Siege weapons in _Solare_ are colossal instruments of destruction, engineered to breach fortresses, annihilate legions, and terrify even the bravest defenders. Much like firearms, they are rare, expensive, and bound tightly to military power and technological secrecy. Only the wealthiest kingdoms, rebellious factions, or arcane-military alliances possess the knowledge and resources to create these devastating machines. Unlike firearms, siege engines require large crews, tactical positioning, and complex logistics—but when deployed, their effect is overwhelming. In Solare, siege weapons are not simply devices for damaging walls—they are weapons of terror that can instantly turn the tide of war. Their impact goes far beyond numbers, creating fear, confusion, and trauma wherever they land. ### Damage Scaling To reflect their destructive potential, all siege weapon damage is multiplied in scale. Instead of using standard 5e siege damage, Solare siege engines roll **four times as many damage dice** while keeping the same die type. For example, a ballista that would normally deal 3d10 piercing damage now deals 12d10. A mangonel that deals 5d10 bludgeoning damage now deals 20d10. A cannon deals 32d10. A flamethrower that normally deals 4d6 fire damage in a cone now deals 16d6 over a wider area. These numbers are not intended for regular skirmish play—they are designed to make siege weapon hits truly threatening in major battles, dragon fights, or kingdom-scale warfare. ### Constitution Save vs Trauma (Siege) Whenever a creature is struck directly by a siege weapon or is caught in the area of its effect and fails a Dexterity saving throw, it must also make a Constitution saving throw to resist the physical trauma. The DC for this saving throw is equal to **10 plus the weapon’s damage die type**. A ballista or cannon, which uses d10s, has a DC 20 Constitution save. A flamethrower using d6s has a DC 16. This mechanic mirrors the firearm trauma system and reflects the immense pressure and bodily devastation caused by siege impact. If the creature fails the saving throw, it begins **bleeding** for 1d6 plus the number of dice rolled by the weapon. A creature hit by a mangonel for 20d10 damage would therefore bleed for 1d6 + 20 damage at the start of each of its turns. Bleeding ends only when the creature receives magical or mundane healing, is stabilized by a successful DC 12 Wisdom (Medicine) check, or succeeds on a DC 15 Constitution save at the end of its turn. ### Siege Trauma Effects In addition to bleeding, the creature suffers one trauma effect. The GM may choose one or roll a d6 for narrative variety: 1. **Displacement** – The creature is hurled 20 to 40 feet from the impact site and lands prone. If they strike a solid surface, they take 4d6 additional bludgeoning damage. 2. **Crushed Limb or Internal Injury** – The target gains disadvantage on Strength or Dexterity saving throws and checks until healed. 3. **Staggered** – The creature is stunned until the end of its next turn. If it fails a DC 15 Constitution save at the start of its next turn, the stunned condition continues for an additional round. 4. **Instinctive Panic** – The creature is frightened of the siege engine or its operator for 1 minute. It may repeat the saving throw at the end of each of its turns. 5. **Pulverized Cover** – Any object the creature was using for cover is destroyed. If the object explodes (wood, crates, barrels), the creature takes an additional 2d6 piercing damage from debris. 6. **Mortal Blow** – If the creature is reduced to 0 hit points, it must immediately make a death saving throw with disadvantage. If it fails by 5 or more, it dies instantly. These effects emphasize the devastating nature of siege weapons. Even if a creature survives the impact, it is rarely unscathed. ### Area-of-Effect Siege Weapons Siege engines like mangonels, trebuchets, and flamethrowers deal damage in an area. When used this way, all creatures in the target area must make a Dexterity saving throw to avoid the worst of the attack. The recommended Dexterity save DC is between 15 and 18, depending on the size and design of the siege weapon. Creatures who fail the save take full damage and must immediately attempt the Constitution saving throw vs trauma. Creatures who succeed take half damage and avoid the trauma effects entirely. ### Critical Hits (Optional Rule) When a siege weapon critically hits (such as a natural 20 on an attack roll, or through GM adjudication), the Constitution save DC increases by 2. The target automatically suffers two trauma effects instead of one. If the target is a structure, it takes double damage from the impact. --- Siege weapons are not designed for skirmish-sized battles. They are meant to shape the course of nations, break legendary defenses, and remind all who hear them that war in Solare is brutal, cinematic, and terrifying. Use them sparingly—but make every shot unforgettable.