“Do not fear the impossibility of the task ahead, for we have already succeeded.
Do not break before the burden you must carry, for it weighs less than a feather.
You must simply accept what has already been done. The road ahead can only be seen with closed eyes.”
-Mantra among the priests of the silver thread, unknown author. Controversial amongst humanist sects.
Highfleet, alongside dreadnought, are the primary inspiration for the vehicles.
Highfleet
Half this post ended up as me just showing off my massive folder of airship pictures, which I shall be honest is my favorite element of blogging.
Superheavy vehicles
Superheavy vehicles are a type of mech, and all that that entails
How to use these
These rules do account for fights between ships, but these are now how the ships are usually intended to be used. This is because big naval battles basically temporarily turn the game into a completely different wargame.
The benefit of the system is that it interacts directly with the rest of the game. Fights against and alongside superheavy mechs are a lot of fun, and an airship raid here or there is never amiss.
However, giving your party a small ship is something I would recommend. It gives them something to manage and upgrade over time with new modules and gear, as well as a mobile base of operations.
For this purpose, any of the ship types are suitable, though I would keep the weight class at 1-2 for simplicity reasons, and to stop the vessel from being the solution to every problem.
For ship floor plans, I also recommend using grid paper, and keying each room on it.
If you do want to fight with vessels, I recommend a truescale map with a 1km grid. I also recommend using truescale rectangular tokens.
The ships are not locked to their grid square, and munitions are certainly not either. The grid is purely for visualizing and range estimation purposes (use a ruler, digital rulers are nice).
Satellite maps of the real world or historical maps are well suited for this task (especially 1800s and 1900s naval maps, you can find them free).
Mech fights: Mechs are by and large much more fun to do fights in. Due to their size I recommend setting your combat inside cities or some other form of structures. These are about the same size as battletech mechs so their maps are well suited to this type of fighting, though you'll want to ignore the hexgrid.
Weight class: Each superheavy craft as a variable known as x, x is its weight class. This affects weight, cost, dimensions, health and many other things.
Actions: All fire rates and reload time work on a scale of one minute.
Rooms: Each huge slot in a ship is a room. You may put anything inside a room. It is expected you make a floorplan on a grid for your ship (at 1 grid/room).
For each point of titanic damage taken by a vehicle, a room is destroyed, excess damage is distributed into the room behind the one chosen. The target chooses which room is destroyed unless stated otherwise, the choice must make sense giving the direction of the source of damage (flavor wise this is the pilot angling the shots if they can see them coming to avoid hitting vital parts).
You may combine rooms of the same type. If a module occupies multiple rooms, it takes [huge slots] TD to destroy, if half of a room is destroyed, it is inactive but can be repaired with only the time and cost of the destroyed rooms.
Anyone in a room when it is destroyed takes 40 damage.
Variant rule - You may ignore the room damage rules if running a larger battle where the players control more than one ship, or when running this as a wargame. You may also choose to abstract this away for npc ships with no players aboard, but still simulate the room damage rules for player ships.
If you do that then I recommend that when the ship drops to two thirds and 1 third health, to select one of the following debuffs: Halve the speed, halve the active slots (weapons), reduce ap by 1.
Active slots and facings: Active slots can fire at 360 degrees along one 2d axis, and 180 along another. For example, a battleship turret cannot shoot beneath itself. This is true for anything that would be blocked by the hull of the ship itself.
Bombardment:
When targeting outside of 1/3rdth of your max range with a titanic weapon with more then 1km of range , target a point in space, and each minute the ordinance moves 1/3rdth of its max range toward that point.
While a weapon is in transit, mark it on a square map.
When two “munition clouds” meet, take half (round down) of the total titanic damage of the larger munitions cloud. Both sides then have that many TD worth of munitions destroyed, starting with the largest munitions.
Purely kinetic munitions with titanic damage take half as much damage. When an aoe weapon is destroyed, it deals its damage again to both sides. Titanic blacksteel munitions and weapons such as flamethrowers and force cannons are functionally indestructible and so do not count as targets. They still deal their damage as normal.
AOE weapons may be installed with fuses in order to automatically detonate.
Ex: You have a pair of bombards with 24km range each firing a 2 TD high explosive slug at a target 8km away. This means it will take 1 minute to arrive on target.
The target, seeing this, fires back with an upscaled machine gun, sending 6 1TD damage shots downrange. When they collide, the total of 6 TD of munitions deals 3TD to the lead munition. The lead munition detonates, destroying the second munition. The chain reaction destroys both clouds, and levels the square which they are on, pulverizing a passing postal officer, two hills, and several thousand birds.
When a cloud passes through a square, any superheavy vehicles get hit, the same can be said for mountains or structures higher than the average height of the two ships.
Any flying targets have a [number of projectiles]/100 chance of getting hit.
You may only do one bombardment action per turn, but may fire any amount of weapons at the square. The weapons shake the ships as they fire.
Direct fire: Requires line of sight and travel time of less than a minute. Lasers and other relativistic weapons may direct fire at any range.
To direct fire, choose a creature or room on the facing you are firing at, it is hit with the damage.
If direct firing against a non-titanic non-stationary target, then you do need to roll to hit (that's what the accuracy is for). If a shot misses it still needs to go somewhere so it likely hits whatever is behind the target.
Ship movement: Some superheavy vehicles have a speed in kilometers per minute. You may choose to move backwards (½ movement, 1ap), stay stationary, or move forwards (normal movement).
You may spend an action to turn up to 45 degrees or change your height by 20m once per minute.
Doing this with an unsealed boat is obviously impossible, and gunpowder weapons may not fire underwater.
Action - Maneuvering (1ap): Break the limits of your movement. Maneuvers can do things such as drifting, performing fast turns by locking only one side of your ship, braking without a specific module, or going double speed for the next minute.
This list is not exhaustive.
Roll 1d12, on a 1-3, you take a point of exhaustion, and stall, (no maneuvering for the next d3(hidden roll) minutes). On a 4-6 you succeed and take a point of exhaustion, on a 8+ you succeed on the maneuver without issue.
Fire and damage control modules: To roll a damage control roll, roll 2d6, on an 8+, no casualties. If you roll less, 12-[sum] casualties are taken. The problem is resolved either way. Add half the number of workers working on the damage control to the damage control roll, it must be at least 6. This takes the actions of the workers and a single minute. .
A damage control roll can be used to:
-Put out a fire in a single room:
-Repair a partially damaged room (does not restore hp).
-Repair a destroyed simple room: (Cistern, empty rooms, storage, quarters or barracks.)
Fire starts when a room is hit by an incendiary munition or when a flammable module is destroyed. A fire will burn for a minute, destroy the “tile” they are on (dealing 100hp damage), then ignite 2 adjacent tiles.
Food supply: A ship consumes x1000 rations per day, and x10 000L of water per day (or x10 tons). This is for its nuclear reactors and the organism itself. The crew’s needs are an afterthought.
In addition, it only regains hp on a rest if it consumes 10x its normal food supply.
Crew: You need x10 crew worth of skilled labor. In theory this can be done by a single pilot, and an army of printed men (printed men are skilled labor if controlled by someone skilled). This number is hilariously low compared to historical vessels of the same size as these ships are biomechanical organisms.
Note: Crew cannot attack other superheavy vehicles during superheavy combat. The exception being cultivators with attack capable of reasonably harming vehicles of this scale (such as asymmetry). Note, marines are used for boarding or boarding defense.
This includes bombardment rules.
Boarding: For a boarding action: When two opposing groups meet, each can either choose to withdraw and concede the room, or to fight. Each room may only store 10 medium creatures, combined rooms can store more.
Each side rolls 2d6, and adds the following modifier. Whoever wins gets control of the room and pushes the other out. The attackers may deactivate the room or set it ablaze, but cannot use it. In either case, both targets take [sum]hd of casualties. Demons, iron angels, fiends, usurpers ect count as having 5x much HD.
+1 for each 10 HD of troops.
+1 for each direction your side is attacking the room from.
For a small ship with less than 30 crew (which the players are likely to be operating), or if only running a single ship instead of a large combat with boarding being a small part of, you just run the combat as normal.
Citadel: Superheavy vehicles have a citadel, this has x THD and resistance -[50x]to all damage and x0.1 to non-line aoe. It is basically a second health bar, any attack can choose to attack the citadel if the vehicle is at 0hp, and excess damage directly hits the citadel.
