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Knight Errant Police Patrol

October 21, 2015 - Threats
Knight Errant Police Patrol

Contracted by the city of  Seattle to protect and serve, the Knight Errant Police Patrol is most commonly encountered by the public. The patrol officers are responsible for making arrests, resolving disputes and taking crime reports. As first responders their actions can greatly influence the outcome of subsequent investigations and Shadowrunners are advised to give them a wide berth. The Knight Errant Police Patrol is a unit comprised of 2 officers and a modified Ford Americar.

Knight Errant Patrol Officer

Metatype B A R S W L I C ESS M Initiative Condition Monitor
Dwarf 6 3 3 5 5 2 2 3 6 0 5 + 1d6 11
Elf 4 4 4 3 3 2 3 5 6 0 7 + 1d6 10
Human 4 3 4 3 3 2 3 3 6 0 6 +1d6 10
Ork 6 3 3 5 4 2 2 2 6 0 5 + 1d6 11
Troll 7 2 3 6 4 2 2 1 6 0 5 + 1d6 12

Armor: Armor Jacket (12, Gear Access)
Primary Attack: Yamaha Pulsar (7S(e))
Qualities: if Human – Prejudiced (Metahumans, Radical)
Skills: Pistols 4, Clubs 3, Unarmed Combat 3, Perception 4, Sneaking 4, Survival (Urban) 3, Intimidation 4
Gear: Yamaha Pulsar, Armor Jacket, Commlink (Rating: 4), Body Camera, Plastic Restraints x 10, Flashlight, Jazz x 3

Modified Knight Errant Americar

Featuring an enhanced sensor array and supercharged engine to support the weight of the plasteel armor plates, the Knight Errant patrol car is a beast to be reckoned with.

Handling Speed Accel Bod Armor Pilot Sensor Seats
3/3 3 3 11 12 3 3 4

Modifications: Armor plates, Supercharged Engine, Plasteel divider, Colt M23 (Trunk)

Dramatic Actions

Back to Base: Knight Errant Officers are trained to report their location and other pertinent details upon arriving at a scene back to their dispatch officer.

Reporting to the Scene: If an officer thinks the situation is going to escalate then he will request back up from another patrol. There is also a 1 in 6 chance of an additional patrol arriving unrequested because they were already in the area.

Better Living Through Chemistry: If combat is imminent both officers will inhale 1 dose of Jazz and draw their tazers.

“Hit the ground, hands on your head!”: Make an intimidate check with a +2 modifier. Characters who fail the opposed test and don’t comply will activate Reporting to the Scene.