Barrett MRAD .338 | 7D6 | Precision removal of Cryptids at max range. |
| The "Back-Up" | S&W .500 Magnum | 5D6 | Hand-cannon; for when a Cryptid gets within arm's reach. |
2. Specialist "Hunter" Munitions
Standard lead is for target practice. These loads are for "The Hunt."
Silver-Nitrate Jacketed Rounds: Deals double damage to Lupine/Were-entities.
Cold Iron Slugs: Ignores the magical armor adds of Fae-aligned or folkloric creatures.
Phosphorus "Dragon's Breath": Sets the target on fire (3D6/round); prevents regeneration for 3 rounds.
Salt-Shot Shells: Forces a Spirit-Stun (1 round) on ghosts, wraiths, and incorporeal entities.
3. Detection & Surveillance (Ghost-Hunter Tech)
Thermal Imaging (Pulsar Helion 2): Negates camouflage/cloaking. Reveals the heat signature of a predator even in total darkness.
EMF Meters (K-II): Detects "Thin Spots" or portal activity within 20 yards. Grants a +1D6 bonus to tracking checks.
Directional Microphones: Used to record and identify Bigfoot Infrasound. Provides advanced warning before a Sanity-check is forced.
4. Tactical & Survival Gear
Agilite K-Zero Plate Carrier: Provides +15 Armor Adds without the $SPD$ penalty of heavy military vests.
MIRA Safety Gas Mask: Protection against swamp gas, spores, or magical "fear pheromones."
North American Rescue IFAK: Contains "Quick-Clot." Can restore 2D6 MR once per combat encounter.
5. Logistics & The "War Chest"
Pelican 1750 Case: TSA-approved. Ensures gear arrives intact.
The "Hunter’s Journal" (Rite in the Rain): All-weather documentation. A hunter who shares data with the team provides a +5 Combat Add bonus for the next encounter with that species.
International Carnet & Licenses: Legal shields for carrying high-end tech/arms across borders.
⚖️ Master Product Identity & Legal Declaration
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:
The World & Setting: The specific world of Zimrala, the 12-Mile Bayou, the Tygerian Isles, the "Cypress Shadow B&B," and the "Hedge Wizard of the Shreveport Cabin" persona.
The Characters & Teams: The 16-man "Saber" Task Force roster, the "Arizona NdΓ© Hot Shot" Unit (Grey Wolf, Winter, Kodiak, Coyote, Stallion), Agent Cornwall’s Federal Unit, and all associated personas (Uncle Bill, Detective Jones, Voodoo Doctor John).
Mechanics & Archetypes: The 7 Universal Cryptid Hunter Archetypes, the "Veteran’s Grin" and "Marine Grin" abilities, the specific 1/2 MR Rapid Regeneration rule for Zimralan True Shifters, and the UCHP Multiplier System (x1.5 STR/CON/IQ, x2 CHR, x0.25 WIZ).
Equipment & Weapons: The "Heavy Recoil" civilian loadout configurations, the "Bush-Master" Marlin 1895 variant, the specific application of "Cold Iron Slugs" and "Silver-Nitrate" munitions in M!M! 2.7, the "Saber-J" Heavy Combat Lifter, and the "Trinity Engine" mana-well.
Narrative Works: "Operation: Twelve-Mile Terror," "Cypress Shadow: Rise of the Skunk Ape Shaman," and the 1885 Burial Ground lore.
Monsters! Monsters!™ and Humans! Humans!™ (1st Edition) are trademarks of Ken St. Andre and Trollgodfather Press and are used with permission. The Open D6 System mechanics are used under the Open Game License (OGL v1.0a). This work is a non-commercial fan work intended for playtesting and collaborative storytelling.
© 2026 Arthur Earl C. Hedges Jr. All rights reserved.
π The Cryptid Hunter’s Playtest Guide
Volume 2: The 13-Archetype Military Platoon
I. Command & Control (The Brains)
1. The Platoon Leader (The Hedge Captain)
Role: Tactical & Magical Command.
Specialty: Hedge Magic & Coordination.
Signature Ability: Commanding Presence. Allies within 30 yards gain +5 Combat Adds and +1D6 to Sanity Saving Rolls.
WIZ Usage: Powers "Unit Buffs" and alchemical area-of-effect attacks.
2. The Platoon Sergeant (The Grinning Veteran)
Role: Discipline & Fire Control.
Specialty: High CON / High DEX.
Signature Ability: The Veteran’s Grin. Ignores the first 1D6 of Sanity loss per encounter.
