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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | +3 | d6 |
| Mind | 8 | -1 | -d3 |
| Sense | 14 | +2 | d4 |
| Heart | 14 | +2 | d4 |
| Cunning | 14 | +2 | d4 |
| Fate | 12 | +1 | d3 |
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.