guards
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
guards.txt · Last modified: 2020/01/23 12:37 by dave