KING
Ogre Bolt Launcher

Ogre Bolt Launcher

Giant · Crown of Sloth

T2d6Major

Crossbow-wielding thugs, ogre bolt launchers skewer lines, bolts like spears.

Tier 2  ·  Role Major  ·  Pool Vigor 4 / Vitality 4  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg d6

AC108 base + 2 Sense
Vigor4Tier + Heart mod, regenerates
Vitality42 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+3d20 + bonus vs AC, two or three a turn
Damaged6crit 2d6
Save DC13Tier 2 DC
Crit18+Cunning 14
StatScoreModDie
Body16+3d6
Mind8-1-d3
Sense14+2d4
Heart14+2d4
Cunning14+2d4
Fate12+1d3

Passives

Passive

Heavy Crossbow

Fires bolts sized like javelins

Maneuvers

Maneuver

Fist

Standard melee attack.

Maneuver

Bolt Launcher

Ranged attack, 120 ft.

Maneuver

Pinning Shot

Bolt attack. On a hit the target is pinned to a surface and restrained until it breaks free with a Body check.

Tactics

GM tactics

Provides ranged support. Pins down priority targets. Retreats when enemies close.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 2 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d6. A crit rolls two: 2d6.
  • Crits on a natural 18+ (Cunning 14).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.