Medium Sentient Humanoid (6d6)
STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)
MELEE DEFENCE 18RANGED DEFENCE 18MENTAL DEFENCE 24VITAL DEFENCE 18
HEALTH 36SOAK 6; VULN noneIMMUNE none
INITIATIVE 5d6PERCEPTION 5d6SPEED 6; CLIMB 3; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
Daystick 5d6 (3d6+3 blunt damage)Lawgiver 5d6 (3d6 ballistic damage; range 9; sidearm)
Skills pistols 3 (2d6), perception 1 (1d6), tactics 1 (1d6), interrogation 1 (1d6), intimidation 1 (1d6), law 6 (3d6), riding 3 (2d6), engineering 3 (2d6)
Gear lawgiver, uniform, boot knife, daystick, handcuffs, toolikit
Designate target. The Tek Judge chooses one target which is highlighted by a tactical battlefield targeting drone. That target may not benefit from cover until another target is selected.
Battlefield control. The Tek Judge throws tiny mechanised caltrops onto the ground, create difficult terrain a Burst 3 with 10 squares.
Lights out! The Tek Judge bypass nearby electronics, causing all lights within a 30' radius to go out.