The Cripples' Shield-Wall

The Cripples' Shield-Wall is a defensive battle formation made up of disabled but highly specialized warriors. Each fighter turns their physical limitations into a unique strength, covering one another's weaknesses to create an almost unbreakable wall that is far more dangerous than it first appears.

The Cripples' Shield-Wall: The Cripples.

Turned a disability into an advantage.

Knight
Lvl 6 human warrior - Ambusher
H340
Bait.

Consider the plight of the one-legged knight. As he braces his crutch with his shield; He’ll stand still and wait till you come for the bait. Then you’ll find that the bastard won’t yield!

[First Attack of the Knight is always a Crit]

Choose one.
  • Slash.

    And the reach of his sword-arm defies all belief. Where he fights in the Cripples’ Shield-Wall

    (Reach 4) 2d10+5

  • Stand Still And Wait.

    Gain 2x Advantage (Next attack)

BLOODIED:

(20 HP) Do you knock his one leg down, there’s still no relief! He’ll crawl down the field with his sword in his teeth;

[-2 Reach and -1 Movement , +10 Damage]

Human Warrior
Lvl 6 human warrior - Skirmisher
875
Blind.

He can hear you twelve paces away: He’ll listen off-hand till he’s sure where you stand Then his bill-hook reaps far more than hay!

Always disadvantage, Only sense 12 blocks near him

Choose one.
  • Bill-Hook.

    (3x) 1d8+5 [Reach 1, 2x2]

  • Bring Pain.

    (Vs Bloodied) Reach 1 4d12 (1 Use)

BLOODIED:

(37 HP) Bring Pain Recharges

Guard
Lvl 6 human warrior - Melee
55
cripple-armed knight.

Watch out in the fight for the cripple-armed knight Whose hand can’t swing up – only down For he’ll watch through the dance till he spies a good chance Then his downstroke will cost you your crown!

[Always Crits]

Choose In Order
  • Dance of the Sword.

    The knight performs a swift sword dance (Charge Up)

  • Downstroke.

    (Reach 1) 3d12, On Crit: Grappled (Always)

  • Shield Arm.

    His shield-arm will raise up his sword-arm, and then He’ll watch for a chance with his downstroke again – You know that he’ll strike, but you never know when

    Gain 40 temp hp (Lasts 1 round)

BLOODIED:

(27 HP) Use Downstroke immediately

Ranger
Lvl 6 human ranger - Ranged
01
Steady And Spry.

Beware the old dame who’s arthritic and lame So knee-sprung she barеly can stand; But her hands and her eyе are still steady and spry – She’s the best crossbow-shot in the land!

Does not Miss, does not move

Choose Twice.
  • Repeating crossbow.

    1d20+4 (Does not Miss), Range 50

  • War-arrow blade.

    With a repeating crossbow and war-arrow blade, She can pierce any armor that’s ever been made.

    [Your next attack can not be blocked]

BLOODIED:

When enemies are within 15 blocks. Gain Advantage

Barbarian
Lvl 7 large half giant warrior - Aoe
90
Deaf.

Pray do not go near the knight who can’t hear: Though he can’t tell command-calls at all, He reads signs from his friends, and his post he defends...

(Can not be supported and cant support (Heal, Interpose etc.), Allies can command him to attack 1 action

Choose In Order
  • Lightning-fast seven-foot maul!

    Reach 4, 1d12+15 thunder damage, On Crit: Charged & Prone.

  • Whirling.

    They say when it’s whirling it raises a breeze And the head on its chain has been known to break trees – So when he starts swinging, the prudent man flees Where he fights in the Cripples’ Shield-Wall!

    8x8 AoE, 2d12 to all targets, Move them 4 closer.

BLOODIED:

(45 hp) Whirling now does 4d12.