52 lines
No EOL
2.5 KiB
Markdown
52 lines
No EOL
2.5 KiB
Markdown
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### **Tier 1 (Siegecraft 1+)**
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1. **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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2. **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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3. **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.
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### **Tier 2 (Siegecraft 2+)**
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1. **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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2. **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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3. **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).
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### **Tier 3 (Siegecraft 3+)**
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1. **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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2. **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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3. **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.
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### **Tier 4 (Siegecraft 4+)**
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1. **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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2. **Relentless Bombardier** – When you successfully strike with a siege weapon, you may immediately make another attack at –2 dice.
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3. **Fortress Breaker (Siegecraft/Tactics)** – Any attack you lead against structures or fortifications automatically counts as a Critical Hit on margin of success 2+.
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### **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. |