Allied Units

Below are the default stats for allied officers and soldiers, though sometimes special units may be assigned to the PCs that use different equipment, different tactics, or are simply of a different level.

Allied Officer

Level 1 Minion – Controller
Medium natural humanoid (human)
HP 1; (a missed attack never damages; see Tougher than Your Average Minion, below)
AC 13, Fort 13, Ref 13, Will 12
Initiative n/a
Perception +5
Speed 6

Traits

  • Linked Ally
    Each allied minion is linked to one PC, and only acts at that PC’s direction. Whenever the PC uses a move action to move, their linked ally can take a move action to move as well. The PC can also spend a move action to have the ally move on his own, or a minor action to have the ally take a minor action, like picking up or manipulating an object.
    If the PC is unconscious or dead, the player can still control the ally. It can take two move actions and one minor action per turn.
  • Just Got My Wind Knocked Outta Me
    When an allied officer takes damage, if the source deals 10 damage or less, the officer is just knocked out. He’ll recover at 1 hit point after a short rest, or if a character grants him healing, or if someone spends a standard action and succeeds a Heal check (DC 12) while adjacent. A source that deals 11 damage or more kills the officer.
  • Billy Club
    When an Allied Officer moves, it may deal 3 damage to one enemy adjacent to it at the end of its movement. If it moves more than once in a turn, it only deals this damage once. A creature adjacent to an Allied Officer has to spend an extra square of movement to leave its space.

If the officer deals damage in this way to a target granting combat advantage, the target is knocked prone.

  • Pistol
    A PC can spend a standard action to have his allied officer fire a pistol. This deals 6 damage to a creature within 10 squares, and requires no attack roll. The Officer will automatically reload his weapon if he does not attack on his next turn.

Skills Insight +5, Intimidate +4, Perception +5, Streetwise +4

Str 13, Dex 12, Wis 10
Con 11, Int 9, Cha 8

Alignment Unaligned
Languages Common, Primordial

Equipment uniform, badge, billy club, pistol, whistle, handcuffs

Allied Soldier

Level 5 Minion – Soldier
Medium natural humanoid (human)
HP 1; (missed attacks never damage; see tougher than your average minion)
AC 21, Fort 17, Ref 17, Will 16
Initiative n/a
Perception +2
Speed 5

Traits

  • Linked Ally
    Each allied minion is linked to one PC, and only acts at that PC’s direction. Whenever the PC uses a move action to move, their linked ally can take a move action to move as well. The PC can also spend a move action to have the ally move on his own, or a minor action to have the ally take a minor action, like picking up or manipulating an object.
    If the PC is unconscious or dead, the player can still control the ally. It can take two move actions and one minor action per turn.
  • Tougher than Your Average Minion
    When an allied soldier takes damage, if the source deals 12 damage or fewer, the soldier is just bloodied (or knocked out if already bloodied). He’ll recover after a short rest, or if a character grants him healing, or if someone spends a standard action and succeeds a Heal check (DC 12) while adjacent. A source that deals 13 damage or more kills the soldier.
  • Shortsword
    When an Allied Flint Soldier moves, it deals 6 damage to one enemy adjacent to it at the end of its movement, and marks the target. If it moves more than once in a turn, it only deals this damage once.
  • Carbine
    A PC can spend a standard action to have his allied soldier fire his carbine. This deals 8 damage to a creature within 15 squares, and requires no attack roll. The soldier will automatically reload his weapon if he does not attack on the following turn.
  • Alchemist’s Fire
    Once per day, a PC can spend a standard action to have his allied soldier throw a flask of alchemist’s fire. One creature within 5 squares gains ongoing 5 fire damage (save ends), and creatures adjacent to the target take 2 fire damage. No attack roll is required.

Skills Athletics +8, Endurance +7

Str 13, Dex 12, Wis 10
Con 11, Int 9, Cha 8

Alignment Unaligned
Languages Common, Primordial

Equipment chainmail, pack, shortsword, carbine, one flask of alchemist’s fire, leaf of Nicodemus

Allied Unit of Soldiers

Level 9 Soldier
Large natural humanoid (human, swarm)
HP 70; bloodied 35
AC 25, Fort 21, Ref 21, Will 20
Initiative n/a
Perception +4
Speed 5
Resist half damage from melee and ranged attacks
Vulnerable 10 against close and area attacks