If you are inside the vehicle and next to the citadel, you can also directly target it.
The pilot and reactors reside within the citadel. If the citadel is destroyed, the vehicle is permanently destroyed.
Destruction: When a superheavy vehicle is reduced to 0hp, it is considered disabled, and will be unable to perform any actions. However, so long as the citadel has not been breached, it can be repaired by paying the cost of the rooms and equipment, plus +x100 000s for the structural and organ repairs.
Long term repairs: A damaged ship may repair up to 50x hp using its own supplies, this takes a day. Repairing damaged rooms and restocking repair materials requires a week of time and docking at a larger airship (at least twice the size) or port.
Dimensions: A vessel has a length of 40+20xm, with a width (beam) and height (draft) of 10+xm.
-Spatial locking airships may halve one of these dimensions. Shuttles may do this twice.
In addition, shuttles may choose to swap length and width.
Weight: It is assumed that a ship weighs x3000 tons, thrice that if fully laden (encumbered). Shuttles weigh one fifth that much.
Space travel: Requires a hydrolysis reactor and aqueous resonance generator for air generation and reaction mass generation. Due to the nature of these ships, they don't particularly care about delta v, so you technically can get them up to orbital altitudes (even if very very slowly).
Wake: With the exception of landships, all vessels produce a prodigious amount of backwards force, as they mostly use massive turbine engines. In practical terms, this means that vessels of equal or lesser size and speed cannot make direct contact from the rear, and vessels with less than double the mass or velocity of the advancing shift will have their speed and ramming force halved.
In addition, each thruster deals x10 fire/force damage in a x10 m cone in the direction opposite of where it is thrusting. This can incinerate would-be assailants attempting to approach from the rear, or be an expensive but effective “backscarcher” for friendly hardened ships beset by numerous boarders in a pinch (a popular tactic in the fleets responsible for defending against assaults from wyrm hosts).
Dreadnought concept art.
Templates
Shuttle:
TSTR: x/2 | THD: 2x | AC: 10 | AP: 3 |
Keywords: Souled, titanic.
Mobility: 60ft/20m swim, 6km/minute air.
Resistances/weaknesses:
Actions/abilities:
-You may pay 5 000 000s to increase your speed by 14km/s. The cost doubles at x values of 5, 10, and 20.
-Cannot reverse
-You consume half tenth the fuel from jets if moving within 10*x meters of the ground/surface.
Slots: x huge active, 10x huge storage and encumbrance, x huge storage within the citadel.
Spatial locking airship:
TSTR: x | THD: 4x | AC: 10 | AP: 3 |
Keywords: Souled, titanic, Unstoppable.
Mobility: 2km/minute air. 60ft/20m swim.
Resistances/weaknesses:
Actions/abilities:
Slots: 2x huge active, 30x huge storage and encumbrance. 4x huge storage within the citadel.
Aqueous resonance airship:
TSTR: x | THD: 6x | AC: 10 | AP: 3 |
Keywords: Souled, titanic, Unstoppable.
Mobility: 1 km/minute air or water.
Resistances/weaknesses:
Actions/abilities:
Slots: 2x huge active, 40x huge storage and encumbrance 4x storage within the citadel.
Naval ship:
TSTR: x | THD: 6x | AC: 10 | AP: 3 |
Keywords: Souled, titanic, Unstoppable.
Mobility: 1 km/minute water.
Resistances/weaknesses:
Actions/abilities:
-Half the facings gained from multiple decks are underwater.
Slots: 4x huge active, 40x huge storage and encumbrance 4x storage within the citadel.
Landship:
TSTR: 2+x | THD: 6x | AC: 10 | AP: 3 |
Keywords: Souled, titanic, spider climb, Unstoppable.
Mobility: 60ft/20m walk/swim.
Resistances/weaknesses:
Actions/abilities:
Slots: 4x huge active, 50x huge storage and encumbrance 4x storage within the citadel.
Variants (mechs may also take any mech variant):
Δ Multiple decks: Multiply the amount of facing slots alongside the front, back, and side by. Y is the number of decks you have.
Δ Hardening: Increase cost by x1 000 000s, gain 20 dr vs all damage.
Note - Application of strength: The five templates above cannot apply their strength score to any action aside from ramming, tugging/dragging and resisting being moved. As such more strength scaling weapons are useless without dedicated engines being purchased separately.
Superheavy vehicle character sheet - Here
Cost summary
-5 000 000s base cost (Landship and airships only)
-x 2 000 000s base cost, or 3 000 000s if hardened.
-100 000s per complex module slot
Rule - Baseline stocking: Do not count the cost for mundane equipment and supplies for your superheavy vehicles, as they are included as part of the initial cost. This only applies for starting equipment when buying a new vessel, and once fuel and ammunition is expended, it must be bought to be replenished.
This assumes reasonable items to stock on your ship, don't stock up on millions of s of equipment.
Mike mccain, the tanks here are a smidge too modern for the setting.
Armored core 4. Unlike airships, mechs are an extremely mature technology with multiple design traditions and philosophy. As such mechs run the whole gambit of fancyness depending on how high grade they are and how much the artisan cared about their appearance. This is to contrast the very industrial and utilitarian design of mechs.
Also this system has magical technology, which while a bit gross is the only way to justify these giant floating bricks.
Superheavy mechs
Differences: Superheavy mechs are a type of superheavy vehicle, they use traditional mech rules to resolve actions, and many use large slots instead of huge slots. In addition they only have 2 facings, front and back.
Superheavy mechs do not use maneuvering rules, in addition, aside from titans, they don't use the boarding rules. If you have the slots for it you could use the rules for bombardment and modules.
Armour: May equip armour as a human of their size would. Enemies may choose to target the citadel as a called shot, and it is undamaged even if the rest of the mech is destroyed.
Superheavy mechs count as having an x of 1. This means their citadel has 1THD and -1TD in DR.
Non titan superheavy mechs consume 1/10th the rations and water per day.
Action - Assault boost: Move forward at 4km/minute, during which you have no actions. This speed is increased by 10km for each of the following
-If you are boosting forward with a jet.
-If you have a gravitational resonance generator.
-If you have the engine overhaul core power.
You may end the assault boost at any time, in which case you will keep moving forward with momentum for one to three rounds (3-9 second) depending on if you intentionally want to break. This counts as forced movement.
After the assault boost ends, it enters a one minute burnout stage during which it cannot be restarted.
Standard superheavy mech template
Base frame cost: 2 000 000s.
TSTR: 1 | THD: 2 | AC: 10 | AP: 3 |
Keywords: Huge (4x4)
Mobility: Walk/swim 20m/65ft, jump/climb 6m/20ft.
Resistance/weaknesses: Citadel has -1TD, rest is based on equipped armour.
Actions/abilities:
-Sacrifice: Sacrifice an arm (1 large active), leg or 1 ap to halve the damage of an attack.
-Punch/Kick: acc6, 3m, 1 titanic bludgeoning, close combat, multiattack 1. Str is already factored in.
Slots: 2 Large active slots, 6 large storage, body and encumbrance slots.
Assault class superheavy mech template
Base frame cost: 6 000 000s.
A heavier class of mechs, these include an inbuilt gravitational or aqueous resonance generator.
If the former is taken the mech gains a fly speed of 60m.
If the latter is taken, one of the following core powers may be taken for free: Integral resonance system, fortress subnetworking.
TSTR: 2 | THD: 4 | AC: 10 | AP: 3 |
Keywords: Huge (6x6)
Mobility: Walk/swim 20m/65ft, jump/climb 6m/20ft.
Resistance/weaknesses: Citadel has -1TD, rest is based on equipped armour.
Actions/abilities:
-Sacrifice: Sacrifice an arm (1 large active), leg or 1 ap to halve the damage of an attack.
-Punch/Kick: acc6, 3m, 2 titanic bludgeoning, close combat, multiattack 1.
Slots: 4 Large active, 10 large storage, encumbrance and body slots.
Titan class superheavy mech template:
Base frame cost: 12 000 000s.
These are intended for your evangelion, pacific rim or 40k mechs. They are oftentimes called steel titans, as they were created to be the match to the much reviled monsters simply named titans.
TSTR: 3 | THD: 10 | AC: 10 | AP: 3 |
Keywords: Titanic, Unstoppable.
