MECHANIST
Command mechanical constructs and turrets
"Automation is Order"
Where the Augmented look inward and the Nano reach out, Mechanists turn to the battlefield. To the broken walls. The locked-down systems. The gun-turrets, AI drones, and trap arrays that keep civilization standing.
To them, defence is not reaction, it is automation.
Mechanists believe every task that can be delegated should be. A lone Mechanist may control a swarm of repair bots, deploy autonomous sentries, or walk alongside AI companions that hold more memory than most living beings.
They don’t trust organic command. They build their own command structure, one turret at a time.
The Mechanist is a battlefield sculptor, wiring traps into choke points and deploying turrets that never miss a beat. Where others charge headlong into danger, the Mechanist controls space, tempo, and terrain, turning chaos into choreography.
They carry no armies. They build them.
With every flick of a switch and hiss of steam, the Mechanist reshapes the battlefield, forcing enemies to step exactly where they want and suffer for every footfall. Some fight with blades. Others with bullets. The Mechanist fights with positioning, prediction, and preparation.
By the time you realize you're in their kill zone, it's already too late.
LEVEL 1
Deployed Dominance
Action"Why fight one-on-one when I can fight from everywhere at once?"
— Hexel Draan, Mechanist of the Rustcore Rebellion
While soldiers rush in and blades clash, the Mechanist is already working. With a flick of the wrist and a hiss of compressed gas, they bring another gun to bear—unblinking, untiring, unrelenting. These aren’t just machines. They’re sentries. Guardians. Killing lines drawn in metal.
And the battlefield?
That’s just the workshop.
Field Rules
You may have up to 2 active turrets at once.
Turrets are considered Allies, but do not benefit from buffs unless specifically stated.
You may use a Quick Action to:
Change a turret’s target
Force a turret to delay fire
Trigger a turret to self-destruct (dealing 2/3/5 damage in a 5ft radius)
Deploy a Basic Turret in an adjacent space.
Basic Turret Stats
Life: 8
Range: 25ft
Damage Flip: 3/4/5 (based on flip result) Energy Damage
Initiative: Acts immediately after your turn
Targeting: Automatically fires at the nearest hostile creature in range unless directed otherwise
Overclock Pulse
Quick Action"You want it faster? Don’t blink."
— Jexa Coil, Mechanist of the Cinderfield Circuit
Mechanists don’t just build machines—they push them past their limits. With a surge of energy and a spike of voltage, they force turrets and traps to strike faster, harder, and sooner than anyone expects. But every shortcut comes at a cost.
Overclocking isn't safe.
It’s just brutally effective.
Target one of your Turrets or Traps within 20ft. It immediately:
Performs its standard Attack or Effect, regardless of usual initiative or trigger timing
Gains +2 Hit Chance and +2 Damage/Damage for that activation
Becomes Overheated, preventing it from activating during its next eligible round
Tinker Trap
Action"One step forward, and you’ll be two steps behind."
— Rillan Sproxx, Mechanist of the Broken Chain War
Mechanists don’t just build to kill. They build to predict. Every footstep becomes a calculation. Every corner, a question mark. Where others see open space, the Mechanist sees a blueprint of pain, ready to spring shut on the overconfident and unaware.
You don’t step into their trap.
You walk right into their design.
You may have up to 3 active Basic Traps at once.
Place a Hidden Basic Trap within 10ft.
The trap is invisible to enemies unless they pass a Perception(tn13) check.
Once placed, it remains armed until triggered or dismantled.
Hidden Basic Trap
Trigger area is 5ft;
Triggers if a hostile creature enters the trapped area:
It triggers immediately.
Deals 3 Energy Damage
Applies Restrained
LEVEL 2
Emergency Patch
Quick Action"You've got three seconds before that thing stops obeying me. Move."
— Duul Mirast, Combat Engineer, Korrigan Defense Line
A real repair takes time. An emergency patch takes a transmission spike and a refusal to let the machine die. It's not elegant. It works.
