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Head GuardCore

Adversary

Leader — Tier 1

A seasoned guard with a mace, a whistle, and a bellowing voice.

Motives and Tactics: Arrest, close gates, pin down, seek glory

Difficulty

15

Damage Thresholds

7 / 13

Hit Points

7

Stress

3

Attack Bonus

+4

Weapon

Mace (Melee)

Damage

1d10 +4 Physical

Experiences: 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.

Cards

Adversary
Head Guard

Leader — Tier 1

Hit Points 7 · Difficulty 15

A seasoned guard with a mace, a whistle, and a bellowing voice.

Core

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