Mobility: Walk/swim 30m, jump/climb 6m.
Resistance/weaknesses: Citadel has -1TD, rest is based on equipped armour.
Actions/abilities:
-Sacrifice: Sacrifice an arm (1 huge active), leg or 1 ap to halve the damage of an attack.
-Punch/Kick: acc6, 10m, 3 titanic bludgeoning, close combat, multiattack 1.
-May add delay 1 and +1ap to any of your attacks to double damage and turn them into area attacks 10m wide. If attacking something in the air its a cylinder 10m wide and as long as the range of the attack).
-Halve non-walk speed gains from all sources. Walk speed cannot be reduced in any way including through encumbrance.
-You may divide the range of all titanic ranged weapons by 10. In order to treat them as regular weapons for the purpose of determining attack and reload time.
Slots: 2 Huge active, 6 huge body, storage and encumbrance slots. 2 huge storage slots within the citadel.
Core upgrades
Superheavy mechs may double their base frame cost to gain one of the following benefits. This may be done as many times as you want.
You may take the same upgrade twice or more but it counts as two core upgrades cost wise each time.
Boost: You may push yourself 20m/60ft (ignoring mass for distance moved) in any direction by using a movement action. This can be performed outside of your turn using actions from your next round and counts as forced movement.
If you are touching the floor while you boost, you may add your jump distance to the boost.
True synthetics: Double your number of body slots
Bioresonance module: Can store 6+[THD] additional thaums and ignore miscasts and dooms.
You may roll MD as d20s for an action however the action then has doubled ap cost and delayed 1 (note, you can still use this on a free action, if you need to heal or something, in which case you only get the delay).
Engine overhaul: Make a free movement action 1/round. Increase assault boost speed by 10km.
Integral resonance system: Double the number of additional active, storage and encumbrance slots, increase size by 2x2.
Nuclear heart: Allows you to increase TSTR by 1+[number of strength increasing implants] for the duration of a single action at the cost of taking 1+[times this ability has already been used this round] exhaustion.
Fortress subnetworking
All multi-attack becomes multiattack 1.
Gain an additional amount of integrated active slots equal to your base quantity and 2ap which can only be spent on attacks.
Variants
Δ Cargo configuration: Halve body slots and damage reduction from all sources (rounding down) double the number of storage and encumbrance slots.
Δ Bassani Ideal: +10m movement speed, can easily reach any point in their body. +1 million s and halve encumbrance slots. Only usable on bipedal, bi-brachial mechs with a fully humanoid body plan.
-Multiply the distance you can throw smaller objects by 6, however, the amount of kinetic energy/damage contained in the item remains constant.
Δ Integrated weapons: Double number of active slots, active slots cannot swap weaponry or be used for labor. Lose climb speed. You may choose to only have some active slots be integrated, but you still lose the ability to climb.
If all your slots are integrated, halve strength when grappling or making unarmed attacks.
Δ Armor control system:
Lose all body slots and assault boost capacity, multiply THD by 1.5.
Δ Superheavy iron angel: Find a source of unrotted divine flesh, at least (Mech hull tonnage) kgs. Any of the major powers will perform the operation as payment, no questions asked.
-You are now a person, and gain sentience! You gain a tenth of the memories of your pilot, and three memories each from a hundred people you have never met, and will never meet.
-You gain the "human" and "souled" keywords. Due to this the mech gains a soul slot and the ability to use soul anchors.
Your pilot gains the benefits of the mech's soul slot. In addition, you are immune to being broken, and gain some level of independence from your pilot. You must still have a pilot to operate at full functionality (in other words, you don't have any mind slots and you only have 2 actions instead of 3).
-Round up all movement speeds below 18m to 20m, and add 20m to all others.
-You can spend one or more thaums to gain a fly speed of [dice]x10m for an hour (this can be stacked multiple times), or to restore [sum] hp. 1/round, you can spend 4+[THD] thaums to ignore a non spiritual hit by phasing into the fourth dimension until the start or end of your next round.
-Your regeneration now extends to worn equipment and implants, so long as you have the right raw materials.
-You no longer need to eat or drink, you may see perfectly through illusions and can never be blinded.
-Choose 4 core upgrades from the list above. You may not get any more of these.
Superheavy iron angels are vanishingly rare, there are fewer than twenty in the entire universe.
Titanic angels are only rumoured for now, though there have been feasibility studies commissioned by high demons not fortunate enough to find a suitable host.
Secret not meant to be known by players: In my version of the setting, the deep church has made a deal with the hollows to provide enough divine flesh to build two, in exchange for actually manufacturing it. They have offered similar deals to the other powers capable of building such things but have so far been refused. The one meant for the hollows has already been completed and is Soul mage/abomination mix which stalks the underground, rumours are this is in preparation for a second great city of the hollows (note that the hollows have many smaller settlements, most being settlements of a few thousand hollows built into intrusions, who use enormous numbers of printed men for industry).
Weapons
Titanic weapons
Light point cannon: Acc1, 30 piercing, 12km, x2 shots, Multiattack, Close combat, 1 huge slot.
Point cannon: Acc2, 30 piercing, 12km, x3 shots, Multiattack, 2 huge slots.
Light precision cannon: Acc1, 1 TD, 30km, Multiattack, Close combat, Anti-material 1 huge slot.
Precision cannon: Acc3, 1 TD, 60.0km, 2 huge slots.
Heavy precision cannon: Acc4, 1.2 TD, 60.0km, Multiattack, 4 huge slots.
Self loading cannon: Acc3, 1.2 TD, 60.0km, x3 shots, Multiattack, 1 huge slot.
Flare gun / grenade pistol: 2.0 TD, 24.0km, Reload 1, 1 huge slot.
Dual 14 inch cannon : Acc1, 2 TD, 24km, Reload 2, 2 shots before reloading, 2 huge slots.
Load HE: +2 reload, +60m radius, autohit
F: Within 200m.
32 inch cannon: Acc4, 5 TD, 120.0km, Reload 4, 4 huge slots.
F: Vehicles
Superheavy gatling cannon: Acc2, 2.0 TD, 24.0km, x3 shots, Multiattack, 20 huge slots.
F: Within 0.2km.
Ice rifle: Acc4, 2.0 TD, 18.0km, Reload 2 (1000L of water+1000 rations), slow 3, 2 huge.
F: Oozes
Proliferation rifle: Acc2, 2.0 TD, 12.0km, reload 1 (1000 rations), 2 huge.
If a body that has been hit with this rifle ends its turn with 0hp, a 1HD ooze spawns, this can happen up to [target HD] times.
F: Organic targets
Spine rifle: Acc3, 1.2 TDx2, 12.0km, impale, reload 1 (1 large slot worth of bones), 2 huge.
F: Organic targets
Spore launcher: 600m cone, 60 poison (DOT toxic), secondary explosion on kill (600m sphere).
Reload 2 (2000 rations), 2 huge
Electrified harpoon cannon: Acc4, 2.4km range, 1.2 TD, impale. Deals 1.2 TD lightning damage at the end of each round, until the connection is broken. Reload 2 (1000 rations and 1 harpoon), 2 huge
You may recall the harpoon as a free action to reload it.
Balefire thrower: 2 huge slots
Unleash(2ap): 120m cone, 2 titanic fire, Reload 2, (1000L of ClF3),
Secondary explosion on hitting water/blood: 30m radius, 1TD acid.
Rail gun: 800km, acc6, 8 titanic piercing/force, anti-material, reload 2 (black steel bolt), 6 charges, 8 huge slots. Rolls a d20 when attacking. 100 000 000s
Mech and battery weapons
Self-loading pistol: Acc1, 12 piercing, 540m, x2 shots, Multiattack, Close combat, 1 large slot
Pump/lever/bolt action (light): Acc3, 12 piercing, 540m, 2 large slots
Submachine gun: Acc2, 12 piercing, 540m, x3 shots, Multiattack, 2 large slots
Dueling pistol: Acc3, 24 piercing, 1350m, Reload 1, Close combat, 1 large slot
F: When wielded alongside a one handed sword, empty hand or dagger.