The targeted Turret immediately regains 5 Life.
If the Turret is currently Overheated, it loses that condition.
This ability can only be used once per Turret per encounter.
Fabrication Doctrine
"Every engineer picks a philosophy. Most just call it instinct."
— Sola Ven, Mechanist-Adjudicator, Broken Veil Station
A Mechanist's strength lies not just in what they build, but in how they think about building. At this stage, the tools diversify and the strategy crystallises. You've seen enough battlefields to know which approach fits the way your mind works.
This is the choice that defines your engineering identity.
Choose one of the following Fabrication Doctrines. This choice is permanent
Field Engineering Protocol
"The right tool, in the right hand, at the right moment. I have all three."
You gain a Gadget Pouch with 1 use per encounter
As a Quick Action, deploy one of the following gadgets:
Smoke Canister — Creates a 10ft smoke cloud at a point within 30ft. Blocks Line of Sight for 2 turns
EMP Burst — All active devices (friend or enemy) within 15ft of you skip their next activation
Grapple Spike — Fire a tether to any surface within 30ft. Once per deployment, zip to the anchor point as a Quick Action
Sentry Protocol
"I don't guard the line. I build it."
Your turrets gain +5 Max Life
You may now have up to 3 active Turrets at once
Your turret self-destruct explosion increases in power: 3/5/7 Physical Damage in a 5ft radius
Trap Network Protocol
"They're not traps. They're invitations."
You may now have up to 5 active Traps at once
Your traps trigger in a 10ft area instead of 5ft
When a trap triggers, all hostile creatures within the 10ft trigger area take 1 Energy Damage in addition to the trap's primary effect (even if they weren't the triggering creature)
Killzone Grid
"Space is just a variable. I set its value."
— Wren Tack, Field Mechanist, Ironweft Circuit
Machines placed apart are tools. Machines placed together are architecture. The moment two devices cover the same ground, that ground stops belonging to whoever steps on it.
A Killzone isn't a trap. It's a fact of geometry — one the enemy learns the hard way.
When two or more of your active devices (Turrets or Traps, any combination) are within 10ft of each other, that space becomes a Killzone.
Hostile creatures that enter a Killzone for the first time each turn take 2 Energy Damage.
The Killzone persists as long as at least two linked devices remain active.
LEVEL 3
Field Modification
"Improvement isn't a schedule. It's a reflex."
— Neven Bryx, Mechanist, Dual Axis Accord
The Mechanist doesn't stop building when the fight starts. Every encounter is field data. Every engagement produces a better version of the machine that survived it. This upgrade doesn't happen in a workshop.
It happens here. Now.
Choose one of the following modifications. This choice is permanent
Extended Toolkit
"A full kit is a full set of answers."
Your Gadget Pouch gains +2 use per encounter (total 3 per encounter). If you do not have a Gadget Pouch, you gain one with 2 uses per encounter
Add the following gadgets to your available options:
Repair Drone — An ally within 20ft immediately regains Life equal to 3 + Intelligence
Concussion Pack — Throw to a point within 15ft. All hostiles within 5ft must pass Endurance(tn12) or become Dazed until the end of their next turn
Scatter Fire Mode
"One target? That's a waste of payload."
Your Turrets gain a secondary fire mode. At the start of each of their activations, choose which mode they fire in:
Standard Mode: Normal single-target attack (3/4/5 Energy Damage)
Scatter Mode: The turret fires a spread — deal 2 Energy Damage to up to 2 hostile creatures within range simultaneously. No flip required; both hits resolve automatically
Sensor Web
"You think you're being careful. You think wrong."
Your Traps now have an invisible 5ft Sensor Ring extending beyond their trigger area:
When a hostile creature enters the Sensor Ring, you are immediately alerted (you know exactly where they are)
You may use Overclock Pulse on that Trap as a free Reaction — no Quick Action cost — once per turn
All your Traps now also apply Distracted to the primary triggering creature in addition to their normal effects
Overwatch Relay
Action"It knows where you're going. It was already there."
