guards
                This is an old revision of the document!
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: +3; Damage: 1d6 (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: +4; Damage: 1d12 (bill or long spear)–Reach
 - Attack: +4; Damage : 1d6 (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: -1; Damage: 1d6 (mace or saex)
 - Ranged Attack: +4; Damage : 1d12 (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: +5; Damage: 1d10 (arming sword or war axe)
 - Ranged Attack: +5, Damage: 1d8 (Hunting Bow, must drop shield)
 - Shield Wall: in groups of 4 plus can form shield wall (disadvantage to attack)
 
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: +6; Damage: 2d6 (arming sword or war axe)
 - Ranged Attack: +5, Damage: 1d8 (Hunting Bow, must drop shield)
 - 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.1579622414.txt.gz · Last modified:  by dave
                
                