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

52 lines
No EOL
2.5 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

### **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.