Traits

  • Linked Unit
    Each allied unit consists of twelve soldiers working in tandem, filling the space of a Large creature. The unit needs only fill 4 contiguous spaces (usually a 2×2 square, but not always), and it can move through any opening an individual soldier could move through. They are linked to one PC, and only act at that PC’s direction. Whenever the PC uses a move action to move, the Unit can take a move action to move as well. The PC can also spend a move action to have the Unit move on their own, or a minor action to have the Unit take a minor action.
    If the PC is unconscious or dead, the player can still control the Unit. It can take two move actions and one minor action per turn.
  • In Aodhan’s Name
    Although the soldiers protect each other, enough damage wears them down and erodes their discipline. When the Unit is bloodied, it is dazed. When it is reduced to 0 hit points, most of the Unit collapses from fatigue (effectively unconscious); they will recover after an extended rest. Four Allied Soldiers remain active, one in each of the unit’s four spaces. If those four are all killed, the Unit is broken – survivors will not be in any shape to fight for some time.
  • Close Quarters Combat
    When an Allied Unit moves, it deals 11 damage to as many as three enemies adjacent to it at the end of its movement. If it moves more than once in a turn, it only deals this damage once.

Creatures that would ordinarily provoke an opportunity attack from an Allied Unit must roll a saving throw instead, with a -2 penalty. On a failure, they take 11 damage and stop moving.

  • Carbine Fusillade
    The linked PC can spend a standard action to have their Unit fire carbines. This deals 11 damage to all creatures in a burst 1 within 30 squares, and requires no attack roll. The Unit will automatically reload their weapons if they do not attack on the following turn.
  • Alchemist’s Fire Volley
    Once per day, a PC can spend a standard action to have his allied Unit throw flasks of alchemist’s fire. All creatures in a burst 1 within 10 squares take 5 fire damage, and gain ongoing 5 fire damage (save ends). No attack roll is required.

Skills Athletics +10, Endurance +9

Str 13, Dex 12, Wis 10
Con 11, Int 9, Cha 8

Alignment Unaligned
Languages Common, Primordial

Equipment (per soldier) chainmail, pack, shortsword, carbine, one flask of alchemist’s fire, leaf of Nicodemus

Allied Company of Soldiers

Level 17 Soldier
Gargantuan natural humanoid (human, swarm)
HP 110; bloodied 55
AC 33, Fort 29, Ref 29, Will 28
Initiative n/a
Perception +8
Speed 4
Resist half damage from melee and ranged attacks
Vulnerable 15 against close and area attacks

Traits

  • Linked Company
    Each allied Company consists of a hundred soldiers working in tandem, filling the space of a Gargantuan creature. The unit needs only fill 16 contiguous spaces (usually a 4×4 square, but not always), and it can move through any opening an individual soldier could move through. They are linked to one PC, and only act at that PC’s direction. Whenever the PC uses a move action to move, the Company can take a move action to move as well. The PC can also spend a move action to have the Company move on their own, or a minor action to have the Company take a minor action.
    If the PC is unconscious or dead, the player can still control the Company. It can take two move actions and one minor action per turn.
  • In Aodhan’s Name
    Although the soldiers protect each other, enough damage wears them down and erodes their discipline. When the Company is bloodied, it is dazed. When it is reduced to 0 hit points, most of the Company collapses from fatigue (effectively unconscious); they will recover after an extended rest. Four Allied Units of Soldiers remain active, taking up the Company’s space. If those four are all reduced to zero HP, the Company is broken – though some individual Soldier minions may remain, and may even form Units when the fighting is over.
  • Terrain Control (Aura 2)
    Spaces within the aura count as difficult terrain for enemies. The company effectively has threatening reach as well – creatures that would ordinarily provoke an opportunity attack from an Allied Company must roll a saving throw instead, with a -5 penalty. On a failure, they take 18 damage and stop moving.
  • Storm of Swords
    When an Allied Company moves, it deals 18 damage to all enemies within its Terrain Control aura at the end of its movement. If it moves more than once in a turn, it only deals this damage once.
  • Hail of Lead
    The linked PC can spend a standard action to have their Unit fire carbines. This deals 15 damage to all creatures in a burst 2 within 30 squares, and requires no attack roll. The Unit will automatically reload their weapons if they do not attack on the following turn.
  • Alchemist’s Fire Volley
    Once per day, a PC can spend a standard action to have his allied Unit throw flasks of alchemist’s fire. Choose four burst 1 areas within 10 squares. All creatures in those areas take 15 fire damage, and gain ongoing 10 fire damage (save ends). No attack roll is required.

