Militia

Guard

Medium sentient humanoid (4d6)
STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6) REP 1 (1d6)
MELEE DEFENCE 15RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 15
HEALTH 30SOAK 5; VULN noneIMMUNE none
INITIATIVE 4d6PERCEPTION 4d6SPEED 5; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)REACH 5-ftACTIONS 2
🅜 Shortsword  4d6 melee (2d6+3 piercing damage)🅡 Crossbow 4d6 ranged (2d6 piercing or ballistic damage; range 8)
Skills swords 1 (1d6), light armor 1 (1d6), law 1 (1d6), thievery 1 (1d6), interrogation 1 (1d6), perception 4 (2d6),  running 3 (2d6), local knowledge 3 (2d6), tactics 1 (1d6), dodging 3 (2d6),   Gear shortsword, ringmail, light crossbow

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Alert. Guards are difficult to surprise and hard to fool. Their dice explode when making checks involving ambushes or deception.

Veteran

Medium sentient humanoid (7d6)                                                                                                 STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)
MELEE DEFENCE 21RANGED DEFENCE 21MENTAL DEFENCE 28VITAL DEFENCE 21
HEALTH 42SOAK 7; VULN noneIMMUNE none
INITIATIVE 6d6PERCEPTION 6d6SPEED 7; CLIMB 4; JUMP 20'/10'CARRY 200lb (max lift 500lb)

REACH 5-ftACTIONS 2
🅜 Halberd 6d6 melee (3d6+4 slashing damage; reach 10')
Skills hardy 6 (3d6), combat 3 (2d6), perception 3 (2d6), tactics 3 (2d6)Gear halberd, leather armor

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Leadership. The veteran can donate LUC (4d6) dice to allies; he must declare this before dice are rolled.
Give Orders. All allies within 30' get an immediate bonus action.
Charge. The veteran may move and then make a melee attack with one action, ignoring difficult terrain.