Clockwork Soldier
Construct · no Crown (Mundane)
T2d6Minor
Gear-driven troops, clockwork soldiers march in lockstep, crossbows firing with mechanical accuracy.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 12 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 4 | - | - |
| Sense | 14 | - | - |
| Heart | 12 | - | - |
| Cunning | 8 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Mindless Construct
Immune to poison, disease, charm, fear, and exhaustion. It never flees and fights until destroyed.
Lockstep Formation
While adjacent to another clockwork soldier, gains +1 AC.
Maneuvers
Shield Wall
Locks shields with adjacent clockwork soldiers; each soldier in the wall gains +2 AC until the start of its next turn.
Tactics
GM tactics
Fights in formation with other clockwork soldiers. Opens with crossbow volleys, then closes to melee range. Uses Shield Wall when enemies charge. Follows programmed patrol routes and will not pursue beyond its designated area.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.