Skills Athletics +14, Endurance +13

Str 13, Dex 12, Wis 10
Con 11, Int 9, Cha 8

Alignment Unaligned
Languages Common, Primordial

Equipment (per soldier) chainmail, pack, shortsword, carbine, one flask of alchemist’s fire, leaf of Nicodemus

Allied Fey

Level 10 Minion – Skirmisher
Medium fey humanoid
HP 1; a missed attack never damages a minion
Initiative +7
Perception +4; Low-light vision
Speed 6
AC 24, Fortitude 22, Reflex 22, Will 22

Traits

  • Our End of the Bargain
    Usually, when an allied fey is reduced to zero hit points, it flees from battle, either physically, or via sudden, inexplicable teleportation. If the party’s called-in favor with the Unseen Court still has not expired, though, during the constables’ next short rest a random new fey joins the party for each fallen one.
  • Fey Magic
    Choose one of the following abilities, based on the fey’s nature.
    - Pixie Flight. The fey has a fly speed of 6 (altitude limit 1).
    - Gremlin Tricks. Firearms hang fire when aimed at the fey. They go off immediately if the attacker stops aiming at the gremlin; otherwise they fire one round after the trigger is pulled. When the fey dies, the nearest mechanical device stops working until repaired.
    - Nymph Magic. When the fey hits a target, instead of dealing damage it can daze the creature until the end of the fey’s next turn. While it is so dazed, it cannot purposefully harm the nymph.
    - Satyr Might. When the fey hits a target, it deals 12 damage instead of 9 damage.
    - Redcap Toughness. When the fey would take damage from any source, if that source deals less than 12 damage, the fey takes no damage and instead becomes bloodied. The next time the fey would take damage from any source, it flees.
    - Grig Dance. They fey’s Fortitude, Reflex, and Will defenses equal 24.

Traits

  • Melee Attack – At-Will, Basic
    Attack: Melee 1 (one creature); +15 vs. AC
    Hit: 9 damage.

Str 10, Con 10, Dex 14,
Int 10, Wis 8, Cha 12

Alignment Unaligned
Languages Elven, Primordial

Templeton’s Squad Member

Level 1 Minion – Soldier
Medium natural humanoid (human)
HP 1; (a missed attack never damages)
AC 14, Fort 12, Ref 12, Will 12
Initiative +2 (though usually they just act on Templeton’s turn)
Perception +0
Speed 6

Traits

  • Linked Squadmate
    If aiding Templeton in combat, the Squad Members act on his initiative, and do not receive their own turns. When Templeton spends a move action, each of the soldiers also move. If they make an opportunity action against a creature, it counts as Templeton’s opportunity action for that creature’s turn. He can also give up a minor action to have the soldiers take a specific minor action, like opening a door.

Having one of the Squad Members make a basic attack is a standard action.

  • Bodyguard
    Allies adjacent to the Squad Member gain +2 to defenses.
  • Get Down!
    Whenever a Squad Member takes damage, Templeton may choose to take the damage instead. If one source damages multiple Squad Members at once, he needs only to take the damage once to protect all the soldiers (if he’s already taken damage from the effect that is damaging the Squad Members, no additional damage needs to be taken to protect them).

Soldiers protected in this way cannot gain ongoing damage from an effect, but are still susceptible to nondamaging conditions.

  • Don’t You Die on Me!
    Squad Members automatically stabilize as long as Templeton is alive (even if he isn’t actually present). He can spend a minor action, lose a surge, and restore his whole Squad to 1 hit point. Otherwise, they heal after a short rest.

If a Squad Member should die (due to a coup de grace or other inescapable form of death), they can be replaced anywhere that the Risuri military is present.

Powers

Bayonet (At-Will) Standard Action.
Martial – Weapon, Basic
Attack: Melee 1; + 5 vs AC
Hit: 3 damage.

Carbine (At-Will) Standard Action.
Martial – Weapon, Basic
Attack: Ranged 15/30; + 5 vs AC
Hit: 5 damage. Double damage on a crit.
Load Standard.
Special: If a Squad Member does not attack on its turn (or perform standard actions or their equivalent), it reloads its carbine, if able.

Str 14, Dex 15, Wis 10
Con 12, Int 13, Cha 8

Alignment As Templeton
Languages Common, Primordial

Equipment leather armor, pack, carbine with bayonet, leaf of Nicodemus, 20 bullets

Allied Units

Zeitgeist elfshire