Heavy pistol: Acc1, 24 piercing, 1350m, Multiattack, Close combat, 1 large slot
F: When one handed
Breech-loading rifle: Acc4, 24 piercing, 2700m, Reload 1, Multiattack, 2 large slots
Pump/lever/bolt action (rifle): Acc3, 24 piercing, 2700m, 2 large slots
Battle rifle: Acc4, 24 piercing, 2700m, Multiattack, 4 large slots
Machine gun: Acc3, 24 piercing, 2700m, x3 shots, Multiattack, 1 huge slot
Breech-loading shotgun: Acc1, 40 piercing, 1080m, Reload 1, 2 large slots
F: Within 54m
Pump action shotgun: Acc2, 40 piercing, 1080m, 4 large slots
F: Within 54m
Anti-tank rifle: Acc4, 2 titanic piercing, 5400m, Reload 4, 4 large slots
F: Vehicles
Autocannon: Acc4, 40 piercing, 1080m, Multiattack, 8 large slots
F: Flying targets
F: Within 54m
Gatling gun: Acc2, 40 piercing, 1080m, x3 shots, Multiattack, 2 huge slots
F: Within 54m
Drill launcher (2ap): 540mt, 48 piercing, str scaling 2, anti-material, reload 2 (1 drill and 1 ration. The drills are tiny and reusable), 4 large.
F: Targets behind cover
Ice rifle: 810m, Acc 4, 40 bludgeoning/cold, Reload 2 (1L of water+1 ration), slow 3, 2 large.
F: Oozes
Proliferation rifle: 540m, Acc2, 40 acid, reload 1 (1 rations), 2 large.
If a body that has been hit with this rifle ends its turn with 0hp, a 1HD ooze spawns, this can happen up to [target HD] times.
F: Organic targets
Spine rifle: 540m, Acc3, 24x2 piercing, impale, reload 1 (1 tiny slot worth of bones), 2 large.
F: Organic targets
Web launcher: Launches a web 108m, it connects 4 points/targets within a 27m radius with enough strength to keep a str6 or lower creature from moving, each can be severed with an action and a slashing, acid or fire or necrotic weapon. Reload 3 (3 rations), 2 large
Spore launcher: 270m cone, 12 poison (DOT toxic), secondary explosion on kill (270m sphere).
Reload 2 (2 rations), 2 large
Electrified harpoon cannon: Acc4, 108m range, 24 piercing, impale. Deals 24 lightning damage at the end of each round, until the connection is broken. Reload 2 (1 ration and 1 harpoon). 2 large.
You may recall the harpoon as a free action to reload it. 2 large.
Flesh devouring crystal rifle: Acc4, 1080m, 40 piercing/necrotic, reload 1 (1 ration). Consumes 1MD from the target and deals [sum] additional damage when hitting a creature with 2 or more MD. 2 large.
Mech implants
1 - Reverse jointed leg augments: 600s, 2 large body
-+24m speed for walking and jumping, +12m for swimming and climbing.
-+2 Acc to kicking attacks, grappling or any action that could use your legs.
-You may spend an AP to triple the range of a single jump. You may jump twice again as far if you have a dragonbone endoskeleton.
-Lose 2 encumbrance slots
2 - Internal crush implants: 3 large body slots, 500s
-+1 max TSTR for nuclear heart
-All parasites that are greater than 1mm in size along any axis are violently crushed and killed by the tissue.
-Halve all physical damage from slow moving objects that physically enter the body.
-Weapons that you are stabbed with cannot exit the body, the person holding the weapon must either let go or enter a grapple, either way the weapon cannot be used.
Objects protruding from the body can be removed with an opposed strength check with disadvantage. You can command the implants to let go.
3 - Grenade pods: 1 large body, 200s
Can store 1 grenade (or similar large sized object) which can be launched 270 meters as a free action 1/minute.
4 - Subdermal armor: 2 large body, 1200s
Gain resistance -4 to physical.
5 - Organ mimic: 1 large body, 400s
This organ is lost instead of another organ if they are destroyed. When you fall unconscious, you regenerate on the start of your turn with 24hp, remove this organ, and you clear all your exhaustion.
6 - Spidersilk grappling hook: 1 large body, 300s
1/round can shoot a grappling hook as a free action during your turn, you may use multiple in a round if you have multiple.
Grappling hook: (12 piercing, 100-meter range) it is strong enough to reel yourself or someone your size in. If you try to reel something of a similar weight in, then you both end up being dragged towards each other. You cannot pull yourself in if you are encumbered.
7 - Third eye: 1 large body
+2acc to ranged attacks, can see up to 40 times farther, choose 1 additional spectrum to see in (uv, ir, radio, x ray).
You may pay +100 000s and +1 body slot to get 360° vision.
8 - Internal storage: 1 large body
Provides one large storage slot. Emptying the storage into an empty hand or onto the floor is a free action.
This cannot be found without specialized sight or scanners.
9 - Aquatic/exospatial adaptation: 1 large body slot,
Resistance -12 cold, you may hold your breath for up to 2 hours, +3 swim speed.
11 - Iron jaw: 1 large body slot
Reinforced skull and neck, metallic teeth, specialized synthetic muscle. Strong enough to chew extremely tough food or to support the weight of multiple people with only your bite strength.
Can accept input from an engine.
-Bite(1ap): [tstr] piercing, close combat, attach on hit, continue for [tstr] bludgeoning/piercing as free action at the start of every turn until detached.
-Gives a save vs decapitation and head explosion.
12 - Auxiliary heart: 1 large body slot, 600s.
+12m to movement, can recover 1 exhaustion 1/day. If your heart gets destroyed, you’re chilling.
13 - Internal weapon mount: [size of equipment in slots] body slots,
Gain a hidden weapon which you can pop out and attack at advantage, but this will only work on the first round you reveal you have internal weapons.
Choose any weapon, it gains close combat if it does not already have it. The weapon does not occupy storage or active slots, but counts as in an active slot.
The weapon itself cannot be upscaled by making this a divine organ, instead, double the size of the weapon the mount can hold.
Internal melee weapons have their range go to 10m (whips ignore this) .
You can also implant autoloaders by themselves, which can load any single weapon on your person. This also extends to any other kind of object (including tools).
14 - Limb Reinforcement: 3 large body slots,
Increase the size of two large active slots by one.
15 - Lymphatic overhaul: 1 large body slot
Can never take damage/status from the same disease or poison twice (this also negates DOT and ends effects after a single turn).
17 - Feeding Tubes: 1 large body slot
Stores 1 large slot in rations, organic materials, or liquid. At the end of your turn, you may load a medium slot worth of rations bones or liquid into an item or implant as a free action.
18 - Alchemical muscle: 3 large body slots
-+1 max TSTR for nuclear heart
+12m to all movement.
20 - Homeostatic accessory organ: 1 large body slot
Can eat expired food/carrion as well as digest tough molecules like cellulose. In addition, you are immune to insomnia, anxiety, autoimmune diseases and can modulate your hormonal balance (useful for contraception, or to control mood).
Can modify your smell, including to match the environment.
21 - Stone sinew: 1 large body slot
+10 hp, gain an additional save vs dismemberment. Can dislocate and relocate joints at will.
22 - Additional arm: 2 large body slots
Gain one additional small active slot, +1 to grappling.
You may also pay 3000s and 3 body slots to gain a pair of arms instead of just one.
23 - Spider legs: 4 large body slots,
-+1 max TSTR for nuclear heart
You occupy an additional huge slot when stored (for vehicles/mounts).
You gain spider climb, resistance -str to knock back, and immunity to being knocked prone.
24 - Chameleon Skin: 3 large body
-This gives you concealment from all visual spectra. If you are moving or performing physical action, this only conceals you from targets more than 50m away.
-If Installed into bio armor everything under the armor is invisible as well.
Titanic upscaling rules
1- Take a small slot weapon, multiply its damage and effects by 10.
2- If it is a melee weapon, multiply its range by 10, if it is a ranged weapon, multiply its range by 200.
3- It now occupies as many huge slots as it originally took small slots, for example a titanic gatling gun would take up 20 huge slots.
4- Area of effect(aoe) weapons or tools have their area multiplied by 20.
5- Multiply cost by 1000.
6- All fire rates and reload time work on a scale of one minute.
7- Gain anti material
Note - This is an optional rule, and explains how the weapons were upscaled. Please ask for dm permission before making your own.
Modules
-Modules with * require facing, each ship has 6 facings (top, bottom, left, right, front, back). You can store x facing items on your lengthwise axes. Weapons take facings. A larger weapon or item still takes a single facing.
-The amount of slots is written in bold next to the name. If none is listed it is 1.
