Rules on using Superheavies
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Unique Models
PTX-001 G-Defiant Peacecraft

Default Characteristics
Default Characteristics |
Name |
Value |
Bonus |
Weapon Skill |
+10 |
- |
Ballistic Skill |
+10 |
- |
Strength |
40 |
4 |
Toughness |
50 |
5 |
Agility |
60 |
6 |
Perception |
+10 |
- |
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Body Parts
Body Parts |
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
10 |
20 |
Right Arm |
11 – 20 |
10 |
20 |
Left Arm |
21 – 30 |
10 |
20 |
Body |
31 – 50 |
12 |
24 |
Right Leg |
71 – 85 |
10 |
20 |
Left Leg |
86 – 100 |
10 |
20 |
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Traits
Trait |
Subtitle |
Effect |
Ablative Shell |
- |
The unit possesses an Ablative (5) Quality on the Body Location. |
Peaceknight Cockpit |
AC Suit, Core Block, Durable, Peaceknight, Peace Suite |
The unit is designed to use a highly advanced AC Suit as a Cockpit. This has multiple effects, detailed below. It is only killed if the body is destroyed. If the head is destroyed, then it is rendered blind; on the pilot's turn they may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
AC Suit |
The unit takes a +40 bonus to ejection tests. Once ejected, the pilot counts as having AB3 for the purposes of movement. |
- |
Core Block |
The unit is only killed if the body is destroyed; removing the head merely blinds it. In this situation, on their turn the pilot may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
Durable |
Damage to the pilot from Cockpit breaches are halved. |
- |
Peaceknight |
The unit has a unique AI. This AI counts as a Follower, but does not cost XP or count toward the Follower limit. The AI uses this template for all actions. The pilot and AI share a fate pool. |
- |
Peace Suite |
The unit counts as always possessing every advancement in the 'AC Suit Mods' category. |
Booster Module |
- |
The unit possesses the Flight (AB) and Hoverer (AB) Traits. |
Machine |
- |
This unit is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. |
Multirole |
- |
This unit can be designed to fulfill various roles in combat. Before each battle, choose one of the roles below. |
- |
Command |
So long as you are Squad Leader, your Commander gains an extra Formation Slot, and you may, once per mission, activate a Formation using Commander action costs instead of Squad Leader costs. |
- |
Recon |
You gain an extra Sensor Module Slot and reduce all DTV by 2. Furthermore, you always count as Assisting the rest of your Squad for the purpose of Awareness tests. |
- |
Support |
You double the capacity of any Wing Dock loadouts- Storage docks can now hold twice as much and any expendables now have one extra use. Furthermore, you double the range of Technician talents. |
Prometheus Mode |
- |
Prometheus Mode is the Peacecraft's anti-Evangelion system. Whenever you are in the presence of a hostile enemy possessing an active AT Field, you may activate Prometheus Mode as a Free Action. Until the end of the next three turns, the Peacecraft gains Unnatural Strength, Toughness and Agility (+2) and the Stuff of Nightmares trait. It gains an extra half action, which may be traded into an extra reaction. For the duration of Prometheus Mode, so long as both are active, the pilot and AI use the collective best characteristic between them for tests and may share Talents, although if they have multiple versions of the same talent (eg. Peer) they do not stack but take the highest. Finally, the Peacecraft may use its equipped Prometheus Weapon as outlined in that weapons' profile. However, all of this places huge strain on the system. At the start of the turn after Prometheus Mode ends, Prometheus Mode shuts down. On this turn, the Prometheus may only take half actions. For the rest of the battle, you reduce Agility and Strength by 20 and take a -10 penalty to all tests. Finally, after using Prometheus Mode, regardless of the status of the Peacecraft, it counts as damaged for the purposes of Campaign Turn repairs. |
Prometheus Weapons |
- |
The Peacecraft may be equipped with Prometheus Weapons, which change how its Prometheus Mode behaves, either through passive effects or by allowing it to use a special attack during this time. The Peacecraft may never have more than one Prometheus Weapon equipped. |
