Daggerheart Hex Brigade

by Yonael

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Distinctions

Ancestries

All characters in Hex Brigade are human, as the magical races vanished or were killed long ago.


Rather than having Ancestries, characters in Hex Brigade gain additional features from their Combat Frames, and changing Combat Frames replaces these features with those of the new frame.

Combat Frames

Instead of traditional armor, PCs and Adversaries in Hex Brigade rely on Combat Frames, specialised war machines which are piloted by a human. Combat Frames combine the functions of Armor and Primary Weapons.


Combat Frames are made of Wood, Metal, and Stone, and are powered by magical energies. Each Frame is modeled after a mythical creature, and grants the user certain abilities.


  • Cyclopes are humanoid mechs specialised in defense. Cyclopse are around 6 meters tall.
  • Minotaurs are humanoid mechs specialised in melee offense. Minotaurs are around 4 meters tall.
  • Gorgons are humanoid mechs specialised in ranged offense. Gorgons are around 3 meters tall.
  • Satyrs are humanoid mechs specialised in mobility. Satyrs are around 3 meters tall.
  • Sylphs are armored witch brooms fitted with jet engines, allowing for flight. Sylphs are around 3 meters long.

Frames act as magical extensions of the user, and as such, different users get different performance out of them. A physically stronger user is going to achieve greater feats of strength with their frame, an agile user is going to maneuver their frame better, etc.

Frame Weapons

Each Frame can wield one Primary Weapon. As with other campaigns, Magical weapons can only be used by characters with a Spellcast Trait. Spell Interfaces are special Primary Weapons that connect to a spellcaster's body and allow them to use the Sylph as an extension for their spellcasting. Sylphs can only use Spell Interfaces and no other weapon.

Soldiers are from Mars,
Witches are from Venus

Gender in a Hex Brigade game plays an important role. By default, characters are assumed to be witches, women skilled in witchcraft and employed as part of the Hex Brigade. While the game allows for all classses and gender identitiess, by rule of thumb spellcasters are assumed to be women, as that is the fiction of the setting.

Mechanics

Personal Combat

When fighting on foot (without their Frames), PCs wear Uniforms and use Personal Weapons.

Uniforms

Uniforms provide characters with Damage Thresholds and a +1 bonus to Evasion, but lack Armor Slots.

Uniform Thresholds Evasion
Tier 1 5 / 11 +1
Tier 2 7 / 16 +1
Tier 3 9 / 23 +1
Tier 4 11 / 32 +1
Personal Weapons

Personal weapons function as Secondary Weapons for characters. Characters in Frames cannot use their Secondary Weapons unless they are witches riding in a Sylph Frame, as Sylphs are the only open-cockpit Frames.


Personal Weapons use the Features given below:

Physical Weapons Range Trait Damage
Sword Melee Agility d4+2 phy
Axe or Club Melee Strength d4+3 phy
Dagger or Knife Melee Finesse d4+2 phy
Saber Melee Presence d4+2 phy
Shotgun Close Strength d4+2 phy
Pistol Far Finesse d4+1 phy
Rifle Very Far Agility d4+1 phy
Magical Weapons Range Trait Damage
Wand Far Spellcast d4+1 mag

Personal Weapons gain a +2 increase to damage at every Tier beyond 1st.

Infantry in Hex Brigade

Enemy Infantry (enemies without Frames of their own) are predominantly represented by Minions or Hordes. Particularly powerful Infantry, such as witches, machinegunners, and anti-frame specialists can also be presented as other adversaries, but never as Bruisers or Solos.

Cyclops Frames
Frame Armor Thresholds Evasion
Tier 1 6 8 / 17 –3
Tier 2 8 13 / 28 –3
Tier 3 10 15 / 35 –3
Tier 4 12 17 / 44 –3

  • Cyclopes grant the pilot Orc Features.
Minotaur Frames
Frame Armor Thresholds Evasion
Tier 1 5 8 / 17 –2
Tier 2 7 13 / 28 –2
Tier 3 9 15 / 35 –2
Tier 4 11 17 / 44 –2

  • Minotaurs grant the pilot Firbolg Features.
Drakaina Frames
Frame Armor Thresholds Evasion
Tier 1 6 7 / 15 –2
Tier 2 7 11 / 24 –2
Tier 3 8 13 / 31 –2
Tier 4 9 15 / 40 –2

  • Drakaina grant the pilot Drakona Features.
Gorgon Frames
Frame Armor Thresholds Evasion
Tier 1 5 7 / 15 –1
Tier 2 6 11 / 24 –1
Tier 3 7 13 / 31 –1
Tier 4 8 15 / 40 –1

  • Gorgons grant the pilot Infernis Features.
Satyr Frames
Frame Armor Thresholds Evasion
Tier 1 4 6 / 13
Tier 2 5 9 / 20
Tier 3 6 11 / 27
Tier 4 7 13 / 36

  • Satyrs grant the pilot Faun Features.
Sylph Frames
Hecate Armor Thresholds Evasion
Tier 1 6 7 / 15 –2
Tier 2 7 11 / 24 –2
Tier 3 8 13 / 31 –2
Tier 4 9 15 / 40 –2
Titania Armor Thresholds Evasion
Tier 1 5 7 / 15 –1
Tier 2 6 11 / 24 –1
Tier 3 7 13 / 31 –1
Tier 4 8 15 / 40 –1
Artemis Armor Thresholds Evasion
Tier 1 4 6 / 13
Tier 2 5 9 / 20
Tier 3 6 11 / 27
Tier 4 7 13 / 36
Aura Armor Thresholds Evasion
Tier 1 3 6 / 13 +1
Tier 2 4 9 / 20 +1
Tier 3 5 11 / 27 +1
Tier 4 6 13 / 36 +1


Sylph frames are special frames which can only be used by characters with a Spellcast Trait.


Sylphs grant a pilot Faerie Features.

Primary Weapons
Physical Weapons Trait Range Damage Features
Xiphos Sword Agility Melee d12+2 phy Reliable
Falcata Sword Agility Melee d12+2 phy Deadly
Kopis Sword Finesse Melee d12+2 phy Quick
Labrys Axe Agility Very Close d10+3 phy
Dory Spear Strength Very Close d10+1 phy Long
Sarissa Spear Finesse Very Close d10+3 phy
Flak Cannon Strength Close d8+2 phy Long
Anti-Tank Rifle Agility Far d8+2 phy Destructive
Machinegun Finesse Far d8+2 phy Scary
Recoilless Rifle Agility Very Far d6+2 phy Devastating
Magical Weapons Trait Range Damage Features
Whip Sword Spellcast Very Close d10+2 mag Quick
Blessed Spear Spellcast Very Close d10+1 mag Long
Returning Javelin Spellcast Close d10+1 mag Returning
Spell Interfaces Trait Range Damage Features
Athame Spellcast Close d10+2 mag
Totem Spellcast Far d8+3 mag
Pentacle Spellcast Very Far d6+2 mag Reliable


Spell Interfaces can be integrated into any Frame in place of a normal weapon.


Primary Weapons gain a +3 increase to damage at every Tier beyond 1st.

 

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