Tactical Focus: Suppressing Fire. Can divide his Adds across multiple targets to pin them down.
3. The SIGINT Specialist (The Tech-Hunter)
Role: Communications & Electronic Warfare.
Specialty: Negating Fog of War.
Signature Ability: Tactical Uplink. Uses thermal/spectral sensors to identify invisible or phased entities.
WIZ Usage: Primarily used to resist magical interference with electronic gear.
II. The Tip of the Spear (The Breachers)
4. The Totem Point-Man (The Wolf-Shifter)
Role: Scout & First Contact.
Specialty: High SPD / High DEX.
War-Form: Deadliness 5 / Rapid Regeneration (Heals 1/2 MR per round).
Signature Ability: Shadow Scent. Can track any supernatural entity by its spiritual residue.
5. The Heavy Breacher (The Bear-Shifter)
Role: Obstacle Removal & CQC.
Specialty: Maximum STR / High CON.
War-Form: Deadliness 5 / Rapid Regeneration.
Signature Ability: Earth-Shaker. Spend 15 WIZ to knock all adjacent enemies prone.
6. The Demolitions Expert (The Alchemist)
Role: Structural Damage & Trap Setting.
Specialty: Acid & Fire Resistance.
Signature Ability: Alchemical Payload. Can "coat" grenades in holy water, silver dust, or acid for specific cryptid vulnerabilities.
III. Fire Support & Overwatch (The Hammers)
7. The Sniper (The Marksman)
Role: Surgical Removal of Boss Targets.
Specialty: Maximum DEX.
Signature Ability: Focused Breathing. Sacrifice move action to double Adds for one shot.
Gear: Silver-core or cold-iron precision rounds.
8. The Automatic Rifleman (The Heavy Gunner)
Role: Area Suppression.
Specialty: High STR (to carry the SAW).
Signature Ability: Iron Wall. Gains +2D6 Armor Adds when firing from a stationary, braced position.
IV. Spiritual & Medical (The Life-Line)
9. The Platoon Shaman (The Soul-Shield)
Role: Counter-Magic & Warding.
Specialty: Maximum WIZ.
Signature Ability: Spiritual Wake. 10-yard aura negating 4D6 magical damage.
Vision: Third Eye. Passive detection of magical traps and spirits.
10. The Witch Doctor (The Hex-Master)
Role: Debuffing & Sanity Restoration.
Specialty: High INT/Sanity.
Signature Ability: Gris-Gris Bag. Can restore 1D6 Sanity to an ally or strip 20 Adds from a monster.
11. The Field Medic (The Trauma Surgeon)
Role: Physical Stabilization.
Specialty: High DEX (for surgery) and INT.
Signature Ability: Adrenaline Shot. Can temporarily ignore an ally's MR damage for 3 rounds to keep them in the fight.
V. The Specialists (The Intelligence)
12. The Crypto-Scholar (The Researcher)
Role: Target Identification.
Specialty: Maximum Mythos Knowledge.
Signature Ability: Vulnerability Scan. After 1 round, identifies a monster's "Kill Point," granting the platoon +10 Adds against that target.
13. The Interrogator (The Profiler)
Role: Intelligence Gathering & Morale.
Specialty: HUMINT & Psychotherapy.
Signature Ability: Mental Anchor. Can "lock" an ally's Sanity pool for 1D6 rounds, preventing any further loss during a crisis.
The WIZ Block (Standard for All 13)
WIZ (Wizardry/Mana): [Value] (Used as the Wizardry Base for spells and the Mana Pool. This includes all Hedge Magic, magic resistance, and resonance like sonic screams/roars at a cost of 5 WIZ per level, etc.)
⚖️ Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The "Universal Cryptid-Hunter Platoon" framework, the 13 specific Archetypes listed, the "Veteran’s Grin" and "Commanding Presence" abilities. Monsters! Monsters!™ and Humans! Humans!™ are trademarks of Ken St. Andre and Trollgodfather Press. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.