Simple modules
Empty storage (default): Fits 64 cubic meters of storage, or ten tons of weight.
Quarters: 2 : Holds 10 crew members.
Barracks: 2 : Holds 5 troops and their equipment + training facilities, each is a 3hd, dual etching soldier. Higher quality troops must be acquired separately.
Mess/lounge: 1 : Provides a basic gathering place to eat and talk. If you put less than one of these in a ship per 10 people, you will get major complaints.
Complex modules
Each costs 100 000s per occupied slot. They also must be repurchased at a dock if completely destroyed.
Blacksteel plating*: x : Reduce incoming damage on that facing by 50. When stacking multiple in the same facing, increase the cost by x each time.
Explosive reactive armor*: 2 : Deal 4TD to all creatures and ordinance within 100m in that direction, gain resistance -x from all damage from that direction for a single round. Used as a free action in response to an ordnance cloud entering your hex from the correct facing.
Spatial locking reactive armor*: 2 : Negate a single hit before being destroyed. May be repaired as a simple room. Requires a spatial locking generator.
Brakes: x : Requires aqueous resonance generator, allows slowing down to any speed within a few seconds.
Maneuvering gear*: x : Add +2 to any maneuvering roll.
Nuclear jets*: x : Consumes 10x cubic meters of fuel to raise speed by 1km/minute for 10 minutes. Can choose to use conventional fuel or balefire(ClF3), the latter gives an additional km/minute of speed. Ships inside water or experiencing water drag and buoyancy through aqueous generators gain no benefits from this. The trust can only be in the opposite direction as the facing.
Shuttles and non titan mechs raise their speed by 10km/minute instead.
Sails: 10x : Move at an additional 1km/m so long as you are not moving within 45° of upwind.
Wind movement can never be used with landships or to bring your speed above wind speed.
Uses all top facings.
Wind changes every hour, and has a speed of 1d6km/minute. Roll a d8 against a compass to determine direction (winds in the nine rivers are very strong by earth standards).
Altitude turbines*: 10x: Uses both a top and a bottom facing, allows each storage slot to store an additional 10 tons of weight (volume remains consistent, so additional modules cannot be installed). In addition, double the speed at which you can ascend/descend.
In the case of shuttles, this counts x as half its normal value, and it allows stationary hovering.
Munitions storage: 2 : Stores 1 huge slot worth of munitions. Prevents munitions from detonating until breached. Flammable 10.
Munitions storage (blowout panel)*: 2 : Stores 1 huge slot worth of munition. When broken, ejects all munition, dealing 4TD to every creature on the hex in that direction.
Sensors suite: Choose any type of sense, you may perceive in high definition with that sense within 30 km, and low resolution out to 90km (detection). This module can be taken multiple times, though it only increases the high definition range by 30k up to a maximum of 90k if you take the same one.
Photo Telegram: Allows for tightbeam messages within line of sight to other ships with this module installed. Due to high density, you may merge your sensor information.
Engineering: 4 : Allows the salvaging of ships, and grants +2 to damage control rolls. In addition, you may now perform damage control and repairs on vehicles you are touching. Flammable 1.
Damage control stations x: Give +2 to all damage control rolls.
Divine Cell Vault: x : Restores module worth of functionality once per battle.
Can only legally have one, due to Cancerous Proliferation Treaty (CPT) of Xiteyakana.
Sanctified cell: Fits a single prisoner in isolation. Highly secure, can be used to safely store demons.
Hydraulic pumping system: 2: Move 10 cubic meters of liquid from one room to another as a free action 1/turn. This can hypothetically put out 20 fires per minute at the cost of waterlogging everything.
Arm: 2: Allows for application of force at up to 100m in air, or xkm if underwater or installed on a ship equipped with an aqueous resonance generator. It can still only move at 20m/minute, and must be kept within 100m of the body if moving at speed. The arm has 1TSTR
Generally mostly good for pulling. It has a single large active slot, but only with enough dexterity for melee weapons or bioguns.
Comes with a retractable poisonous spine which can poke out from within the bone. Enough to paralyze a blue whale worth of mass for an hour each minute.
Organ bank: 5: Gain a single huge body slot.
Secondary organism: 30: Gain 3 AP
Secondary weapon battery*: 2 : Add 1 large active slot known as subslots and 3ap that may only be used on objects inside those subslots. May double size to double amount of slots, as many times as is desired.
Printed men: Half as fast as a human in combat, and unable to perform complex tasks, they each count as half a human for labor and combat, but have 2hd for losses, and stack 32 to a storage module. They only require rations if they are working on a given day. They are mindless outside of the ship, and are inactive while the pilot is disabled. They are highly resistant to environmental conditions and toxins.
Wasp hive: Mechs have a strong affinity towards arthropods. This module comprises a lobotomized queen with enlarged pheromone production. Stores 10 wasps, (2HD, medium, fly 30m/100ft, bite as sword, stinger as bodkin with paralytic toxin).
Storage pods: Allows the storage of 20 medium creatures, who do not age and consume negligible rations. It takes a day to wake them up.
Improved automated systems: Provides 15 people worth of labor. The disadvantage, of course, is that this labor cannot fight or move outside the ship, or perform damage control.
Internal defence system: x : +2 when making boarding defence rolls.
Iron lung: x: Allows the movement of gasses from one room to another as a free action x times per turn. Can be used to cycle toxins out or creature vacuums. Allows speech that can be heard x5 kilometers away as loud. A sufficient amount of these allows the creation of a continuous stream of aerosolized gasoline to be used as a temporary explosive shield.
Vacuum sealing: x : Necessary for complete underwater submersion. Holds x days of oxygen, or indefinitely if underwater (mechs universally have gills). Allows for complete control of doors and ventilation tunnels as a free action by the pilot. The doors are twenty cm thick steel, with double doors for entrances leading to the outside. In addition you gain the sealed keyword.
Hydrolysis reactor: 4 : Can use a minute to turn 10 cubic meters of water into enough oxygen to sustain the ship for an hour and 1 ton of fuel.
Drop chute: 2 : Tendons lower down 10 medium creatures per turn at up to 1000m/minute, multiple groups may be in transit at the same time, 2km before the tether becomes too unstable.
Equipment hoist: 2 : Can lift 1 huge slot of equipment or a huge creature 100m/minute, 100m max length. Can also choose to store a single huge slot.
Internal trainline: 10 : Allows movement of huge creatures and vehicles from one end of the ship to another in a single minute. Rooms must be arranged in a line. In addition, reloading mechanisms connected to the trainline may reload an additional time for free whenever they load something into a breech.
Engine: Provides 1 TSTR to a single object which operates off of rotational energy (such as an equipment hoist or crossbow), drill launchers and splinter guns can operate off of engines without exploding.
Autoloader: 2 : Linked to a single weapon, performs one reload as a free action at the end of your turn.
Wu Enyu
Nuclear reactors, atomic bombs and resonance generators
Thermonuclear bombs
These require a licence to buy, which must be reissued for every new bomb purchased. The bombs have divination trackers installed on them so their location can be monitored.
For obvious reasons, they cannot be brought within 10km of a populated area. Doing so will result in immediate confiscation and arrest after a short interrogation (extenuating circumstances may prevent arrest and maybe even give you a refund, but regardless your license will be revoked.
Entering within 5km will result in immediate lethal force being employed.
Certain dockyards are specifically designated as nuclear safe zones, and are usually connected by rail or canal to the nearest population center.
This is the cost for the warhead, the launching systems are not included.
These are the smaller end strategic level bombs (known as semi-tactical bombs), larger strategic level bombs are usually upscaled. These are roughly the yield of a w88 launched from a trident.
Note that all these effects are for detonation in air, detoning them underwater or in vacuum will change the effect.
In addition, the use of nuclear weapons is currently exclusively reserved for industrial purposes, or for the subjugation of inhuman targets. The conquering lord has signed no such treaty so is fair game.
If you order them to fire against other vessels or human targets, your crew will refuse as this would cause a major international crisis and potentially lead to a full blown nuclear war.
Thermonuclear bomb: 1 medium slot, 1 000 000s.
-Deals 20TD/5TD/1TD/1d10 fire/radiant/force damage in a 10/100/1000/10 000m radius.
-Blinds everyone looking at it within LOS. Deafens everyone within 1km.
Casaba howitzer: 1 medium slot, 1 200 000s.
