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Frames of War: The Art of Mech and Magic

In the heart of the storm, where steel meets sorcery, the mighty mechs of the battlefield rise—not just as machines of war, but as extensions of the pilot’s will, skill, and magic. This section dives into the thunderous Stormborn, the relentless juggernauts built to crush foes under sheer firepower; the elusive Veilmantle, masters of stealth, misdirection, and tactical precision; and the enigmatic Aetherwalkers, where arcane prowess fuses with mechanical might, turning spells into devastating force. Here, you’ll find the mechanics to customize your mech’s loadout, the class options to define your pilot’s role, and the skills to turn the tide of battle—whether through brute force, cunning maneuvering, or raw magical dominance. From the roar of heavy artillery to the whisper of a cloaked scout and the crackle of spell-charged engines, these titans are more than weapons: they are legends in the making. Choose your frame, hone your abilities, and step into the fray—where every pilot carves their own path to victory.

Mech Pilot Dedication

You gain proficiency in the Piloting skill. If you're already trained in the skill, become trained in any other skill you're not already trained in. Gain the “Final Gambit” action.

Final Gambit

The desperate roar of a pilot refusing to yield—when the mech’s alarms scream surrender, you force it to stand and fight, wringing every last spark of defiance from its shattered frame. Blood, magic, and sheer will fuse into one final burst of glory, but the machine won’t forgive such recklessness for long.

- Cost: 1 Action
- Effect: The broken condition is suppressed until the start of your next turn or until the mech reaches 0 HP (whichever comes first).Every time you use this skill after the first time during an encounter, you must roll a Crafting or Computers skill check, with a DC equal to the standard DC for the mech’s level:
- Critical Success: Gain the effect of Final Gambit; the DC will not increase for the next attempt.
- Success: Gain the effect of Final Gambit; the next skill check will be at +5 DC (cumulative).
- Failure: No effect.
- Critical Failure: Gain off-guard. You cannot use Final Gambit until you repair your mech.

Stormborn Specialist

Level 4 Options

Crossfire Salvo

Unleash a devastating hail of coordinated fire from two weapons, weaving a deadly lattice of shots that traps foes in an inescapable storm of lead and energy. Precision meets chaos as the mech’s dual barrels sing in unison, turning the battlefield into a symphony of destruction. Enemies caught in the crossfire find no cover—only the relentless rhythm of war.

- Cost: 2 Actions
- Effect:
Make two Strikes, one with each of your two weapons hardpoints, each using your current multiple attack penalty.Both Strikes must target the same creature.If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a -2 penalty.
If both attacks hit:
- Combine their damage.
- Add any applicable effects from both weapons.
- Apply precision damage only once, to the attack of your choice.
- Apply resistances and weaknesses only once.
- This counts as two attacks for your multiple attack penalty.

Auto-Retaliation Matrix

Transforms hesitation into annihilation—your mech’s sensors and reflexes fuse into a seamless kill-chain, punishing any foe foolish enough to stray too close. The moment they move, the system answers: a calculated, merciless strike before thought even becomes action. There is no warning, only consequence.

- Cost: 1 Reaction
- Trigger: A creature within your reach uses a manipulate action, a move action, makes a ranged attack, or leaves a square during a move action.
- Requirement: At least 1 melee weapon equipped in a hardpoint.
- Effect: Lash out at the triggering creature with a melee Strike.If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action.This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply.

Veilmantle Specialist

Level 4 Options

Rapid Ascent Protocol

Ignite the mech’s weapon systems in a controlled burst, converting raw energy into a sudden, explosive lift that hurls it skyward. For a fleeting moment, gravity surrenders—granting the pilot a tactical window of aerial dominance. The descent is just as deliberate, turning momentum into a crushing advantage.

- Cost: 1 Action
- Requirements: You're wielding at least one weapon powered by batteries.
- Effect: Aim an explosion from your weapon downward to launch yourself into the air. Expend your entire battery for the weapon. Jump up to 30 feet in any direction without touching the ground. You must land on solid ground, or you fall after using your next action. If you don’t use any further actions, you still fall at the end of your turn.

Hammerfall

Turn the battlefield into a tempest of steel and fury, as the mech lays down an unyielding curtain of fire that grinds enemy advance to a halt. The air hums with the weight of relentless salvos, each shot a thunderous declaration: there is no forward, only survival. Under that withering storm, even the boldest foes hesitate, their momentum shattered by the sheer force of the mech’s wrath.

- Cost: 1 Reaction
- Trigger: A creature you're observing succeeds at their saving throw against your Area Fire or Auto-Fire attack.
- Effect: Focus your weapons fire on the resilient target. The target must succeed at a Will save against your class DC or become suppressed until the start of your next turn.

Aetherwalker Specialist

Level 4 Options

Aetheric Venting

Crack open the mech’s arcane core, letting raw magical energy surge outward in a controlled eruption—spells meant for the cockpit now roar to life beyond the frame, bending reality at the pilot’s will. Steel and sorcery merge as the engine’s heart becomes a conduit, and the battlefield trembles under the weight of unleashed power. The mech doesn’t just fight; it commands the forces of magic itself.

- Cost: 1 Action
- Requirement: Mech must have an empty hand.
- Effect: The next damage spell you cast until the end of the turn is manifested outside the cockpit. Use the mech as the origin point for all relevant mechanics of the spell.

Aegis Relay

Siphons a pilot’s spell through the mech’s arcane engine, amplifying and projecting its power beyond the cockpit in a burst of radiant energy. Whether it’s a surge of strength, a flash of speed, or a barrier of light, the mech becomes a beacon—channeling magic into the battlefield for all to wield. The pilot’s will shapes the gift, but the engine makes it real.

- Cost: 1 Action
- Requirement: Mech must have an empty hand.
- Effect: The next spell you cast that has an allied target until the end of the turn is manifested outside the cockpit. Use the mech as the origin point for all relevant mechanics of the spell.

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