The City of Domes is defended, and it’s laws are enforced, by the elite Sandmen. I’ve provided stats to treat them as creatures, or as a playable class.
Sandman (as a Class)
Requirements: DEX 9
Ability Adjustments: None
Prime Requisite: DEX
Hit Dice: 1d8
Maximum Level: 7
Attack As: Gorilla Soldier
Save As: Astronaut
Sandmen may use any weapons and armor.
Urban Tracking
Sandmen are highly trained in tracking down runners inside the city. If they’re tracking a runner with a palm-flower within the city the base chance is 70% + 5 percent per level (maximum 95 percent.) If they are tracking someone who has an altered palm-flower or no palm-flower at all, the base chance is 25% + 5 percent per level (maximum 95%)
The AM can modify this roll for any unusual circumstances.
Wilderness Tracking
More experienced and trusted Sandmen are allowed to leave the City to track runners. The base chance is 20% +5 percent per level. Outside the city the palm-flowers cannot be tracked.
The Gun
The Sandmen are issued a special weapon commonly called “The Gun“. It fires several kinds of specialty ammunition. Sandmen are trained to use these weapons.
Omnite Martial arts
+2 for all unarmed attacks
Armor
The black uniforms of the Sandmen are similar to Underdweller silksteel. They will provide a -2 Attack Modifier
Sandmen (as an Encounter)
Encountered: 1d6 (2d8x5 inside the City)
Movement: 120’ (40’)
Intelligence: Average
Psionic Potential: 2d4, inactive
Hits: 1d8
Armor: -2
To-Hit: 12
Save: H1
Attacks: 1
Damage: 1d2 or by weapon (Usually a Sandman Gun)
Morale: 9
XP: 10