-Deals 20TD fire/radiant/piercing/force in a 1km line.
-Deals 1TD in a 2km cone.
-Blinds everyone looking at it within LOS. Deafens everyone within 1km.
Δ Primitive bombs - Primarily found in old research labs or made by terrorist organisations. Anyone can potentially make one if they have the fissile material, a well stocked mechanic shop, protective gear, access to a few nuclear engineering textbooks and a few months.
-Halve cost, damage and all ranges.
-May be downscaled in accordance with upscaling rules, even down to the size of a hand grenade.
-Radiation is much more long lasting and harder to clear.
Nuclear reactors
The small modular reactors used by vehicles cost 1 000 000s and output one power per turn. You can buy a higher performance version (which outputs 2 power per turn) for 5 000 000s. The cost of these is baked into the base cost of vehicles. You may purchase additional reactors if you wish to employ active resonance generators on your vessels.
These are produced by most major nations, but the priests of the silver thread make the best and cheapest reactors, so their prices are listed (hell, even the hollows make some, but charge triple. If you have monumentally fucked up, that is an option. Currently only the conquering lord has bought a significant amount from them).
Resonance generators
Resonance generators have a passive form, which is always active, and an active form which requires being fed by a nuclear reactor. The empire sells generators made from human souls and divine flesh for 5 000 000s, while the priests of the silver thread sell silver generators for 10 000 000s. Silver generators have doubled ranges but require the same amount of power.
Resonance generators and nuclear reactors can be upscaled as normal, into 10 times as many huge slots. Their effect radius is equivalent to their range. Nuclear reactors simply output 10x as much power.
Both resonance generators and small modular reactors occupy one huge (4x4x4m) slot when installed, and 1 very large (3x3x3m) slot when transported (they do need to be installed to operate). They do not need to occupy an active slot to be used in their passive forms.
Gravitational resonance generator:
Passive (self): Negate or double gravity in a 1-30m radius centered on yourself.
Active: Allows you to change your direction of gravity in a smaller radius. This allows you to gain significant speed (already baked into shuttle and assault class mech profiles).
May be installed in smaller superheavy mechs to add a 100m flight speed. Titans require two to achieve this effect. Ships are too large, and as such only gain advantage on maneuvering rolls when x/5 are active.
Spatial locking generator:
Passive: The internal superstructure of the vehicle is locked along a specific axis, allowing a smooth, low friction hovering. Like skating on ice. This is selective to individual parts of the vehicle.
Active (1km): Lock a disk of air 90m wide and 3m thick for one minute, that air now has the consistency of magma. It subtracts 1 physical TD from anything that passes through it.
Aqueous resonance generator:
Passive: All organic components of the vehicle now count as underwater for the purposes of buoyancy and drag. This is the preferred method for titans, landships and most airships, as you only need one (so can either install other generators or save on cost and space).
Active: Generate 1 ton of salt water a second.
Active (alter): Aqueous resonance applies to all organic creatures within 30m of the ship.
Force generator:
Passive: None
Active (30m): 1/minute, increases or decreases the damage of a physical projectile or hit by 1 TSTR or applies force as a hand with 1 TSTR.
Amplification generator:
Passive: All magic dice cast within the generator become d20s. The range of all spells is multiplied by 10.
Active: One die cast within the generator becomes a d100.
Primordial re-creation:
Passive: None
Active: Must be connected to an amplification generator. Allows for the casting of a second spell at the same time as the amplification generator. Both spells are combined to create a new spell, generally more than doubly as powerful as the most powerful of the two spells. Cost and casting time is double the highest of the two spells.
In addition, any corruption found within the two casters will lead to both increases in power to the spell, and the manifesting of the spell being altered to fit the corruption.
You may install multiple of these to increase the number of combined spells. The power, time to cast and veracity of the spell is linear, not exponential (tripling, quadrupling, quintupling, ect).
There is an x in 100 chance of the spell mutating into a self-sustaining form, which will create a new sublineage of life. And likely cause it to move underground to feed on the divine corpse. X is equal to [all insight found within all casters+1]*[number of recreation generators].
Reality anchor:
Passive (3m radius): Insight gained is halved, and insight in all and creatures is counted as halved (until the radius is left). All spells are counted as being cast with 6 less thaums.
Active: Radius increases to 90m.
Dissolution generator:
Passive (3m radius): When stone, earth, oxidized metals, or ice, passes within the radius, it shifts to a softer level, from hard stone to sediment or from sediment to liquid. At the end of a round where it is outside the radius, it solidifies. This can be run in reverse to prevent all similar effects and swim(ground).
Active: The radius increases to 30m.
This can be used to rapidly excavate large fortresses against wildlife (This is why you see so many immense stone structures in the nine rivers).
It may also be used to allow a naval ship or even a submarine to pass through the ground, note that density is not affected, and that you may not select intermediate radii.
Mech examples
Nine rivers mechs
I don't know the source unfortunately, blame pinterest for that. All I know is that its evangelion fanart.
This is a mech I used in one of my games, and I needed art for the token, so this is not meant to represent any of the evangelion mechs, just one of a similar “style”.
Evangelion mechs fit almost exactly with a superheavy iron angel, though I know not what anchor it would represent.
Knelt Before Atrocity
TSTR: 3 | THD: 10 | AC: 8 | AP: 3 |
Titanic, unstoppable, sealed
Mobility: Walk/swim 30m, jump/climb 15m.
Resistance/weaknesses: -20 physical/elemental/physiological damage.
Actions/abilities:
-Sacrifice: Sacrifice an arm (1 large active), leg or 1 ap to halve the damage of an attack.
-Punch/Kick (1ap): acc6, 10m, 3 titanic bludgeoning, close combat, multiattack 1.
-Iron jaw(1ap): 10m, 3 titanic piercing, close combat, grapple on hit, continue for 4 titanic bludgeoning/piercing as free action at the start of every turn while grappling.
-Spine rifle (1ap): 6km range, acc6, 2x1 titanic piercing, impale, reload 1 (1 large slot worth of bones).
F: Organic targets
-Proliferation rifle: 6km, acc2, 2 titanic acid, reload 1 (1000 rations),.
If a body that has been hit with this rifle ends its turn with 0hp, a 10HD ooze spawns, this can happen up to [target HD/10] times.
F: Organic targets
-Stone sinew: Gain an additional save vs dismemberment. Can dislocate and reconnect joints at will.
-Lymphatic overhaul: Can never take damage/status from the same disease or poison twice (this also negates DOT and ends effects after a single turn).
Internal crush implants: All parasites greater than 1mm in size along any axis are violently crushed and killed by the tissue.
-Halve all physical damage from slow moving objects that physically enter the body.
-Weapons that you are stabbed with cannot exit the body, the person holding the weapon must either let go or enter a grapple, either way the weapon cannot be used.
Objects protruding from the body can be removed with an opposed strength check with disadvantage. You can command the implants to let go.
Silver Knight - 2 000 000s
TSTR: 1 | THD: 2 | AC: 10 | AP: 3 |
Keywords: Huge (4x4), reinforced limbs, bassani ideal
Mobility: Walk/swim 20m/65ft, jump/climb 6m/20ft.
Resistance/weaknesses: Citadel has -2TD from the front and -0 from the back, whole body has - 8
Actions/abilities:
-Sacrifice: Sacrifice an arm (1 large active), leg or 1 ap to halve the damage of an attack.
-Punch/Kick: acc6, 3m, 1 titanic bludgeoning, close combat, multiattack 1.
-Double barreled Ice rifle: 810m, Acc 4, 40 bludgeoning/cold, Reload 2 (100L of water+100 rations), slow 3, 2 shots before reloading.
-Tower shield: Sunders for 4d20. Only works from the front, 1 large slot.
3m, acc6, 1 titanic bludgeoning, close combat.
F: Enemy that has hit you with an attack but dealt no damage.
-Bodkin: acc6, 1 titanic piercing, close combat,
F: Heavily armoured targets.
-Bale-Fire charge x2: 10m range, 2 titanic fire, 4m cube, 1 large slot
Detonates when exposed to anything but air or glass.
Secondary explosion on hitting water/blood: 12m/40ft diameter, 30 acid.
Slots: 4 Large active and encumbrance slots.
12 100 000
TSTR: 3 | THD: 10 | AC: 10 | AP: 3 |
Keywords: Titanic, Unstoppable.
