Frontier Marshal

The law on the frontier: a person who pinned a badge on and decided to hold the line.

A Frontier Marshal is a law enforcement officer on the Rim frontier: a person appointed or elected to keep the peace in a settlement that has no Confederation presence, no Legion garrison, and no corporate security. They are former soldiers, former criminals, or settlers who decided that someone had to do it. Their authority extends exactly as far as their reputation and their sidearm.

A Marshal is an elite encounter: skilled, determined, and operating with limited resources. They are not soldiers; they are peacekeepers who fight when they must and talk when they can. The lever is the community -- the Marshal protects the settlement, and threatening the settlement is the fastest way to make the Marshal your enemy.

Rules Reference

FieldValue
Abilities / Cha14
Abilities / Con14
Abilities / Dex16
Abilities / Int12
Abilities / Str14
Abilities / Wis16
Armor Class16
Base Attack Bonus5
Creature TypeHumanoid
Flat Ac14
Hd Count5
Hd Sides10
Hit Dice5d10+10
Hit Points38
Hp Bonus10
Initiative3
LanguagesTrade Cant; Core Standard; one Rim dialect; frontier sign-language
PsionicsNone
Role TagsRanged, Leader, Tracker
Saves / Fort6
Saves / Ref6
Saves / Will7
SizeM
Skills / Athletics9
Skills / Deception7
Skills / Intimidation10
Skills / Notice12
Skills / Persuasion10
Skills / Pilot7
Skills / Streetwise8
Skills / Survival11
Skills / Tracking11
Speed30
Threat Rating4
Touch Ac13
Xp700
Dialogue Pathgame/dialogue/npc-frontier-marshal.yaml

Notes

Full Attack: Marshal's Revolver ranged +8 (1d8+2 ballistic; range 40 ft) or Shotgun ranged +7 (1d8+2 ballistic; range 20 ft; +2 under 10 ft) or Rifle ranged +8 (1d10+2 ballistic; range 100 ft; scoped)

Habitat: Frontier settlements, Rim stations, and anywhere the law needs holding. Found on patrol, in a cantina, or at the edge of town watching the horizon. Roll 1d6: 1-2 = Marshal on patrol (watchful, professional), 3-4 = Marshal in a cantina (resting, approachable), 5-6 = Marshal responding to a call (revolver drawn, running).

Morale: Elite (13); the Marshal does not retreat while the settlement is threatened; will fight to the death to protect the community

Resistances: Armoured duster (included in AC; frontier-grade, weather-resistant), Frontier conditioning (+4 to Fortitude and Will in wilderness and settlement environments)

Senses: Normal human vision; frontier instincts grant +4 to Notice for ambushes and threats in wilderness and settlement environments; passive Perception 16

Tactics: The Marshal leads with the revolver, uses Quick Draw to get the first shot, and switches to the shotgun in close quarters or the rifle at range. They use Frontier Authority to deputise settlers and Frontier Tracking to pursue fleeing targets. The Marshal fights to protect the community, and will hold a position to cover a civilian withdrawal. They do not retreat while someone is counting on them.

Treasure: Marshal's revolver (400 rek), shotgun (300 rek), rifle (500 rek), armoured duster (400 rek), badge (priceless to the settlement; 0 rek to anyone else), ammunition (50 rek), frontier kit (bedroll, rations, rope; 100 rek), 2d10 rek in settlement funds, wanted posters and bounty writs (intelligence value varies).

Vulnerabilities: Community-dependent (the Marshal's authority comes from the settlement; if the settlement is destroyed or turns against them, the Marshal loses their purpose), Limited resources (the Marshal has no backup, no medical support, and limited ammunition), Confederation tension (the Marshal may conflict with Confederation authority; in Core space, the badge means nothing)

Attacks

Marshal's Revolver

FieldValue
bonus8
categoryranged
damage1d8+2
damageTypeballistic
nameMarshal's Revolver
notesSlug-thrower; reliable, accurate; the Marshal's personal weapon
rangeFt40

Shotgun

FieldValue
bonus7
categoryranged
damage1d8+2
damageTypeballistic
nameShotgun
notesSpread; +2 to hit at ranges under 10 ft; the Marshal's close-quarters tool
rangeFt20

Rifle

FieldValue
bonus8
categoryranged
damage1d10+2
damageTypeballistic
nameRifle
notesScoped; the Marshal's long-range tool
rangeFt100

Special Abilities

Frontier Authority

FieldValue
actionCostpassive
nameFrontier Authority

description: The Marshal's badge grants authority in frontier settlements. The Marshal gains +4 to Persuasion and Intimidation in settlement settings, and can deputise willing NPCs (up to 4) who gain +1 to attack rolls when following the Marshal's orders. Player-visible: the Marshal shows the badge, and the settlers listen.

Quick Draw

FieldValue
actionCostSwift
nameQuick Draw

description: The Marshal draws and fires in one motion. The Marshal makes a single ranged attack at +8 as a swift action, once per round. This attack cannot be the first attack of the encounter (the Marshal draws on the second round). Player-visible: the hand moves, the gun appears, and the shot is already in the air.

Frontier Tracking

FieldValue
actionCostStandard
nameFrontier Tracking

description: The Marshal tracks one creature through wilderness or settlement environments. The Marshal gains +8 to Tracking checks and always knows the target's direction (not distance). This ability works for up to 24 hours. Player-visible: the Marshal looks at the ground, looks at the horizon, and points.

Last Stand

FieldValue
actionCostpassive
nameLast Stand

description: When reduced below 15 HP, the Marshal gains +2 to attack rolls and damage (the frontier makes you hard). The Marshal does not surrender. Player-visible: the Marshal spits blood, raises the revolver, and keeps shooting.