Dark Sun - Human Guards
Gain Reach 2 when adjacent to another Lancer.
- Spear.
1d10 piercing.
Lvl 6 veteran
Elite MercenariesWhen an attack misses you, your next attack is a crit.
1/turn, when attacked in melee, an ally at Reach 2 Interposes. Triggers Dirty Tactics.
- •Shield Bash.
1d10+5 bludgeoning, on damage: Push 2 and Dazed.
- •Heavy Swing.
(Reach 2) 2d10+5 slashing.
- •No Quarters!
Two allies who can hear them take an action immediately.
Lvl 4 brute
Elite MercenariesWhen an attack misses you, your next attack is a crit.
1/turn, can Interpose for a Merchant. No move next turn but adds 1 die of damage to next attack.
- •Halberd Swipe.
Cone 2, 1d10+2 slashing. Can't miss.
- •Impaler.
2d10+2 slashing, OR Range 8 2d10+2 piercing. On damage: Dazed.
Lvl 5 striker
Elite MercenariesWhen an attack misses you, your next attack is a crit.
Reduce incoming damage by 20 and inflict 10 force. If damage is negated, triggers Dirty Tactics.
- •Psychic Scream.
(AoE burst 6) enemies roll WIL DC 13, on fail: 4d6 psychic and Frightened (end at more than 12sq or crits an ally); on success, halve damage and no condition.
- •Collect Power.
Regain 1 use of Psionic Shield. DC of Psychic Scream increases by 2.
- •Psionic Sting.
(Range 12) 2d6+5 force, on crit: Poisoned.