— Zash Crae, Senior Mechanist, Shattered Foundry
You don't need to watch every door. You need one machine that does it for you. The Overwatch Relay links a turret to a zone — the moment something walks into it, the trigger is already pulled.
Designate a 10ft zone within 30ft as an Overwatch Zone and link one of your active Turrets to it
The next time a hostile creature enters the zone, the linked Turret immediately fires at them — regardless of initiative order — with +2 Damage on that shot
After firing, the Turret enters Overheated until your next turn
The Overwatch Zone expires after it triggers or at the start of your next turn, whichever comes first
Reinforced Chassis
"It doesn't care that you shot it. Neither do I."
— Perix Kolt, Battlefield Engineer, The Weld
Most engineers protect themselves. The Mechanist protects what does the work. Plated joints, hardened casing, and shock-distributed impact framing — the turret becomes an obstacle as well as a weapon.
Your Turrets gain Damage Reduction 2 — all attacks against them deal 2 less damage
Turrets count as Half Cover for allies standing directly behind them relative to an attacker
LEVEL 4
Diversified Arsenal
"Same mechanism. Different purpose. Better options."
— Cayde Hurst, Lead Mechanist, Battle of Meridian Hold
The traps improve because the Mechanist improves. The same chassis, the same deployment window — but now with three different payloads. The right tool for the right body of ground.
When using Tinker Trap, choose which type of trap to deploy:
Anchor Trap: Original — Deals 3 Energy Damage and applies Restrained (1 turn)
Stagger Trap: Deals 4 Physical Damage and applies Staggered (1 turn)
Reveal Trap: No damage — applies Weakened to the triggering creature for 1 turn; all of your Turrets within 20ft immediately fire at that creature as a free activation (this free activation ignores Overheated, but does not remove it)
Mark II Systems
"The first version taught me what was wrong with it."
— Rix Ollo, Head Engineer, Rust Division
Experience is the most expensive component in any machine. The Mark II doesn't just improve the existing design — it applies everything learned from watching the Mark I fail.
Choose one of the following upgrades. This choice is permanent
Combat Drone
"It's not a weapon. It's a colleague."
Once per encounter, deploy a Combat Drone as an Action (no Energy Cost).
Combat Drone Stats
Life: 5
Range: 20ft
Damage: 3/4/5 Energy Damage
Initiative: Acts immediately after your turn
Special: Can be directed using the same Quick Actions as a Turret (change target, delay fire, self-destruct for 2/3/5 damage in 5ft)
Does not count toward your active Turret limit
Heavy Turret Frame
"Bigger isn't always better. But it's usually enough."
Once per encounter, as an Action (Energy Cost: 3), deploy a Heavy Turret in an adjacent space. The Heavy Turret occupies one Turret slot.
Heavy Turret Stats
Life: 15
Range: 40ft
Damage: 5/7/9 Energy Damage
Initiative: Acts on your initiative (not after you)
Special: Applies Slowed to any creature it hits
Phantom Network
"They looked for the trap. They should have looked for the engineer."
Your Traps become completely undetectable — no Perception check can locate them, regardless of the result
After a Trap triggers, it automatically rearms after a 1-round delay (it activates again if another hostile enters its area). You may still dismiss any Trap manually as a Quick Action
Enemies have no indication that any of your Traps exist until the moment they trigger
Synchronized Strike
Action"They ask me if my machines can think. They can aim. That's enough."
— Telu Morr, Systems Engineer, Siege of the Glass Column
There's a moment in every fight where every gun has a clean shot at the same target. The Mechanist doesn't wait for that moment. They create it.
Designate one target within range of your nearest active Turret
All of your active Turrets simultaneously fire at that target
Each Turret makes its standard attack (resolve separately, including any modifiers from Overclock Pulse, mode, or upgrades)
Turrets that cannot draw Line of Sight to the target do not fire
LEVEL 5
Battlefield Doctrine
"Show me a battlefield and I'll show you where you should have been standing."
