SWURPG
Nihil Strike – Skirmisher

Nihil Strike – Skirmisher

DR 0.25

Humanoid (Nihil) · Medium·Recommended levels: 1-2

AC
13(Half-Vest (+1 AC))
HP
11(2d8+2)
Speed
30 ft
Initiative
+3

Abilities

STR
10
+0
DEX
14
+2
CON
12
+1
INT
8
-1
WIS
10
+0
CHA
9
-1

Saves

  • DEX +4

Skills

  • Acrobatics +4
  • Stealth +4

Languages

  • Basic

Equipment

Blaster PistolNihil mask with filterHalf-Vest50 Credits

Traits

Hit and Scatter

If the Skirmisher moves at least 10 ft before making an attack on its turn, it deals +2 kinetic damage on a hit.

Actions

Blaster PistolRanged
To hit
+4
Range
60 ft
Target
One target
Hit
6 (1d10) energy damage

Lore

Nihil Strike Skirmishers are the first lightning of a Nihil raid — the crack of thunder before the storm breaks. Drawn from the newest and most desperate members of the marauder ranks, skirmishers are eager, reckless, and violently ambitious. They race ahead of the main force, masks flashing through smoke and debris, firing wildly not to win the fight but to shatter order and confidence.

To those who survive an encounter, skirmishers feel less like soldiers and more like a living warning. They appear suddenly, strike fast, and vanish just as quickly, leaving behind confusion, fires, and the certainty that something far worse is coming. Among the Nihil, a skirmisher’s worth is measured not by survival, but by how much chaos they leave in their wake — and whether their actions earn them a chance to rise to Cloud status.

In Play

Skirmishers attack in loose, overlapping packs, prioritizing speed and disruption over coordination. They rush into exposed positions, flank aggressively, and fire on the move, forcing enemies out of cover and into unfavorable terrain. Their goal is not to hold ground, but to break formations, draw defenders away from objectives, and create openings for Clouds and Storms.

When resistance stiffens, skirmishers scatter rather than stand their ground, retreating through smoke, fire, or narrow passages. However, if a Cloud or Storm is present — watching, judging, or promising advancement — skirmishers may fight with reckless ferocity, throwing themselves into danger in hopes of proving their worth.

Adventure Hooks

  1. The First LightningA remote settlement reports brief, violent skirmishes at its perimeter — fast-moving raiders who strike patrols and flee without explanation. The attacks stop as suddenly as they began, leaving the defenders shaken just hours before a full Nihil raid descends on the region.
  2. Proving GroundThe party encounters a group of Nihil Strike Skirmishers competing against one another during a raid, taking reckless risks to impress an unseen superior. Clever heroes may exploit the skirmishers’ rivalry to turn them against each other or draw out their Cloud leader.
  3. Smoke Without FireSkirmishers assault a convoy or outpost with no apparent objective beyond destruction, then withdraw. Investigation reveals the attack was a deliberate test — mapping defenses, response times, and escape routes for a far deadlier strike to come.