π The Cryptid Hunter’s Playtest Guide
Volume 3: The 13-Archetype Platoon Scaling Table
The Scaling Table with Multiplier Rule (The UCHP Standard)
To generate any member of the platoon, roll or assign base attributes and apply the following:
STR (Strength): $\times 1.50$ (High-yield lifting/combat power)
CON (Constitution): $\times 1.50$ (Stamina (MR) = Final CON $\times 6$)
IQ (Intelligence): $\times 1.50$ (Unified IQ/Sanity shield)
WIZ (Wizardry): $\times 0.25$ (Concentrated Mana Pool)
DEX, LUK, SPD, CHR: $\times 1$ (Standard Human/Specialist scaling)
The 13-Archetype Tactical Roster
| # | Archetype | Primary Focus | Signature Multiplier Focus |
| 1 | The Hedge Captain | Command & Control | High IQ and WIZ focus. |
| 2 | The Platoon Sergeant | Discipline / Grit | High CON and DEX focus. |
| 3 | The SIGINT Tech | Electronic Warfare | High IQ and LUK focus. |
| 4 | The Totem Scout | Stealth / Infiltration | High DEX and SPD focus. |
| 5 | The Heavy Breacher | CQC / Obstacles | Maximum STR and CON. |
| 6 | The Alchemist | Area Denial / Traps | High IQ and CON focus. |
| 7 | The Sniper | Surgical Fire | Maximum DEX. |
| 8 | The Heavy Gunner | Suppression | Maximum STR. |
| 9 | The Unit Shaman | Warding / Spirit Sight | Maximum WIZ (even at $\times 0.25$). |
| 10 | The Witch Doctor | Mojo / Sanity Healing | High IQ and WIZ focus. |
| 11 | The Field Medic | Triage / Surgery | High IQ and DEX focus. |
| 12 | The Crypto-Scholar | Research / Weaknesses | Maximum IQ. |
| 13 | The Interrogator | HUMINT / Morale | High IQ and CHR focus. |
The WIZ Block (Standard for All 13)
WIZ (Wizardry/Mana): [Calculated Value $\times 0.25$] (Used as both the Wizardry Base for spells and the Mana Pool. This includes all Hedge Magic, magic resistance, and resonance like sonic screams/roars at a cost of 5 WIZ per level, etc.)
Example Stat Block: The Heavy Breacher (Soldier Scale)
Base CON: 100 $\rightarrow$ Final CON: 150 (Stamina/MR: 900)
Base STR: 20 $\rightarrow$ Final STR: 30
Base IQ: 15 $\rightarrow$ Final IQ: 22.5 (Mental Shield: 22)
Base WIZ: 40 $\rightarrow$ Final WIZ: 10
⚖️ Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The "UCHP Scaling Multipliers" ($\times 1.50$ STR/CON/IQ, $\times 0.25$ WIZ), the 13 specific Archetypes, and the "Operation: Twelve-Mile Terror" mechanics. Monsters! Monsters!™ and Humans! Humans!™ are trademarks of Ken St. Andre and Trollgodfather Press. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.
πͺ Saber Task Force: Master Roster (16-Man Unit)
System: M!M! 2.7 / Humans! Humans! 1e | Scaling: $STR \times 1.5$ | $CON \times 1.5$ ($MR \times 6$) | $IQ \times 1.5$ | $WIZ \times 0.25$ | $CHR \times 2$ (HQ Only)
| # | Role / Archetype | Final CON (MR) | STR | IQ/Sanity | CHR | WIZ | Specialist Gear / Talent |
| 1 | OIC (Hedge Captain) | 127 (762) | 24 | 135 | 36 | 22 | MK18, Ink of Anticipation |
| 2 | AOIC (Lieutenant) | 105 (630) | 21 | 120 | 32 | 15 | MCX Rattler, True Meridian Scope |
| 3 | Platoon Chief (E-7) | 135 (810) | 27 | 112 | 38 | 10 | Benelli M4, Veteran’s Grin |
| 4 | LPO (First Class) | 120 (720) | 24 | 105 | 30 | 12 | MK18, Gravity’s Anchor Plumb |
| 5 | Squad Lead (Wolf-Shifter) | 112 (672) | 24 | 90 | 18 | 15 | MCX Rattler, Shadow Scent |
| 6 | Point-Man (Wolf-Shifter) | 90 (540) | 21 | 82 | 15 | 10 | MK18, FLIR Breach Thermal |
| 7 | Breacher (Bear-Shifter) | 150 (900) | 36 | 75 | 14 | 8 | Masterkey Shotgun, Halligan Tool |
| 8 | Heavy Weapons (Bear-Shifter) | 135 (810) | 30 | 70 | 12 | 8 | M2 Browning, Holy Water Sleeves |
| 9 | Squad Lead (Overwatch) | 105 (630) | 21 | 105 | 20 | 12 | MRAD .300 WM, Veteran's Grin |
| 10 | Sniper (Marksman) | 82 (492) | 18 | 97 | 15 | 5 | Barrett MRAD, Kestrel Meter |
| 11 | Communicator (SIGINT) | 75 (450) | 18 | 120 | 18 | 15 | Falcon III Radio, Blue Force Tracker |
| 12 | Technical Specialist | 67 (402) | 15 | 135 | 14 | 20 | Spectral Camera, Kill-Point Data |
| 13 | Lead Corpsman (Medic) | 97 (582) | 21 | 112 | 22 | 10 | M-9 Med Bag, Adrenaline Shots |
| 14 | Combat Doctor (Pathology) | 75 (450) | 15 | 135 | 18 | 15 | Forensic Kit, Anatomical Scan |
| 15 | Unit Shaman (NdΓ©) | 90 (540) | 18 | 120 | 24 | 45 | Thunderbird Staff, Spirit Sight |
| 16 | Witch Doctor (Occult) | 82 (492) | 18 | 127 | 20 | 40 | Gris-Gris Bag, Bone Ledger |
The WIZ Block (Platoon Standard)
WIZ (Wizardry/Mana): [Calculated Value] (Used as both the Wizardry Base for spells and the Mana Pool. This includes all Hedge Magic, magic resistance, and resonance like sonic screams/roars at a cost of 5 WIZ per level, etc.)