Mobility: Walk 60m, swim 45, jump/climb 21m.
Resistance/weaknesses: Citadel has -1TD, rest is based on equipped armour.
Actions/abilities:
-Sacrifice: Sacrifice an arm (1 huge active), leg or 1 ap to halve the damage of an attack.
-Punch/Kick: acc6, 10m, 3 titanic bludgeoning, close combat, multiattack 1.
-2x Transforming claymore-rifle
Claymore: 4 TD Piercing/slashing, 10m
F: Heavily armored opponents
Rifle: Acc 3, 60 piercing, 30km
-May add delay 1 and +1ap to any of your attacks to double damage and turn them into area attacks 10m wide. If attacking something in the air its a cylinder 10m wide and as long as the range of the attack).
-Halve non-walk speed gains from all sources. Walk speed cannot be reduced in any way including through encumbrance.
Modules: Jets
Slots: 4 Huge active, 6 storage and encumbrance slots. 6 huge storage slots within the citadel.
Other media mechs
Balteus
This thing is 10m tall btw, with a 20m ring (not counted in size). The ring size is not mechanically represented on the statblock, but do note that is a concern if it wants to go inside a building.
Also the shield costs 2 000 000s by itself.
TSTR: 2 | THD: 4 | AC: 10 | AP: 3 |
Keywords: Huge, integrated weapons,
Mobility: Walk/swim 20m/65ft, jump/climb 6m/20ft, fly 60m/200ft.
Resistance/weaknesses: -12 physical.
Actions/abilities:
-Sacrifice: Sacrifice an arm (1 large active), leg or 1 ap to halve the damage of an attack.
-Shield generator: 2 charges, it can be used as a free action when not during your turn to generate a shield that absorbs 2THD worth of ranged physical or elemental damage. Can only shield a huge slot worth of space.
The shield has weaknessx2 to lightning and fire.
Missile array: Launches 16 projectiles, distributed amongst as many targets within detection, takes 3 rounds and 50 000s to reload (using its own autoloaders, so no actions needed).
Each missile may make a 45 degree turn once in its trajectory, otherwise it goes straight.
-Missile: 180m range, 4d6 piercing/fire/force damage, 3m line on impact.
Heavy flamethrower:
Jet: 48m line, 32 burning (DOT fire), reload 2 (100L of gasoline)
-Machine gun: Acc3, 24 piercing, 2700m, x3 shots, multiattack.
-2 Shotguns, reload 1.
-Shot: acc1, 6x8 piercing, Impale, 540m
F: Shots within 6m
-Slug: acc1, 40 piercing, Anti-Material, 2160m.
F: Shots within 6m
Slots: 8 Large storage and encumbrance slots .
You also have the pilot, reactor, and 2 huge storage slots within the citadel.
Pacific rim, for obvious reasons
Ship examples
Mass production models are models who are produced by several factories, and generally have high double - low triple digit numbers produced.
Nine rivers vessels
The ISS Santa Atrevida - 30 000 000s
The arguably the oldest model of third generation combat airship, it has undergone numerous upgrades as time has advanced gone on, and some version of it will likely remain in service well into the next century.
In response to increasing ranges amongst its more modern peers, special long range munitions were added to the citadel, which were built with an additional high security cargo bay for this very reason. These munitions are doctrinally only used in situations where the ship is taking fire from beyond its effective range, or if it is in a situation where it will suffer unacceptable damage.
Named after the late saint usurper Maria Atrevida Cortez, who was the high marshal of the first legion at the time of the inauguration of the class and died during the initial days of the cataclysm.
TSTR: 6 | THD: 20 | AC: 10 | AP: 3 |
Keywords: Souled, titanic, Unstoppable.
Mobility: 2km/minute air, 60ft/20m swim.
Resistances: Physical-70 (Bottom, front, left, right), physical -20 (top, rear)
Actions/abilities:
-Crew is 200 marines and 14-30 anchored cultivators.
Stormbringer (Bottom, variant 1): Acc6, 30km, 1 titanic piercing, x3 shots, multiattack, deadzone 20.
Note: May have a small amount of glinting powder munition used to double damage and range.
The stormbringer self loading cannon can only fire the glinting powder rounds while stationary, as it needs to spatially lock the entire frame for vibration reasons. They also cost an eyewatering 4000s per shot, which is reasonable all things considered.
-Subsystems (summarized): Engineering, damage control, sensory suitex3 (auditory+visual+olfactory), phototelegram, munition storage (blowout panel), arm, jets (x2), security systems, spatial locking plating (front), maneuvering gear.
Slots (after standard outfitting): 80 huge storage, 150 encumberance. 8 huge storage within the citadel.
RSS Thomas Anderson - 15 000 000s
TSTR: 3 | THD: 12 | AC: 10 | AP: 3 |
Keywords: Souled, titanic, Unstoppable.
Mobility: 2km/minute air. 60ft/20m swim.
Resistances/weaknesses: All -20
Actions/abilities:
-3xBombard (shotgun/grenade launcher): 2 huge slots, Reload 4, 2 shots before reloading,
HE: 12km, 300m radius on impact, 2 TD,
Shaped Charge: 12km, 20m line on impact 3 titanic piercing/force/fire, Anti-Material,
-Subsystems (summarized): Engineering, damage control, sensory suitex2 (auditory+visual), phototelegram, munition storage (blowout panel), arm, 3x spatial locking plating (front, left, right).
Slots: 60 huge storage, 90 encumbrance. 12 huge storage within the citadel.
The RSS Carolingian - 50 000 000s
The standard warship of the republican airship force, and one of two mass produced spatial locking airships in its weight class. It is the response to the Atrevida Class, built to reliably beat its imperial counterpart.
Sporting three top mounted, double barrel 320mm high velocity cannons, a length of 290 meters, a beam of 30m and a draft of 36m, it is one of the heaviest armored mass production airships available.
A second version is under works, which increases the category to 10 to add a set of 10 autoloaders and 2 additional active slots which can be filled with anything but is usually used for an organic gun of some sort.
TSTR: 8 | THD: 32 | AC: 10 | AP: 6 |
Keywords: Souled, titanic, Unstoppable.
Mobility: 2km/minute air. 60ft/20m swim.
Can move forwards into any lateral direction, with the reverse movement profile being replaced with a vertical movement profile with the same rules.
Resistances: -70 (all sides save front), -120 (front)
Actions/abilities:
-Crew is 120 printed men, 40 sailors and 8-40 anchored cultivators.
-Double barrel main guns (3, top mounted): 60km, reload 12, 5TD, can fire 2 shots before reloading.
-Secondary autocannon (10): Multiattack, Acc6, Full length, 20 piercing, 360m, anti material, deadzone 4.
F: Flying targets
Each may attack 3 times with its own ap
-Subsystems (summarized): Engineering, damage control, sensory suitex2 (auditory+visual), phototelegram, munition storage (blowout panel), arm, security systems, spatial locking plating (2xfront), secondary organism (citadel).
Slots (after standard outfitting): 80 huge storage, 240 encumbrance.
Atlas class superheavy carrier - 150 000 000s
The panamax equivalent standard for ships, this is the largest vehicle carrier in use in the entire world, restricting most vessels to an unladen weight of 100 000 tons.
A majority of vessels are produced in the graveyard of stars then shipped south using one of these. Both Tlannana Tzalitztli and the Sunken City have the capacity to make ships significantly in excess of this weight, though their overall capacity is much smaller (the largest ship regularly produced there coming out at 2.6 million tons, of which one is produced bi-annually).
TSTR: 50 | THD: 200 | AC: 10 | AP: 3 |
Keywords: Souled, titanic, Unstoppable.
Mobility: 1 km/minute air or water.
Resistances/weaknesses:
Actions/abilities:
-Subsystems (summarized): Engineering x6, damage control, sensory suitex1 (visual), phototelegram, arm x10, .
Slots: 100 huge active, 4000 huge storage and encumbrance, 200 storage within the citadel.
-200 000 000s
The largest combat airship model in the entire world (excluding some one off designs). It is a republican design intended to combat imperial naval vessels of comparable weight class.
As the republic does not have any coastal facilities large enough to produce vessels of this size, instead relying on its territories within the graveyard of stars, it is also the largest ship in republican service.