— Wren Tack, Field Mechanist, Ironweft Circuit
You've deployed enough machines to know that how you fight matters as much as what you bring. This isn't a weapon upgrade. It's a fundamental rewrite of your combat philosophy — how you move, what you prioritise, and where you win from.
Choose one of the following Doctrines. This choice is permanent
Ghost Loadout
"Best machine in the room. Second-most visible thing in it."
Once per encounter, as a Quick Action (Energy Cost: 2), activate your personal cloaking module
You become Stealthed for up to 3 turns or until you make an Attack, whichever comes first
While cloaked, you may still interact with, deploy, and redirect all of your active devices normally
Deploying a device while cloaked does not break Stealth
Minefield Protocol
"The field remembers. I make sure of it."
When using Tinker Trap, you may place 2 Traps simultaneously as a single Action (each costs its normal Energy Cost of 1)
Paired Traps are linked — when one triggers, the other triggers at the start of the next initiative count (before any other actions resolve)
Your maximum active Traps increases to 7
Siege Configuration
"Cover is a suggestion. I stopped listening to suggestions."
Your Turrets now ignore Cover when selecting and firing at targets
All Turret Damage Flip results increase by +1 (e.g. Basic Turret now deals 4/5/6)
When Synchronized Strike activates, all participating Turrets deal their maximum Damage Flip result without flipping — no card draw required for that activation
Improved Overclock
"I know exactly how far I can push it. A little further than that."
— Kath Zeil, Master Engineer, Shattered Foundry
The overclock was always a calculated risk. Now the calculation has better numbers.
Overclock Pulse now grants +3 Hit Chance and +3 Damage (increased from +2/+2)
When the activated device destroys its target, the device does not become Overheated from that activation
Killzone Mastery
"You walked into a machine. I'm the one running it."
— Faye Drex, Mechanist Sergeant, Ironweft Circuit
The Killzone was never just a damage zone. It was a pressure system — a way of turning every step into a cost. Now it extracts that cost in full.
Killzones (from Killzone Grid) now deal 4 Energy Damage instead of 2 when a hostile enters for the first time each turn
When a hostile creature triggers a Trap and takes Turret fire in the same turn, that creature takes an additional 3 Energy Damage — the machines converge
LEVEL 6
Command Frequency
"Every gun, every barrel, every circuit — on my frequency."
— Sola Ven, Mechanist-Adjudicator, Broken Veil Station
The machines aren't autonomous. They're coordinated. A single channel, a single intent, broadcast at the start of every turn. It's not thought. It's signal.
At the start of each of your turns, issue a Standing Order to all your active Turrets simultaneously (free action, no Energy Cost). The order persists until changed:
Suppress — All Turrets target the hostile with the most current HP
Protect — All Turrets target any hostile who attacked an ally since your last turn (if multiple qualify, closest to you)
Eliminate — Lock all Turrets to one specific designated target; they ignore all other hostiles until the order changes
Secondary Systems
"Why deploy a weapon when you can deploy an asset?"
— Duul Mirast, Combat Engineer, Korrigan Defense Line
The turret is already doing its job. What if it could do two jobs?
A secondary module adds a second function to any deployed turret — not replacing what it does, but stacking an additional effect on top of it. The gun still shoots. Now it also controls.
When deploying any Turret, spend 1 extra Energy to attach one of the following Secondary Modules:
Spotlight Module — The Turret negates Stealth within 10ft of itself. Hidden hostile creatures in range are revealed.
Signal Jammer — Hostile creatures within 10ft of the Turret cannot use Quick Actions.
Morale Beacon — Allied creatures within 10ft of the Turret gain +1 to all flip results.
System Integration
"Everything talking to everything. That's when it gets interesting."
— Kath Zeil, Master Engineer, Shattered Foundry
An arsenal is just a collection. An integrated system is something else — devices that share targeting data, trap triggers that cascade through the network, gadgets that serve the field rather than just the user. The Mechanist stops managing machines and starts conducting them.