⚖️ Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The "Saber Task Force" 16-man master roster, the UCHP Multiplier system, and the unique items: The Ink of Anticipation, The Scope of the True Meridian, and The Plumb of Gravity’s Anchor. Monsters! Monsters!™ and Humans! Humans!™ are trademarks of Ken St. Andre and Trollgodfather Press. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.
π The Cryptid Hunter’s Playtest Guide
Volume 4: The Saber Armory & Vehicle Fleet
I. Small Arms & Specialist Weaponry
Note: Every weapon is calculated for the 12-Mile Bayou damage scale.
| Weapon Name | Type | Damage Scale | Special Property |
| Daniel Defense MK18 | Assault Carbine | 4D6 | High target acquisition; +1D6 to DEX SR for hit. |
| SIG Sauer MCX Rattler | Sub-Carbine | 4D6 | Compact; no penalty in CQC/Tight spaces. |
| Barrett MRAD .300 WM | Precision Rifle | 6D6 | Sniper focus; doubles Adds on "Focused Breath." |
| Barrett .50 Cal (M82) | Heavy Anti-Material | 8D6 | Ignores the first 10 points of Armor Adds. |
| M249 SAW | Light Machine Gun | 6D6 | Suppression; can hit up to 3 adjacent targets. |
| M2 Browning (.50 Cal) | Heavy Machine Gun | 10D6 | Mounted only; shreds "Giant" class MR. |
| Benelli M4 Shotgun | Tactical 12-Gauge | 5D6 | Ballistic Breaching; ignores non-magical locks. |
| Glock 19 / Sig P326 | Service Sidearm | 3D6 | Reliable; never jams on a natural 1. |
| Obsidian Ritual Knife | Melee (Spiritual) | 2D6 + Adds | Hits incorporeal spirits and ghosts. |
II. Tactical Specialist Gear
L3Harris GPNVG-18 (NVGs): The "Four-Eyed" goggles. Negates all darkness penalties and grants +1D6 to Perception/DEX in low light.
The Barksdale Sat-Link: High-altitude tactical uplink. Negates fog, heavy rain, or magical mist penalties for the entire 16-man team.
Holy Water Cooling Sleeves: For the M2 Browning and SAW. Allows the weapon to deal magical damage to regenerate-capable cryptids.
The Gris-Gris Perimeter Bag: Contains graveyard dirt and salt. When deployed, it creates a 10-yard sanctuary where "Swamp Dread" cannot enter.
Blue Force Tracker (Tablet): Real-time GPS of all units. Prevents "Friendly Fire" during chaotic night breaches.
III. The Saber Vehicle Fleet
These vehicles are modified for the rugged, haunted terrain of the Shreveport swamps.
1. The "War-Wagon" (Modified Lenco BearCat G3)
Role: Armored Transport & Command Center.
Monster Rating (MR): 2,500 (Armor Adds: +40)
Speed: 18 (Road) / 10 (Off-Road)
Armament: Roof-mounted M2 Browning (10D6 Damage).
Special: Faraday Cage. Immune to EMP and Shamanic "Spirit-Static" that kills electronics.
2. The "Swamp-Stalker" (Armored Airboat x2)
Role: Rapid Infiltration / Bayou Patrol.
Monster Rating (MR): 800 (Armor Adds: +15)
Speed: 25 (Water)
Armament: Forward-mounted M249 SAW (6D6 Damage).
