2.5 KiB
Tier 1 (Siegecraft 1+)
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Siege Weapon Mastery – Mark a die as Powerful when using siege weapons; add the die’s face value to structural damage if successful.
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Emergency Repair – Mark a die as Risky when repairing fortifications under fire; on success, restore structural integrity equal to the die’s value.
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Reinforced Cover – Once per scene, spend 1 APR to bolster a position; allies in the area gain +1 Soak die when using Rely on Armor.
Tier 2 (Siegecraft 2+)
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Breaching Charge (Siegecraft/Alchemy) – Mark a die as Effectful when placing explosives; on success, collapse or breach a wall/gate section.
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Suppressive Bombardment – When you hit an area with a siege weapon, all enemies within the zone are –2 dice to actions until the end of their next turn.
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Trap Architect (Siegecraft/Tactics) – Once per scene, spend 1 APR to set a trap; the first enemy entering triggers a disabling effect (tripline, caltrop scatter, or pitfall).
Tier 3 (Siegecraft 3+)
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Rally Defense – When defending a fortification, mark one die as Persistent; allies within range gain +1 die to their next defensive roll.
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Sapper’s Insight (Siegecraft/Survival) – Mark one die as Lucky when undermining fortifications or bypassing defenses; on success margin 2+, you find a critical weakness.
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Weapon Overload – Push a siege weapon to its limit; mark a die as Risky; on success, deal double structural damage, but the weapon is disabled if the marked die fails.
Tier 4 (Siegecraft 4+)
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Grand Engineer – Once per scene, you may designate an entire fortification (or siege weapon emplacement) as Reinforced; it gains +2 Soak dice and halves structural damage.
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Relentless Bombardier – When you successfully strike with a siege weapon, you may immediately make another attack at –2 dice.
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Fortress Breaker (Siegecraft/Tactics) – Any attack you lead against structures or fortifications automatically counts as a Critical Hit on margin of success 2+.
Why It Fits
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Fortification focus: Control the pace of sieges, repair defenses, or break them down.
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Synergy: Crosses naturally with Tactics, Survival (sapper work), and Alchemy (breaching charges).
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Cinematic escalation: Tier 4 creates defining moments: demolishing walls or holding a bastion against impossible odds.