It is also nearly a km long, though most of that is empty bulkheads for redundant buoyancy (it can stay afloat with two thirds of its bulkheads compromised). As such its density is surprisingly low (coming in at a laden weight of under a million tons)
TSTR: 50 | THD: 300 | AC: 10 | AP: 6 |
Keywords: Souled, titanic, Unstoppable.
Mobility: 1 km/minute air or water.
Resistances/weaknesses: Physical-70 (all sides)
Actions/abilities:
-2xWorldbreaker Cannon 90km, reload 8, 10TD, can fire 2 shots before reloading,
Also comes with glinting powder rounds, which double range and damage. These cost an eye watering 8 000 000s each.
-Secondary autocannon (60): Multiattack, Acc6, Full length, 20 piercing, 360m, anti material, deadzone 4.
F: Flying targets
-Subsystems (summarized): Engineering x10, damage control x10, sensory suitex10 (All conceivable), phototelegramx4, munition storage x40 (blowout panel), security systems.
Each may attack 3 times with its own ap
Slots: 400 huge storage and 2000 encumbrance, 50 storage within the citadel.
Other media vessels
Highfleet again. Interestingly, due to the way these operate, all the ships (even the very large ones like this one) in highfleet would use the shuttle templates.
While using non titanic weapons is a good way to increase DPR, the range disadvantage makes this suicidal for ships without extreme speed. Even then, the armament of this ship is completely unsuitable to fighting similarly sized airships, with only its nuclear weapons being able to pierce their armour.
If you do not know what highfleet is you can see her fighting here.
RSS Sevastopol - 30 000 000s
TSTR: 4 | THD: 16 | AC: 10 | AP: 3 |
Keywords: Souled, titanic.
Mobility: 60ft/20m swim, 3km/m air.
Resistances/weaknesses: All -20
Actions/abilities:
-You consume half the fuel from jets if moving within 60 meters of the ground/surface.
Primaries
-1x MK-6-180-SQUALL: Acc2, 1080m, 40 piercing, x9 shots, Multiattack, anti material.
F: Shots within 54m (IE: Advantage on hit rolls against targets within 54m)
Note: This is not a superheavy scale weapon, as such it is always fired in direct fire mode, and arrives the same round it is fired.
-Missile tubes: Can launch as many missiles from the inventory as desired. (Takes 1ap to fire any amount)
Secondaries
-3x MK-2-180-SARMAT: 1080m, 40 piercing, anti material, reload 2, 2 shots before reloading.
AK-725 VYMPEL: Multiattack, Acc6, Full length, 10 piercing, 120m, anti material, deadzone 2.
F: Flying targets
-Modules: Altitude thrusters, sensory organ x5 (passive radarx2, active radar x2, IRx1), munition storage x4, nuclear thrusters.
-Missile inventory (note, missiles are not considered basic equipment): 4x nuclear, 15x HE-Interceptor, 8x HE offensive.
HE warhead: 40 force, 27m diameter blast, Dawn-Broken
Slots: 100 storage (largely filled entirely with fuel).
Currently unfinished:
The RDAS
The HMS Leviathan
Appendix 1 - Thread weapons
(currently quite imbalanced, not really intended to be balanced anyway)
Thread weapons
(Worth 100 000s each)
-Recharges with 1 less max charge when set aflame for 10 minutes. Or without max charge reduction when recharged at a nuclear generator for the same time.
-Note that these are not dawn broken.
-Gravitational beam emitter (2 ap): 400m line, 6d6 knockback and force/piercing (roll once only), 3 charges, 1 small slot.
Can spend an additional charge and increase delay by one in order to double range and damage. This can be done multiple times.
-2 Hypervelocity rifles: acc6, x5 shots, multiattack, 2 small slots.
Designed to be used by augmented humans, as such, fire rate is capped to x[strenght] shots unless fired from prone.
In addition, it comes with a box of 1000 rounds of 556 (1 small slot).
Hypervelocity 556: 5 piercing, 1km.
-Las gun: 20 charges, 2 small slots.
-Pulse: 200m, 2d12 fire/force/radiant, autohit, multiattack.
-Beam: xd6 radiant, 1000m line, x is equal to the amount of charges left, consumes all.
-Thunder rifle: 30m, 12 lightning, autohit, jumps 3 times within 3m range, 12 charges, 2 small slots.
-Plasma cutter: 30m, acc6, 12 fire/radiant, anti-material, multiattack 1, dismember 1, 12 charges, 2 small slots. Regains critical damage on called shots.
-Tachyon rifle: 300m, 1d20 radiant, hits automatically 1 round in the past, 6 charges, 4 small slots.
-Gamma rifle: 600m cone, 1d20 radiant, passes through non-magnetic material. 1 charge, 4 small slots.
-Spalling cannon: acc 6, 800m, 6d12 force, anti-material, resistance is converted into weakness, 4 small slots, 4 charges.
-Resonance cascade cannon (2 ap): Delayed x, 3x3m plane moving at 1km/s, (3^x)+6 force, 1 charge, 2 medium slots. Roll 1d6 to determine x. Expends x thaums.
-Rail gun: 4km, acc6, 40 piercing/force, anti-material, reload 2 (black steel bolt), 6 charges, 8 small slots. Rolls a d20 when attacking.
-Missile (4 medium slots): Wire guided by default, can also beamride off of a photo-telegram. 2000km range. Moves at 20km/minute (so takes 100 minutes to travel maximum range).
Can have a custom payload comprised of 1 medium slot and 3 encumbrance slots (encumbrance halves range), or pay 100 000s for a proprietary payload: 4 force TD, 60m/100ft diameter explosion.
-Guidance package: 10 32mm attachments, or 10 upscaled 32mm attachments, or 2 twice upscaled attachments. You may attach 10 twice upscaled attachments to a single titanic projectile to guide it.
Each adds 30m/100ft of range to a single projectile. Can be fired as a free action as is, or as assistance to an existing projectile. Able to home in on targets, granting advantage on rolls to hit, and allowing you to retarget a different point each round if you have travel time.
It takes an additional action to load the guidance package onto the ordnance, but it comes with its own fuel so does not slow it down.
-Acceleration rail: Attach a firearm to increase its accuracy by 4, and increase max accuracy by 2. In addition, you may decide to double the ap cost of an action with this firearm (minimum 2 actions net) in order to double range and damage.
Can alternatively purchase a half cost one which has the same effect, but multiplies the weight of the firearm they are attached to by 1.5.
A singular gun may only accept a single rail.
-Shield generator: 1 charge, 1 small slot, it can be used as a free action when not during your turn to generate a shield that absorbs 1THD worth of ranged physical or elemental damage. Hits that break the shield do not spill damage over. In addition, after a shield breaks, no new shields can be brought up in a 12m area from the generator for 1 minute.
The shield covers a large creature or object.
You are completely physically immobile while the shield is active.
The shield has weaknessx2 to lightning and fire.
You may pay double for a generator that does not need to be immobile during use.
Variable blade: acc1, 8 slashing, multiattack 1, 1 small slot, (only double cost if upscaled)
-Ignores damage resistance.
-Brain case (implant) (1 body slot): Allows a vermin to possess any body implanted with this organ.
-Magnetic harness: 2 small slots, 100 charges. Does not need to be in an active slot to be used.
-As an action you may spend up to 40 charges to pull or knock back a magnetic target by that amount. You are subjected to an equal and opposite force. If used while having forced movement immunity, the harness takes an equivalent amount of damage. Charges assume a medium target (remember: “medium” gets upscaled when this does).
-Cycler: Double the fire rate of a self loading weapon.
Note: This, alongside the rail, only works on weapons of up to one medium slot of size.
Gallery
Highfleet
Ivan Rastrigin
Aoiwaffle
Mark Harrison
Aoiwaffle
Dreadnought
Jan Boruta
Btw, the atlas is a carrier in this sense, not in the aircraft carrier sense.
Mandatory mental image for whenever you fire your guns.
Dune - Deal Ferrand
Tomi Vaisanen
Note - Popularity of various platforms
Here are the various subtypes of the “mech” biovehicle lineage.
Each step is at least halving in terms of total tonnage constructed. So each section has more mass than all sections below it.
1 - Naval ships
2 - Aqueous resonance airships
3 - Spatial locking airships
4 - Standard mechs
5 - Landships
6 - Superheavy mechs
7 - Submersibles
8 - Burrowers
9 - Iron angels
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