Suzanium Construct |
- |
Suzanium Alloy has been extensively used to build this unit. It always possesses the Suzanium Alloy esoteric upgrade, but this does not take up its Esoteric Alloy slot. |
Third Generation |
- |
This unit is a cutting edge 'Modular Fighter', and is made of components that will take years to enter mass production. It contains multiple unique weapons, detailed in the 'Unique Weapons' list. It also can equip special Frames, which can drastically change how it behaves. |
Weapon Loadout Peaceknight |
- |
This unit may equip any type of weapon except for Mounted Weapons. |
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Default Characteristics
Default Characteristics |
Name |
Value |
Bonus |
Weapon Skill |
+10 |
- |
Ballistic Skill |
+10 |
- |
Strength |
40 |
4 |
Toughness |
50 |
5 |
Agility |
40 |
4 |
Perception |
+10 |
- |
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Body Parts
Body Parts |
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
12 |
20 |
Right Arm |
11 – 20 |
12 |
20 |
Left Arm |
21 – 30 |
12 |
20 |
Body |
31 – 50 |
14 |
24 |
Right Leg |
71 – 85 |
12 |
20 |
Left Leg |
86 – 100 |
12 |
20 |
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Traits
Trait |
Subtitle |
Effect |
Ablative Shell, FULLARMS |
- |
The unit possesses an Ablative (6) Quality on the Body Location. |
Peaceknight Cockpit |
AC Suit, Core Block, Durable, Peaceknight, Peace Suite |
The unit is designed to use a highly advanced AC Suit as a Cockpit. This has multiple effects, detailed below. It is only killed if the body is destroyed. If the head is destroyed, then it is rendered blind; on the pilot's turn they may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
AC Suit |
The unit takes a +40 bonus to ejection tests. Once ejected, the pilot counts as having AB3 for the purposes of movement. |
- |
Core Block |
The unit is only killed if the body is destroyed; removing the head merely blinds it. In this situation, on their turn the pilot may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
Durable |
Damage to the pilot from Cockpit breaches are halved. |
- |
Peaceknight |
The unit has a unique AI. This AI counts as a Follower, but does not cost XP or count toward the Follower limit. The AI uses this template for all actions. The pilot and AI share a fate pool. |
- |
Peace Suite |
The unit counts as always possessing every advancement in the 'AC Suit Mods' category. |
Booster Module |
- |
The unit possesses the Flight (AB) and Hoverer (AB) Traits. |
Machine |
- |
This unit is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. |
Multirole |
- |
This unit can be designed to fulfill various roles in combat. Before each battle, choose one of the roles below. |
- |
Command |
So long as you are Squad Leader, your Commander gains an extra Formation Slot, and you may, once per mission, activate a Formation using Commander action costs instead of Squad Leader costs. |
- |
Recon |
You gain an extra Sensor Module Slot and reduce all DTV by 2. Furthermore, you always count as Assisting the rest of your Squad for the purpose of Awareness tests. |
- |
Support |
You double the capacity of any Wing Dock loadouts- Storage docks can now hold twice as much and any expendables now have one extra use. Furthermore, you double the range of Technician talents. |
Prometheus Mode |
- |
Prometheus Mode is the Peacecraft's anti-Evangelion system. Whenever you are in the presence of a hostile enemy possessing an active AT Field, you may activate Prometheus Mode as a Free Action. Until the end of the next three turns, the Peacecraft gains Unnatural Strength, Toughness and Agility (+2) and the Stuff of Nightmares trait. It gains an extra half action, which may be traded into an extra reaction. For the duration of Prometheus Mode, so long as both are active, the pilot and AI use the collective best characteristic between them for tests and may share Talents, although if they have multiple versions of the same talent (eg. Peer) they do not stack but take the highest. Finally, the Peacecraft may use its equipped Prometheus Weapon as outlined in that weapons' profile. However, all of this places huge strain on the system. At the start of the turn after Prometheus Mode ends, Prometheus Mode shuts down. On this turn, the Prometheus may only take half actions. For the rest of the battle, you reduce Agility and Strength by 20 and take a -10 penalty to all tests. Finally, after using Prometheus Mode, regardless of the status of the Peacecraft, it counts as damaged for the purposes of Campaign Turn repairs. |
