Firearms

This creature uses firearms.

Firearms: Ballistic Armor Protection.

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

Cops: Call for Backup.

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

  • Baton or Pistol.

    1d6 (Range 8).

Lvl 1
25
Cops: Call for Backup.

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

  • Baton or Pistol..

    (Range 8).

Lvl 3
M29
Cops: Call for Backup.

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

Shield Wall.

Adjacent Cop allies gain Medium Armor.

Choose one:
  • Baton & Bash (x2) 1d8+2. ..

    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
Cops: Call for Backup.

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

Aim.

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

  • Sniper Rifle..

    (Range 16)

Lvl 4
Cops: Call for Backup.

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

Saves: WIL+.
Coordinate.

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

Choose one:
  • Sidearm..

    Range 8

  • Call for Backup.

    Activate Call for Backup ability.

Cops: Call for Backup.

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

Choose one.
  • Carbine (x2)..

    (Range 12).

  • EMP grenade..

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

Animated Armor
H40/heroSTR++,DEX+
After each hero's turn, choose one:
  • Ma'amedevistan (1/encounter).

    Move 12. Any creature adjacent to the path of movement takes 3d8+20 damage, DC 15 DEX save for half. Does not provoke attacks of opportunity.

  • Minigun (Firearm).

    Move 6. (Range 8) 2d8+10 damage to 2 adjacent creatures.

  • Arm Cannon (Firearm).

    Move 6. (Range 12) 3d8+20.

  • Cyber Fist.

    Move 6. (Reach 2) 2d8+15 and Prone.

  • Stomp.

    (vs Prone creature) 2d8+30.

BLOODIED:

Madame Smasher regains 1 use of Ma'amedevistan.

LAST STAND:

Madame Smasher is dying! 100 more damage and she dies. Until then, her Minigun does 3d8+10 damage.