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GUARDS

Guards are men hired to protect the places and goods of private citizens.

  1. Night-Watchmen will look after warehouses and workshops to raise the alarm for the local town watch patrols.
  2. Mercenary Billmen and Crossbowmen are likely to be found in the houses of wealthy merchants and nobles in towns or guarding caravans or ships.
  3. 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: 2020/01/21 16:00 by dave