For today, rather than a single creature, I have a full group prepared. If there’s big trouble in the streets, or if your players are being a bit more confrontational than you want them too (or, to put it clearly, they’re being vicious murderhobos), maybe it’s time for a police squad to make an appearance – one that’s suitably trained and equipped to deal with the situation, of course.
The main concept for this group is that they are a team – they compliment each other’s strengths and cover each other’s weaknesses. The one i’m talking about here might be a police squad, but it can easily adapted to be military, mercenary, or criminal -the principles remain the same.
The team is composed of 5 members. First, we have a Pointman: heavily armored and with a riot shield, they protect the other members or disrupt enemy groups by going into melee. Second, a Grenadier: armed with a grenade launcher, their main arsenal consists of tear gas and flashbang grenades to incapacitate the team’s targets. Third, a Drone Specialist: they control a large variety of mostly support drones, using them to oversee the battlefield and direct the team to the proper positions. And lastly, two Marksmen, armed with low-power electrolaser rifles (acting as tasers and blinders).
Total level for this group is 12, making it a moderate difficulty encounter for a 4-person level 3 party. Only Open Legend stats for this encounter, since it’s a modern/futuristic group.
NPC Level: 3
Might 5 (2d6)
Agility 3 (1d8)
Fortitude 4 (1d10)
Protection 3 (1d10)
Filter Mask: The Pointman has Advantage 2 on checks to resist the effects of poisonous or debilitating gases (chemical weapons, tear gas, etc), and enemies have disadvantage 2 on attacks or banes that rely on such effects.
Barrier Emitters: The Pointman has Advantage 1 to invoke the Resistance boon, but can only affect themselves.
Sprinter: The Pointman’s speed is increased by 5’.
Resistance 3: Protection 3 (1d10), Advantage 1
Baton Strike: Might (2d6) vs Guard, single target.
NPC Level: 3
Agility 4 (1d10)
Entropy 5 (2d6)
Grenade Launcher: All of the Grenadier’s attacks use grenades, with medium range (75’) instead of close range (25’).
CS gas canisters: The Grenadier can ignore up to 2 levels of Disadvantage for area multi-targeting for their Barrier action.
Flashbang: The Grenadier can apply the Blinded bane with area multi-targeting on a 10×10 cube, ignoring area multi-targeting Disadvantage.
Barrier 5 (Damaging, Obscuring): Entropy 5 (2d6), 10×10+ area.
Blinded 5: Entropy 5 (2d6) vs Toughness, 10×10 area.
NPC Level: 2
Agility 5 (2d6)
Energy 5 (2d6)
Blinded 5: Energy 5 (2d6) vs Guard, single target, medium range.
Stunned 4: Energy 5 (2d6) vs Guard, single target, medium range.
Laser Rifle: Energy 5 (2d6) vs Guard, single target, medium range.
NPC Level: 2
Agility 3 (1d8)
Logic 3 (1d8)
Scanner Drones: The Drone Specialist carries up to 5 drones on him, but can have up to 3 on the air at a time. He can see through their on-board cameras as if using the Seeing boon, using a Heads-Up Display in his helmet. The Drones have Prescience 5, Perception 5, 5 HP, and 10 to all defenses.
Blindsight 5: Prescience 5 (2d6)
Truesight 5: Prescience 5 (2d6)
As you can see, each one of them might not be much of a threat on their own, or even if there’s more than one – but their abilities combined make them quite the formidable opponents. Grenadiers for area denial and crowd control – tear gas forces people to move to positions they might not want to, opening them up for the marksmen to take them out. Tear gas can also act as a smoke screen, concealing the pointman as he rushes the enemy or the marksmen moving to a better position. Meanwhile, the drones can detect most enemies, even through smoke or walls, allowing the team to coordinate and plan accordingly.
Since we’re talking about a police group, none of them would resort to lethal measures unless seriously pressured; any time someone gets to 0 hit points from their attacks, they are simply unconscious instead of dead. In case you want a more lethal group, consider adding normal fragmentation grenades to the Grenadier, as well as a normal handgun. You can also equip the Pointman with a shotgun or machine pistol – and of course ignore the incapacitation part i mentioned just before. You can also equip the Marksmen and the Drone Specialist with a variant of the ALFA weapon system, removing the Deadly 2 property.