Choose one of the following integrations. This choice is permanent
Chain Reaction
"One trap springs the next. I love how efficient physics can be."
When one of your Traps triggers, the nearest other Trap within 15ft also immediately triggers (this chain happens once — it does not recursively chain from the second trap)
All your Traps deal +2 Damage
Gadget Overhaul
"A solution for every problem I haven't invented yet."
Your Gadget Pouch can now refresh 1 use on a Kill. If you do not have a Gadget Pouch, you gain one that refreshes 1 use on kill(2 uses per combat)
Add the following gadgets to your available options:
Proximity Mine — Deploys as an invisible Trap at a point within 20ft (no Action cost, uses one Gadget Pouch charge). Deals 5 Energy Damage and applies Suppressed for 1 turn when triggered
Recall Beacon — Instantly relocates one of your active Turrets to within 5ft of you. No Action cost
Turret Barrage
"They asked me what overkill looked like. I showed them."
Once per encounter, as an Action (Energy Cost: 3):
All active Turrets simultaneously fire at the same target — each Turret rolls its attack separately
If the target is hit by 3 or more Turrets in this activation, they become Dazed until the end of their next turn
LEVEL 7
Dead Man's Switch
"Kill my machine. Enjoy the consequence."
— Perix Kolt, Battlefield Engineer, The Weld
The devices don't die quietly. Every turret, every trap, every deployed component contains the same terminal instruction: if destroyed, fire everything that's left.
It's not a contingency. It's a warning they never get to act on.
When any of your active devices (Turrets or Traps) is destroyed, it immediately detonates
Deals 3 Physical Damage to all hostile creatures within 5ft of the destroyed device
This detonation cannot be prevented, negated, or redirected
The explosion resolves before any other effects from the destruction
Redundant Targeting
"Missed? No. Redirected."
— Zash Crae, Senior Mechanist, Shattered Foundry
A wasted activation is an engineering failure. The solution isn't better aim — it's better logic. The turret doesn't miss its target. It acquires the next one.
When a Turret's designated target is eliminated, moves out of range, or becomes invalid, the Turret immediately retargets the nearest other hostile creature within range
This retargeting happens instantly and does not cost the Turret's activation or delay its fire
If no valid target exists in range, the Turret holds position and waits for one
Rework Protocol
"Good isn't good enough. It never was."
— Neven Bryx, Mechanist, Dual Axis Accord
The devices that have served you this far were prototypes. Everything learned in the field — every failure, every unexpected interaction, every close call — feeds back into a comprehensive rebuild. What comes out the other side isn't just improved.
It's different in kind.
Choose one of the following protocols. This choice is permanent
Autonomous Intelligence
"I stopped telling them what to do. They were already doing it right."
Your Turrets no longer require Standing Orders — each independently identifies and prioritises threats based on tactical assessment
During Synchronized Strike and Turret Barrage, each Turret may target a different enemy simultaneously (instead of all firing at one target), if you choose
Your Turrets are immune to EMP effects — they cannot be forced to skip activations by external abilities
Mass Deployment
"Space is finite. I like to fill it."
Tinker Trap now costs 0 Energy to use (the Action cost remains)
Your maximum active Traps increases to 10
Traps placed within 5ft of another active Trap deal +2 Damage when triggering (proximity saturation)
Prototype Weapon System
"It's not in the manual yet. That's the point."
Once per encounter, as an Action (Energy Cost: 3), deploy one Experimental Device in a space within 20ft. Choose one on deployment:
Gravity Anchor — Creates a 15ft zone centred on the device. Hostile creatures inside the zone cannot use movement actions or movement-based abilities for 2 turns
Arc Emitter — Instantly deals 5 Energy Damage to all hostile creatures within 12ft of the device (resolves immediately on deploy, one-time use)
Refraction Shield — While active (Life: 8), allied creatures behind the device (relative to attackers) gain +3 Defence against ranged attacks. Lasts until destroyed
LEVEL 8
Apex Configuration
"This is where most engineers stop. I don't stop."
