Cops

Cops: Call for Backup.

Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."

Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

  • Baton or Pistol.

    1d6 (Range 8).

Lvl 1
25
Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

  • Baton or Pistol.

    2d6+4. (Range 8).

Lvl 3
M29
Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

Shield Wall.

Adjacent Cop allies gain Medium Armor.

Choose one:
  • • 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.

Lvl 4 Ranged
40
Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

Aim.

If this creature does not move this turn, it attacks with Advantage.

  • Sniper Rifle.

    2d8+11. (Range 16)

Lvl 4
Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

Saves: WIL+.
Coordinate.

1/round, after a Cop ally attacks, that ally may move 3 or attack once with Disadvantage.

Choose one:
  • • Sidearm.

    2d8+10. Range 8

  • • Call for Backup.

    Activate Call for Backup ability.

Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

Choose one.
  • • Carbine (x2).

    2d10+1. (Range 12).

  • • EMP grenade.

    2d12+10. Square 3. DC 13 DEX save for half. On hit: Hackable targets are Dazed.