A seasoned guard with a mace, a whistle, and a bellowing voice.
Motives and Tactics: Arrest, close gates, pin down, seek glory
Difficulty: 15 |
Thresholds: 7/13 |
HP: 7 |
Stress: 3
ATK: +4 | Mace: Melee | 1d10+4 phy
Experience: Commander +2, Local Knowledge +2
Features
Rally Guards - Action: Spend 2 Fear to spotlight the Head Guard
and up to 2d4 allies within Far range.
On My Signal - Reaction: Countdown (5). When the Head Guard
is in the spotlight for the fi rst time, activate the countdown. It
ticks down when a PC makes an attack roll. When it triggers,
all Archer Guards within Far range make a standard attack with
advantage against the nearest target within their range. If any
attacks succeed on the same target, combine their damage.
Momentum - Reaction: When the Head Guard makes a successful
attack against a PC, you gain a Fear1