— Kath Zeil, Master Engineer, Shattered Foundry
Mastery isn't a destination. It's a threshold — the point where further improvement requires choosing a direction. The Mechanist's engineering reaches a level where three distinct configurations become available, each representing a different answer to the same question:
What does the perfect battlefield look like?
Choose one of the following configurations. This choice is permanent
Demolitions Expert
"I don't blow things up. I relocate them with urgency."
All your Traps deal +3 Damage
Turret self-destruct explosions now deal 5/7/9 Physical Damage in a 10ft radius (up from 3/5/7 in 5ft)
Once per encounter, as a Quick Action (no Energy Cost), simultaneously trigger all your active Traps — each fires as if a hostile creature had entered it (without requiring a hostile to be present)
Fortress Mode
"They asked me to hold the position. I redefined what that meant."
Once per encounter, as an Action (Energy Cost: 3), activate Fortress Mode for 3 turns. While active:
You may deploy Turrets anywhere within 40ft (not just adjacent)
All your active Turrets gain Damage Reduction 3
Hostile creatures within 15ft of any of your active Turrets are Slowed
Support Platform
"Winning a fight is easier when your allies aren't bleeding out."
Once per encounter, as an Action (Energy Cost: 2), deploy a Support Station in an adjacent space (Life: 10). Choose its function when deploying — it provides that effect until destroyed:
Repair Field — Allied creatures within 10ft regain 2 Life at the start of each of their turns
Overload Relay — Allied creatures within 10ft deal +2 Energy Damage on all attacks
Barrier Grid — Allied creatures within 10ft gain +2 Defence
Field Calibration
Quick Action"Wrong position. Fixed in three seconds."
— Rix Ollo, Head Engineer, Rust Division
Position is not permanent. The Mechanist doesn't re-engineer the device — they re-engineer the situation. A single transmitted command, and the machine is somewhere else.
Instantly reposition one of your active devices (Turret or Trap) to any space within 20ft
The device retains its current Life total, all status conditions (including Overheated), and any attached Secondary Modules
If the device has not yet activated this turn, it may still do so at its new location
Full Deployment
Action"Two birds. One magnificent, pre-engineered stone."
— Cayde Hurst, Lead Mechanist, Battle of Meridian Hold
There's a moment at the start of every engagement where the field is still open. One action. One window. The Mechanist makes both count.
Deploy one Turret and place one Trap simultaneously as a single Action — both devices are immediately active and may activate this turn
If you already have an active Turret and an active Trap within 10ft of the new deployments, each new device gains +2 Damage for the rest of the encounter (the Killzone reinforces them)
LEVEL 9
Final Calibration
"Almost perfect. The calibration fixes that."
— Sola Ven, Mechanist-Adjudicator, Broken Veil Station
Every system reaches a point where the variables are known, the tolerances are mapped, and all that remains is eliminating the remaining margin of error. This is that point. What you choose to refine here represents the absolute limit of your engineering philosophy before the capstone.
Choose one of the following calibrations. This choice is permanent
Absolute Control
"They can't find what I don't want found."
Your Traps are now permanently undetectable — no ability, effect, or sensory augmentation can reveal them (including abilities that specifically reveal hidden devices)
Once per encounter, as a Quick Action (no Energy Cost), instantly recall and redeploy all your active Traps to new positions anywhere within 30ft of you
Adaptive Calibration
"Different day, different weapon. I adapt. They don't."
At the start of each encounter, choose one Calibration Mode (free action, no cost):
Overcurrent — All Mechanist ability Energy Costs are reduced by 1 (minimum 1) for this encounter
Overbuilt — All your deployed devices gain +8 Max Life for this encounter
Overclocked — Quick Actions that interact with or target devices cost 0 Energy for this encounter
Total Fire Solution
"No resistance. No evasion. Just the math and the machine."
Your Turrets now deal True Damage — their damage bypasses Resistance
When Synchronized Strike or Turret Barrage activates, all participating Turrets deal their maximum Damage Flip result without flipping — no card draw required for those activations
Machine Uprising
Action"I didn't start a war. I just opened the factory."
