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Militia Sergeant

Adversaries Designed by Abe Ellis • Art by ArtStation

Adversary overview

A sharp and quick thinking sergeant that increases the efficiency of his squad with sidearm and saber in hand.

A militia officer is a hardened local leader who’s seen too many friends disappear to the regime; they fight not for glory, but to keep their block alive one more week. They command through trust and pressure rather than rank, projecting calm, stubborn resolve and a willingness to get their hands dirty for the people who follow them.

Stat block

Tier
2
Type
Solo
Difficulty
14
HP
6
Stress
4
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
10
Major Damage — Mark 2 HP Major
Mark 2 HP
16
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Hammer
Range: Close
Damage: 1d8+3
Attack Mod: +2
Damage Type: Physical

Features

Passives

Actions

  • Saber Strike
    stress 1

    Make an attack roll and for each target within Melee range that it succeeds against, deal 2d8 physical damage to them.

  • Order
    fear 1

    Target an ally within Far range, they gain advantage on their next roll.

Reactions

Motives & tactics

Experiences

  • Commanding Presence +3
  • Nerves of Steel +2
  • Tactical +2

Militia Sergeant

Tier 2 solo

A sharp and quick thinking sergeant that increases the efficiency of his squad with sidearm and saber in hand.

Motives & Tactics: —

Difficulty: 14 | Thresholds: 10/16 | HP: 6 | Stress: 4

ATK: +2 | Hammer: Close | 1d8+3 Physical

Experience: Commanding Presence +3, Nerves of Steel +2, Tactical +2

HP:

STRESS:

Features

Saber Strike - Action: Make an attack roll and for each target within Melee range that it succeeds against, deal 2d8 physical damage to them.
Order - Action: Target an ally within Far range, they gain advantage on their next roll.

Discussion

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