Prometheus Weapons |
- |
The Peacecraft may be equipped with Prometheus Weapons, which change how its Prometheus Mode behaves, either through passive effects or by allowing it to use a special attack during this time. The Peacecraft may never have more than one Prometheus Weapon equipped. |
Suzanium Construct |
- |
Suzanium Alloy has been extensively used to build this unit. It always possesses the Suzanium Alloy esoteric upgrade, but this does not take up its Esoteric Alloy slot. |
Third Generation |
- |
This unit is a cutting edge 'Modular Fighter', and is made of components that will take years to enter mass production. It contains multiple unique weapons, detailed in the 'Unique Weapons' list. It also can equip special Frames, which can drastically change how it behaves. |
Weapon Loadout Peaceknight |
- |
This unit may equip any type of weapon except for Mounted Weapons. |
FULLARMS additions |
FULLARMS overview |
- |
This is the FULLARMS variant of the G-Defiant. It possesses +2 AP, its Ablative Shell is 6 instead of 5, and it may now equip any type of weapon including Mounted ones, allowing it to wield the Vortex Warhead. It also possesses an ammo conservation mechanism. It loses 20 Agility. |
Ammo Conservation FULLARMS |
- |
Whenever you make a semi or full auto attack, instead of using ammo up to the maximum of the weapon's Semi/Full quality, you only use whatever ammo necessary for the hits that landed. (So if a weapon is Full Auto 8 and you only land 4 hits, you use 4 ammo, not 8.) Note that even if you miss with every hit, you still use at least 1 ammo. |
Recoil Stability FULLARMS |
- |
You may fire basic weapons one-handed without penalty. |
Weapon Loadout FULLARMS |
- |
This unit may equip any type of weapon. |
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Prometheus Mode Weapons
Weapon |
Subtitle |
Location |
Effect |
Chrysanthemum Crest Pierce Mode |
- |
Head |
The horn array on the Peacecraft's head splits open into a ten-pronged array, which generates an AT-baffling quark field around it. So long as you are in Prometheus Mode, you may each turn, as a Free Action, reduce the deflection of all AT Fields within Close Range (30dm/3km) by 40%. Alternatively you may focus the effects, reducing the deflection of a single AT Field within Close Range by 80%. As a Half Action, once per battle, you may focus the energies of the array into a single powerful beam attack, with a range of Very Long (150dm/15km), dealing 1d10+10 Energy damage with Pen 10 and possessing the Positron, Disruption (10) and Tearing qualities. Using this attack disables the Chrysanthemum Crest. |
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Peaceknight Unique Weapons |
Name |
Class |
Range |
RoF |
Dmg. |
Pen. |
Clip |
Rld. |
Special |
Melee Weapons |
Positron Beamsabre |
Melee (1H), Thrown |
Close Range (30dm/3km) |
- |
2d10+2E |
4 |
- |
- |
Best, Compact, Energised, Positron; Balanced, Fast, Power Field (25) |
Basic Ranged Weapons |
Positron Beam Rifle |
Basic, Positron |
Very Long (150dm/15km) |
S/2/4 |
1d10+6E |
8 |
24 |
Full |
Best, G-Maximal, Positron; Accurate, Rapid-Fire |
Heavy Ranged Weapons |
Vortex Missile Launcher |
Heavy |
Very Long (150dm/15km) |
S/-/- |
2d10+2E |
6 |
3 |
2 Full |
Best, Vortex (3); Tearing; Mounted (10), Unreliable |
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Production Custom Models
PTS-1 D-Titan


The Defender-Titan (D-Titan) is a superheavy mechanized unit developed for the US Military. Its production and development have been a closely-guarded secret ever since the LN War. Unlike the T-RIDEN-T, which is a heavy gun platform designed for hunting Evangelion units, or the E-Destroyer, which is a rapid-moving hunter-killer made for ambush tactics, the D-Titan is built with the same design philosophy as the humble T-Dreadnought, except moreso. To this end, the D-Titan is not primarily an Evangelion hunter, but rather made to act as a line unit and let the Evas do the specialized work.