— Wren Tack, Field Mechanist, Ironweft Circuit
This isn't another gun on the field. This is the command node — the device that coordinates everything else. When the Command Turret fires, the network responds.
Deploy a Command Turret in an adjacent space (occupies one Turret slot)
Once per round, when the Command Turret activates, all your other active Turrets within 25ft also fire at the Command Turret's current target as a free action
Command Turret Stats
Life: 15
Range: 50ft
Damage Flip: 7/9/11 Energy Damage
Initiative: Acts on your initiative (not after you)
Overclock Mastery
"All at once. All at full power. All of it, now."
— Kath Zeil, Master Engineer, Shattered Foundry
The overclock used to be targeted. Now it's a broadcast. Every device in the network receives the signal simultaneously. The field doesn't just react — it erupts.
Once per encounter, Overclock Pulse may target all of your active devices simultaneously instead of one
Each device benefits from +3 Hit Chance and +3 Damage (the standard Overclock Pulse bonus at this level)
Only one device of your choice becomes Overheated from this mass-overclock
LEVEL 10
Grand Arsenal
"Quantity has a quality of its own."
— Duul Mirast, Combat Engineer, Korrigan Defense Line
The workshop was never the limitation. The battlefield just wasn't ready for the full output.
It is now.
Your maximum active Turrets increases to 5
Your maximum active Traps increases to 10
When you would exceed either limit by deploying a new device, the oldest device of that type automatically self-destructs (dealing its normal explosion damage) to make room — no action required
Improved Statistics
"Adaptation isn't a luxury — it's the only reason you're still alive."
— High Marshal Corin Vraen, after his fifth resurrection
Whether through relentless field experience, neural recalibration, or a decade of building machines that outlive their operators, you have reached a new threshold of capability.
Increase two different Statistics by +1 each
No individual stat may exceed the cap of 6
Legacy Protocol
"This is the part they write about. I planned it that way."
— Wren Tack, Field Mechanist, Ironweft Circuit
Every Mechanist has a signature. A design philosophy carried to its absolute extreme, a machine or system that defines everything they were and everything they built. This is it.
Three paths. One was always yours.
Choose one of the following. This choice is permanent
APEX Turret
"Everything I know about firepower, put into one machine."
Once per Long Rest, as an Action (Energy Cost: 6), deploy an APEX Turret in an adjacent space (occupies one Turret slot).
APEX Turret Stats
Life: 30
Range: 60ft
Damage Flip: 10/12/15 Energy Damage
Initiative: Acts on your initiative
Special — Blanket Fire: Each activation, the APEX Turret fires at every hostile creature in range (separate flips per target)
Special — Critical Strike: On a Critical flip, the target becomes Paralyzed for 1 turn
Special — Terminal Detonation: When the APEX Turret is destroyed, it explodes for 12 Energy Damage in a 15ft radius
Mastermind Protocol
"Five turns. No limits. Watch what happens when I stop holding back."
Once per Long Rest, as a Quick Action (no Energy Cost), activate Mastermind Protocol for 5 turns. While active:
Deploy devices as Quick Actions at no Energy Cost
All your active devices deal their maximum Damage Flip result every activation — no flip required
You gain +2 to all flip results
Any device destroyed during Mastermind Protocol automatically rebuilds (same type, same stats, same position) at the start of your next turn
The Final Trap
"They call it a trap. I call it a closing argument."
Once per Long Rest, as an Action (Energy Cost: 5), arm The Final Trap — an invisible, undetectable trap network covering a 30ft radius area centred on a point within 40ft.
The Final Trap arms after 1 round (it does not trigger during the round it is placed)
The network cannot be detected or disarmed by any means once armed
When any hostile creature enters the zone:
All of your active Traps within the zone trigger simultaneously
The triggering creature is Restrained for 2 turns
All other hostile creatures within the 30ft zone take 6 Energy Damage immediately