Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
- Baton or Pistol.
1d6 (Range 8).
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
- Baton or Pistol.
2d6+4. (Range 8).
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
Adjacent Cop allies gain Medium Armor.
- • Baton & Bash (x2) 1d8+2. .
1d8+4. On hit: Push 2.
- • Flashbang.
1/encounter. Range 6. The target and all creatures adjacent to it are Dazed on a failed DC 12 DEX save.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
If this creature does not move this turn, it attacks with Advantage.
- Sniper Rifle.
2d8+11. (Range 16)
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
1/round, after a Cop ally attacks, that ally may move 3 or attack once with Disadvantage.
- • Sidearm.
2d8+10. Range 8
- • Call for Backup.
Activate Call for Backup ability.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
- • Carbine (x2).
2d10+1. (Range 12).
- • EMP grenade.
2d12+10. Square 3. DC 13 DEX save for half. On hit: Hackable targets are Dazed.