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.