Cuff 'Em. The cop tries to cuff a combatant it has grappled. The target must make a DC 18 Strength saving throw or be cuffed. The cop decides if the target is cuffed to an object, to the cop, or to itself. A combatant cuffed to an object or the cop cannot move further than 5 feet from what it is cuffed to and has disadvantage on any attack rolls made with the cuffed hand. A combatant cuffed to itself has disadvantage on any attack roll or ability check that uses its hands.
Multi-Attack. The Sergeant makes three attacks either with its nightstick or its firearms
Nightstick. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 6 (1d10+4) Bludgeoning damage.
9mm Standard Issue. Ranged Weapon Attack: +8 to hit, range 100/200 ft., 1 target. Hit: 9 (1d10+4). ballistic damage, PV 2, 1 round fired per attack, 21 rounds per mag, Reload; Bonus, Loud
Pump-Action Shotgun. Ranged Weapon Attack: +8 to hit, range 100/200 ft., 1 target. Hit: 21 (2d10+8). ballistic damage, PV 4, 1 round fired per attack, 5 rounds per mag, Reload; Bonus, Loud
Grapple. If a target attacks and misses the cop ,they can use a reaction to make a grapple if within range
HE WAS TWO WEEKS FROM RETIREMENT!. After seeing one their own killed on the field The sergeant will provoke an attack of opportunity on the cop killer and also grants themselves and all other cops advantage on the cop killer.
Description
A tougher commanding officer to the Beat Cops.
Previous Versions
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8/25/2022 4:10:49 AM
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6
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3
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Coming Soon
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