vaelora/Rules/Ability Trees/Skills/Martial/Siegecraft (Focus).md
2025-08-01 09:16:36 +02:00

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Tier 1 (Siegecraft 1+)

  1. Siege Weapon Mastery Mark a die as Powerful when using siege weapons; add the dies face value to structural damage if successful.

  2. Emergency Repair Mark a die as Risky when repairing fortifications under fire; on success, restore structural integrity equal to the dies value.

  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.


Tier 2 (Siegecraft 2+)

  1. Breaching Charge (Siegecraft/Alchemy) Mark a die as Effectful when placing explosives; on success, collapse or breach a wall/gate section.

  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.

  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).


Tier 3 (Siegecraft 3+)

  1. Rally Defense When defending a fortification, mark one die as Persistent; allies within range gain +1 die to their next defensive roll.

  2. Sappers Insight (Siegecraft/Survival) Mark one die as Lucky when undermining fortifications or bypassing defenses; on success margin 2+, you find a critical weakness.

  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.


Tier 4 (Siegecraft 4+)

  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.

  2. Relentless Bombardier When you successfully strike with a siege weapon, you may immediately make another attack at 2 dice.

  3. 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

  • Fortification focus: Control the pace of sieges, repair defenses, or break them down.

  • Synergy: Crosses naturally with Tactics, Survival (sapper work), and Alchemy (breaching charges).

  • Cinematic escalation: Tier 4 creates defining moments: demolishing walls or holding a bastion against impossible odds.