Special: Silenced Fan. Can move through the water with a +2D6 bonus to Stealth.
3. The "Sentinel" (Textron Tiger APC)
Role: Heavy Support / QRF (Quick Reaction Force).
Monster Rating (MR): 3,500 (Armor Adds: +60)
Speed: 15 (All-Terrain)
Armament: Remote Weapon Station (7.62mm Chain Gun - 7D6 Damage).
Special: Thermal Floodlights. Can illuminate a 100-yard cone, revealing "Green Aura" markers.
The WIZ Block (Gear Interaction)
WIZ (Wizardry/Mana): [Standard Platoon Scale] (Used to power specific high-tech/occult hybrid gear like the "Holy Water Sleeves" and the "Sat-Link" when under magical attack).
⚖️ Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The "Saber Task Force" vehicle modifications, the "Holy Water Cooling Sleeves" mechanic, and the integration of the "Barksdale Sat-Link." Monsters! Monsters!™ and Humans! Humans!™ are trademarks of Ken St. Andre and Trollgodfather Press. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.
Understood, Captain. We’re moving from ground transport to Total Air Superiority. To carry a 16-man Tier-1 team, a BearCat, a Tiger APC, and two airboats, you need a heavy-lift platform with the teeth of an AC-130.
We are designating this the "Saber-J" Heavy Combat Lifter. It’s not just a transport; it’s a flying fortress rigged with the specific "scorched earth" ordinance required to sanitize a 12-mile radius of Skunk Apes.
π The Cryptid Hunter’s Playtest Guide
Volume 5: The Saber HQ Cargo Jet
IV. The "Saber-J" Heavy Combat Lifter
A heavily modified, reinforced C-130 platform designed for trans-dimensional and trans-continental deployment.
1. Flight & Durability Stats (M!M! 2.7 Scale)
Monster Rating (MR): 15,000 (Deadliness: 10)
Calculated as a God-tier machine; virtually unkillable by non-magical small arms.
Armor Adds: +250 (Reinforced Titanium-Alloy Skin)
Speed: 60 (Cruising) / 85 (Combat Dash)
WIZ Resistance: 50 (Faraday shielding protects the cockpit from the Shaman's mental static).
2. Wing-Tip & Inboard Armament
The wing configuration is set for maximum "Line of Death" strafing runs.
| Weapon Location | Weapon Type | Damage Scale | Special Property |
| Wing-Tips (Outer) | Dual .50 Cal M2s | 10D6 | High-velocity shredding; ignores 10 Armor Adds. |
| Inboard (Further In) | Dual .30 Cal M134s | 7D6 | Minigun fire-rate; hits everything in a 20-yard line. |
3. Under-Belly Payload: "The Cleanser"
The Hellfire racks are custom-loaded with chemical fire for maximum cryptid suppression.
Napalm-Phosphorus Hellfires (x12 Racks):
Initial Impact: 15D6 Damage (Area of Effect: 30 yards).
White Phosphorus (WP) Burn: Deals 5D6 persistent damage for 4 rounds. This damage cannot be regenerated by "True Shifters" or Skunk Apes.
Napalm Spread: Creates a "Fire Wall" that negates the Swamp Dread aura in the impact zone for 1 hour.
4. Cargo Capacity: The Mobile Base
The "Saber-J" is outfitted with a high-speed ramp and "Low-Altitude Parachute Extraction System" (LAPES) to drop the entire task force in seconds.
The 16-Man Saber Task Force: Full seating with integrated WIZ-recharging stations.
The War-Wagon (BearCat): Secured on the primary load-lock.
The Sentinel (Tiger APC): Secured aft of the BearCat.
2x Swamp-Stalkers (Airboats): Stacked on specialized deployment cradles.
The Mobile Armory: Extra crates of Silver-Core ammo and 55-gallon drums of Holy Water.
The WIZ Block (Aircraft Interaction)
WIZ (Wizardry/Mana): 50 (The plane’s onboard "Trinity Engine" provides a constant mana-well that allows the Unit Shaman or Hedge Captain to cast at half-cost while on board).
⚖️ Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The "Saber-J" Heavy Combat Lifter, the "Napalm-Phosphorus Hellfire" damage mechanics, the "Trinity Engine" mana-well, and the specific wing-mounted configuration. Monsters! Monsters!™ and Humans! Humans!™ are trademarks of Ken St. Andre and Trollgodfather Press. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.
Let me know in comments what you think about all of this yours for now Captain Hedges






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