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Ballista Defense

COMPLEX HAZARD 11
Stealth +23 (master)
Description A ballista armed with a massive bolt fires on a creature approaching the Palace.

Disable DC 36 Thievery (master) to sabotage the ballista by reaching through the firing slit from outside (this DC is reduced by 10 if the PCs are in the room with the ballista, DC 26 Thievery), or DC 33 Intimidation to frighten off the Pitax Warden operating the ballista.

AC 31; Fort +24, Ref +18
Hardness 20, HP 80 (BT 40); Immunities critical hits, precision

Ready and Load
Trigger The alarm is raised while the PCs are approaching the Palace

Effect The guards ready and load the ballista. The ballista defense then rolls Initiative.
Melee Ballista Bolt +24, Damage 2d12+15 piercing
Routine (3 actions) The ballista takes 1 action to fire a ballista bolt and 2 actions to reload. After ten rounds, the ballista is out of ammunition and can no longer function.
Reset (1 day) If the PCs haven't reached 30 Liberation Points, additional ammunition for a ballista can be secured in a day, but if the PCs have reached 30 Liberation Points, a ballista that runs out of ammo cannot be reset.
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