Medium Humanoid (Any Race), Typically Lawful Neutral
Armor Class 15 Half Plate
Hit Points 20 (3d12 + 2)
Speed 30 ft.
STR
19 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +4, CON +6, WIS +4
Senses Darkvision 60 ft, Passive Perception 13
Languages Common Zirconian
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Squad tactics:

Watchers deploy in groups of ten or twelve, generally one Underblade and nine Watchers. But first please consider the following options before adding a squad to your table:

 Watcher:

Watchers are basic Infantry of the Day Watchers, and are lowest ranked. They are equipped with the following:

  • One Laser Pistol.
  • One Combat Knife.
  • One Laser Carbine, or Laser Rifle.

Watcher Commsman:

A special Watcher, who operates a Comms kit. They equipped with the basic kit and one Comms kit.

Watchter Hospitaller:

Watchers trained as Combat Medics are known as Hospitallers. The have the basic equipped and one medical bag. Only one Hospitaller can be deployed in a Section; 3 Squads. 

Watcher Tank Commander:

A special Underblade Watcher, who commands a * Main Battle Tank. They equipped with the following:

  • One Laser Pistol, or Plasma Pistol, or Spike Pistol.
  • One Combat Knife.
  • One Laser Carbine
  • One Chain Sword, or Grav Sword.

If a Watcher Tank Commander is added to your table, you must add # Watcher Tankers, one Commsman and one  * Main Battle Tank.

Watcher Tanker:

A special Watcher, who operates a * Main Battle Tank. They equipped with the basic kit.

Watcher Gunner:

A special Watcher, who operates a Zirconian Gun Implacement; they equipped with the basic kit. Please add Zirconian Gun Implacement and Watcher Gunners when taking this option

Watcher Weapon Specialist:

Weapon Specialists are normal Watchers equipped with extra training  in handling of special issue weapons. They have same equipment as normal Watchers, but have one special issue weapon.

Underblade Watcher:

Every Squad has one Underblade, and generally serves as the Squad Leader, but is not always the case. They are equipped with the following:

  • At least one Laser Pistol, or Plasma Pistol, or Spike Pistol.
  • At least one Combat Knife.
  • One Laser Carbine, or Laser Rifle, or one special issue weapon.
  • One Chain Sword, or Grav Sword.

They also can be equipped with the Section Standard, this unit becomes the Standard Bearer.

Overblade Watcher:

Every Section has one Overblade, and generally serves as the Section Commander, but is not always the case. They are equipped with the following:

  • One Relic Laser Pistol, or Plasma Pistol, or Spike Pistol.
  • At least one Combat Knife.
  • One Laser Carbine, or Laser Rifle, or one Relic Special Issue Weapon.
  • One Relic Chain Sword, or Grav Sword.

Relic weapons have +3 to hit and damage.

Actions

Base

Combat Knife: 

Reach, 5 ft. Hit: +4, (1d6+4) piercing damage. Light.

Laser Carbine: 

Range, 80/320 ft. Hit: +2, (2d6+2) radiant damage. Ammunition, Loading (40), Two-Handed.

Laser Pistol:

Range, 20/320 ft. Hit: +2, (2d4+2) radiant damage. Ammunition, Loading (20), Light.

Watcher

Laser Rife: 

Replacement for Laser Carbine.

Range, 80/320 ft. Hit: +2, (2d6+2) radiant damage. Ammunition, Loading (40), Versatile (advantage on hit), Two-Handed.

Special issue weapons

Flamer:

Range, 30/120 ft Cone. Hit: +2, (1d8+2) fire damage. Ammunition, Loading (5), Two-Handed.

DC= 14, the saving throw is dex, on failure the target is covered in napalm and takes 1d8+2 damage per turn, they can roll a DEX saving throw to put it out. 

Meta Carbine:

Range, 60/230 ft Cone. Hit: +2, (1d12+2) Plasma damage. Ammunition, Loading (30), Anti-Armor (+5 damage to large & vehicles, +5 to hit).

Plasma Carbine:

Range, 60/230 ft Cone. Hit: +2, (1d12+2) Plasma damage. Ammunition, Loading (30), Overcharge (disadvantage on hit, double damage).

LLMG:

Range, 120/320 ft. Hit: +2, (1d10+2) radiant damage. Ammunition, Loading (40), Bust fire, Two-Handed, Heavy.

Grenade Launcher:

As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds.

 

NCO

Chain Sword:

Reach, 5 ft. Hit: +4, (1d8+4) piercing damage. Versatile (1d10+4).

Grav Sword:

Reach, 5 ft. Hit: +4, (1d6+4) piercing damage. Light, Versatile (1d8+4).

Spike Pistol:

Range, 20/320 ft. Hit: +2, (2d4+2) Plasma damage. Ammunition, Loading (12), Light, Brutal (on criticals this weapon delimbs it's target, roll 1d4 of number limbs).

Plasma Pistol:

Range, 20/320 ft. Hit: +2, (2d4+2) Plasma damage. Light, Overcharge (disadvantage on hit, double damage).

Bonus Actions

Section Standard:

Section Standard Bearer only

Rally, Section Standard Bearer can inspire others through stirring words or hems. To do so, you use a bonus action on Section Standard Bearer's turn to choose one creature other than itself within 60 feet of itself who can hear them. That creature gains one Rally Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Rally Inspiration die is rolled, it is lost. A creature can have only one Rally Inspiration die at a time.

Section Standard Bearer can use this feature a twice, and regains any expended uses when they finish a long rest.

Medical Bag:

Watcher Hospitaller only

Heal 8 HP (3d4+2) on one allied NPC.

Comms Kit:

Commsman only

Relay, the Commsman can past any buffs to any number of Watcher Squads with a Commsman.

Description

A Watcher is a foot solder of the Church of Helm who is a combat slave owned by an Archbishop. 

Previous Versions

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Monster Tags: humanoid

DOOM374

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