BANDITS
Bandits, Bushwhackers, Outlaws, etc., are the worst kind of people (except for Crab People).
BRIGANDS
Brigands are outlaws who specialize in hiding out in the wilderness, shooting people in the back from hiding and robbing the corpses. The worst, just the worst.
BRIGAND–Class D (1 HD Sniper)
AC: 12 (leather) HD 1 HP 5
Resistance: 9;
Mods: W-2/N+2/S+3
Speed: 30':
Morale: -2
Stealth +3, Perception +3
Attack, Melee: -2; Damage: 1d6 slashing (hatchet)
Attack, Ranged: +3; Damage: 1d12 piercing (war bow; double if target unaware)
S-2, D+3 C-2, I+2,W+3,Ch+2
BRIGAND–Class C (2 HD Sniper)
AC: 13 (leather) HD 2 HP 9
Resistance: 9;
Mods: W-1/N+3/S+4
Speed: 30':
Morale: -1; cowardly
Stealth +4, Perception +4
Attack, Melee: -1; Damage: 1d6 slashing (hatchet)
Attack, Ranged: +4; Damage: 1d12 piercing (war bow; double if target unaware)
S-1, D+5 C-1, I+3,W+5,Ch+2
BRIGAND–Class B (3 HD Sniper)
AC: 13 (leather) HD 3 HP 13
Resistance: 9;
Mods: W-1/N+3/S+5
Speed: 30':
Morale: -1; cowardly
Stealth +5, Perception +5
Attack, Melee: -1; Damage: 1d6 slashing (hatchet)
Attack, Ranged: +5; Damage: 1d12 piercing (war bow; double if target unaware)
S-1, D+5 C-1, I+3,W+5,Ch+2
BANDITS
Bandits are those who specialize in attacking caravans or small settlements and demanding tribute or they will burn and kill till they get it. The worst, just the worst.
BANDIT–Class D (1 HD Brute)
AC: 12 (leather) HD 1 HP 5
Resistance: 12;
Mods: W-2/N+2/S+3
Speed: 30'
Morale: +3
Stealth -2, Perception -2
Attack, Melee: +2; Damage: 1d8 bludgeoning or piercing (big club or short spear)
Attack, Ranged: +2; Damage: 1d6 slashing (thrown hatchet)
Knock down: if bandit rolls 7+ damage, target knocked prone.
S+3, D-2, C+3, I-2,W+2,Ch+2
BANDIT–Class C (2 HD Brute)
AC: 12 (leather) HD 2 HP 9
Resistance: 13;
Mods: W-1/N+3/S+4
Speed: 30'
Morale: +4
Stealth -1, Perception -1
Attack, Melee: +3; Damage: 1d8 bludgeoning or piercing (big club, staff or short spear in 2 hands)
Attack, Ranged: +3; Damage: 1d6 (thrown hatchet)
Knock down: if bandit rolls 7+ damage, target knocked down.
S+4, D-1, C+4, I-1,W+3,Ch+3
BANDIT–CLASS B (3 HD Brute)
AC: 14 (leather and shield) HD 3 HP 13
Resistance: 13;
Mods: W-1/N+3/S+5
Speed: 30'
Morale: 15
Stealth -1, Perception -1
Attack, Melee: +3; Damage: 1d10 slashing (arming sword or war axe)
Attack, Ranged: +3; Damage: 1d10 slashing (thrown Frank Axe)
Knock down: if bandit rolls 7+ damage, target knocked prone
S+5, D-1, C+5, I-1,W+3,Ch+3
RUSTLERS
Rustlers, Raiders or Cattle-thieves (or pig-forkers) specialize in sneaking up to farms and ranches and stealing the horses, cattle, sheep or pigs and running off. Sometimes they go on riding horses, sometimes on foot, they try to avoid fighting, but aren't above killing or kidnapping shepherd boys. The worst, just the worst.
RUSTLER–Class D (1 HD Predator)
AC: 14 (leather and shield) HD 1 HP 5
Resistance: 8;
Mods: W-2/N+2/S+3
Speed: 30', 60' on riding
horse
Morale: -2
Stealth +3, Perception +2
Attack, Melee: -2; Damage: 1d6 bludgeoning or slashing (club or hatchet)
Attack, Ranged: +2; Damage: 1d8 piercing (hunting bow)
Burst of Speed: if rustler makes a double move, adds 10' to the total
Animal Handling: +3 to get farm animals to move in desired direction, can apply stealth to horse
S+2, D+2, C-2, I+3,W+2,Ch+2
RUSTLER–Class C (2 HD Predator)
AC: 14 (leather and shield) HD 2 HP 9
Resistance: 9;
Mods: W-1/N+3/S+4
Speed: 30', 60' on riding
horse
Morale: -1
Stealth +4, Perception +3
Attack, Melee: -1; Damage: 1d6 bludgeoning or slashing (club or hatchet)
Attack, Ranged: +3; Damage: 1d8 (hunting bow)
Burst of Speed: if rustler makes a double move, adds 10' to the total
Animal Handling: +4 to get farm animals to move in desired direction, can apply stealth to horse
S+3, D+3, C-3, I+4,W+3,Ch+3
RUSTLER–Class B (3 HD Predator)
AC: 14 (leather and shield) HD 3 HP 13
Resistance: 9;
Mods: W-1/N+3/S+5
Speed: 30', 60' on riding
horse
Morale: -1
Stealth +5, Perception +3
Attack, Melee: -1; Damage: 1d6 bludgeoning or slashing (club or hatchet)
Attack, Ranged: +3; Damage: 1d8 piercing (hunting bow)
Burst of Speed: if rustler makes a double move, adds 10' to the total
Animal Handling: +5 to get farm animals to move in desired direction, can apply stealth to horse
S+3, D+3, C-3, I+5,W+3,Ch+3
Design Notes
You might ask why aren't there class A of these types, but the answer is there is nothing class A about them.