Tuesday, December 2, 2025

The Future isn't What It Used To Be - - Orbital Decay (MicroRed version) From The Red Room, Red Novanexus, & The New Flesh Rpg Setting - The Last Redoubt Reavers

 The party encountered a group of road pirates called the Last Redoubt Reavers  from the last session Sunday, November 23, 2025 on the Iron Road of the global high way! The group barely survived! 



The  Last Redoubt Reavers weren't just after loot and rather the biological material! The party lost the Reavers on the outskirts of Aviladad. Here's the latest stats for the 
Last Redoubt Reavers for the Red New Flesh Rpg. 



The Last Redoubt Reavers (Road Pirates)

The Last Redoubt Reavers are a faction of road pirates who operate outside the protection of the Redoubt, scavenging for scarce resources, technology, and unprocessed bio-flesh in the radioactive, monster-haunted Night Land. They utilize heavy, jury-rigged vehicles inspired by the Highwayman’s modular trucks, but grotesquely modified with Giger-esque biopunk additions.

Road Pirate General Stats

These stats represent a standard Road Pirate Trooper (a common antagonist).

StatisticScoreDescription
Body5Average physical bulk, augmented by scavenged plating.
Willpower4Low moral fortitude, driven by fear and hunger.
Toughness6High resilience from exposure and rough grafts.
Initiative5Quick to ambush and react to road hazards.
Weapon Skill5Competent with improvised melee weapons.
Ballistics Skill6Good with mounted and heavy projectile weapons.
Intelligence3Lacking in higher strategy, relies on brute force.
Wounds (HP)18Can take a few hits before going down.
Armor+2Scavenged metal plates and crude bio-grafts.

Special Traits

  • Vicious Attack: Once per round, when attacking an already wounded target, the pirate gains +1 to their attack roll.

  • Jury-Rigged Augments: They have a Basic Bio-Plating Graft (see below) and Tire-Spike Kickers (+1 to Melee Damage if attacking a Vehicle).


 Road Pirate Gear & Bio-Flesh

Primary Weapons

WeaponTypeDamageNotes
Wasteland Harpoon GunBallistic1d10 + 2Ranged, Heavy. Used for immobilizing vehicles or dragging targets.
Spiked Chain FlailMelee1d8 + 1Melee, Reach (1 Zone). Used for whipping opponents or snagging ropes.
Scavenger ShotgunBallistic1d12Ranged, Close-Range. Excellent for close-quarters combat inside a truck.

Bio-Flesh Augments (Common)

The Reavers rely on crude, painful biopunk modifications often "harvested" from previous victims or strange Night Land monsters.

  • Basic Bio-Plating Graft (Toughness): A patchy, chitinous graft on the torso, granting +1 Toughness (already included in stats) and +1 Armor. The graft sometimes sheds foul fluids (GM can impose Disgust checks).

  • Hydro-Regeneration Cysts (Body): Small, bladder-like growths that store purified water and nutrients, granting a natural recovery rate (recover 1d4 Wounds during an 8-hour rest instead of 1). The cysts are sensitive and a Critical Hit to the torso may burst one, inflicting a temporary -1 Body penalty from dehydration/fluid loss.


The Bio-Hauler Truck (The Night Stalker)

Inspired by the Highwayman truck, the Reavers' Bio-Hauler is a massive, chrome-and-bone nightmare.

Vehicle Stats

StatisticValueDescription
Handling4Slow and heavy, poor maneuverability.
Speed6Good straight-line speed on flat terrain.
Armor+4Heavy frontal armor and bio-grafts.
HP/Zones40/44 Zones: Cab, Engine, Hauling Bed, Bio-Processor.
Crew1 Driver, 1 Gunner, 2-6 TroopersRequired personnel to operate effectively.

Vehicle Weapons

  • Frontal Spiked Ram: Melee, Damage 2d8. Used to ram other vehicles or clear obstacles. Targets rammed must pass a Body check (Difficulty 8) or take 1d6 extra damage from impalement.

  • Roof-Mounted Twin Heavy Repeater: Ballistic, Damage 2d6, Auto-Fire (3). High-rate-of-fire machine gun for anti-vehicle and anti-personnel.

  • Rear Bio-Sludge Sprayer: Utility, Damage 1d4 + Toxic (Difficulty 6). Sprays a caustic, bio-flesh slurry that covers vehicles or targets. Affected targets suffer -1 to all actions for 1 round unless they pass a Toughness check (Difficulty 6).


 Expanded Material: The Night Land & The Highwayman

The Night Land Elements (Horror & Scarcity)

  • The Gloom & The Earth-Current: Outside the Last Redoubt, the world is shrouded in an eternal, lightless gloom. Technology must be powered by tapping into the Earth-Current, a subterranean energy source that also attracts the strange, monstrous "Powers" of the Night Land. Reaver trucks use unstable, stolen Current-taps, risking a catastrophic power surge (GM's call).

  • Bio-Flesh Harvest: The Reavers aren't just after goods; they seek raw biological matter—mutated animals, ab-humanoid corpses, or unfortunate travelers—to feed the Bio-Hauler's Bio-Processor. This machine converts flesh into fuel, unstable drugs, and temporary Bio-Grafts.

  • The Watchers: The ultimate existential threat. Reavers avoid areas where the colossal, ancient entities (The Watchers) are known to lurk, knowing that even their powerful trucks are utterly insignificant to these forces. Encounters should be cinematic and involve fleeing for survival, not combat.

The Highwayman Elements (Action & Style)

  • Modular Truck System: The Bio-Hauler's core is modular. The cab and engine can be detached from the Hauling Bed/Bio-Processor module. If the main module is destroyed, the Cab can detach and escape, becoming a "Wretched Runner" (Speed 7, Armor +1, HP 15).

  • The Highwayman Archetype: Introduce a rival "Highwayman" NPC or faction—a vigilante with a high-tech, non-biopunk vehicle who sees the Reavers as an abomination. This rival could be a morally ambiguous 'hero' operating from a forgotten government or corporation, adding a classic Western/action dynamic to the bio-horror setting.


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