=====GUARDS===== Guards are men hired to protect the places and goods of private citizens. - Night-Watchmen will look after warehouses and workshops to raise the alarm for the local town watch patrols. - Mercenary Billmen and Crossbowmen are likely to be found in the houses of wealthy merchants and nobles in towns or guarding caravans or ships. - Sellswords: are soldiers who fight for pay and for the love of fighting, usually on a short-term basis. **NIGHT WATCHMAN—CLASS D (1 HD Soldier)** * AC: 10 HD 1 HP 5 * Resistance: 13; vs. magic 8 * Mods: W-2/N+2/S+3 * Speed: 30' * Morale: +3 * Stealth -2 Perception -2 * Attack, Melee: +3; Damage: 1d6 bludgeoning (club) * Light and Whistle: usually carries a lantern and a whistle to see and raise alarm * S+3, D+3, C+2, I+2,W+2,Ch+2 **MERCENARY BILLMAN—CLASS C (2 HD Soldier)** * AC: 12 (gambeson) HD 2 HP 9 * Resistance: 14; vs. magic 9 * Mods: W-1/N+3/S+4 * Speed: 30' * Morale: +4 * Stealth -1 Perception -1 * Attack, Melee: +4; Damage: 1d12 slashing or piercing(bill or long spear)--Reach * Attack, Melee: +4; Damage : 1d6 slashing (saex) * S+4, D+4, C+3, I+3,W+3,Ch+3 **MERCENARY CROSSBOWMAN--Class C (2 HD Sniper)** * AC: 12 (gambeson) HD 2 HP 9 * Resistance: 14; vs. magic 9 * Mods: W-1/N+3/S+4 * Speed: 30' * Morale: -1 * Stealth +3 Perception +4 * Attack, Melee: -1; Damage: 1d6 bludgeoning or slashing (mace or saex) * Attack, Ranged: +4; Damage : 1d12 piercing (Crossbow) * S -1, D+4, C -1, I+3,W+4,Ch+3 **SELL-SWORD: Class-B (3 HD Soldier)** * AC: 17 (round shield, avg. mail) HD 3 HP 13 * Resistance: 15; vs. magic 9 * Mods: W-1/N+3/S+5 * Speed: 30' * Morale: +5 * Stealth -1 Perception -1 * Attack, Melee: +5; Damage: 1d10 slashing (arming sword or war axe) * Attack, Ranged: +5, Damage: 1d6 piercing (javelin) * Shield Wall: in groups of 4 plus can form shield wall (disadvantage to attackers) * S+5, D+5, C+3, I+3,W+3,Ch+3 **SELL-SWORD —CLASS A ( 4 HD Soldier)** * AC: 17 (round shield, avg. mail) HD 4 HP 17 * Resistance: 16; vs. magic 10 * Mods: W 0/N+4/S+6 * Speed: 30' * Morale: +6 * Stealth 0 Perception 0 * Attack, Melee: +6; Damage: 2d6 slashing (arming sword or war axe) * Attack, Ranged: +5, Damage: 1d6 piercing (javelin) * Shield Wall: in groups of 4 plus can form shield wall (disadvantage to attack) * S+6, D+6, C+4, I+4, W+4,Ch+4