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HEAD GUARD

Tier 1 Leader
A seasoned guard with a mace, a whistle, and a bellowing voice.
Motives & 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 first 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 Fear.