The D-Titan is an excellent machine. It is a marvel of modern engineering, being composed of peerless constructive materials using only the best methods, its technological suites are sophisticated and elegant, its piloting systems state of the art and its redundancies and protection systems superb. All of this presented in a brutalistic, hard design with the sole purpose of deploying sheer, overwhelming and unsubtle force against any target it wants, now. For this and other reasons, the D-Titan can be considered the pinnacle of American military development.
D-Titan A(ssault)
Default Characteristics
Default Characteristics |
Name |
Value |
Bonus |
Weapon Skill |
+5 |
0 |
Ballistic Skill |
+5 |
0 |
Strength |
35 |
3 |
Toughness |
40 |
4 |
Agility |
40 |
4 |
Perception |
+5 |
0 |
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Body Parts
Body Parts |
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
4 |
10 |
Right Arm |
11 – 20 |
4 |
12 |
Left Arm |
21 – 30 |
4 |
12 |
Body |
31 – 50 |
6 |
14 |
Right Leg |
71 – 85 |
4 |
12 |
Left Leg |
86 – 100 |
4 |
12 |
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Traits
Trait |
Subtitle |
Effect |
Ablative Shell |
- |
The unit possesses an Ablative (5) Quality on the Body Location. |
AC Cockpit |
- |
The unit is designed to use an AC Suit as a Cockpit. This has multiple effects, detailed below. It is only killed if the body is destroyed. If the head is destroyed, then it is rendered blind; on the pilot's turn they may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
AC Suit |
The unit takes a +40 bonus to ejection tests. Once ejected, the pilot counts as having AB3 for the purposes of movement. |
- |
Core Block |
The unit is only killed if the body is destroyed; removing the head merely blinds it. In this situation, on their turn the pilot may test Awareness as a Free Action to remove blindness penalties against targets within 3km. |
- |
Durable |
Damage to the pilot from Cockpit breaches are halved. |
Booster Module |
- |
The unit possesses the Flight (AB) and Hoverer (AB) Traits. |
Machine |
- |
This unit is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. |
Multirole |
- |
This unit can be designed to fulfill various roles in combat. Before each battle, choose one of the roles below. |
- |
Command |
So long as you are Squad Leader, your Commander gains an extra Formation Slot, and you may, once per mission, activate a Formation using Commander action costs instead of Squad Leader costs. |
- |
Recon |
You gain an extra Sensor Module Slot and reduce all DTV by 2. Furthermore, you always count as Assisting the rest of your Squad for the purpose of Awareness tests. |
- |
Support |
You double the capacity of any Wing Dock loadouts- Storage docks can now hold twice as much and any expendables now have one extra use. Furthermore, you double the range of Technician talents. |
Weapon Loadout Medium |
- |
This unit may equip any type of weapon except for Heavy Weapons. |
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D-Titan B(ombardier)
Default Characteristics
Default Characteristics |
Name |
Value |
Bonus |
Weapon Skill |
+0 |
- |
Ballistic Skill |
+10 |
- |
Strength |
30 |
3 |
Toughness |
50 |
5 |
Agility |
30 |
3 |
Perception |
+5 |
- |
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Body Parts
Body Parts |
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
5 |
12 |
Right Arm |
11 – 20 |
5 |
14 |
Left Arm |
21 – 30 |
5 |
14 |
Body |
31 – 50 |
7 |
16 |
Right Leg |
71 – 85 |
5 |
14 |
Left Leg |
86 – 100 |
5 |
14 |
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Traits
Trait |
Subtitle |
Effect |
Ablative Shell |
- |
The unit possesses an Ablative (5) Quality on the Body Location. |
AC Cockpit |
- |
The unit is designed to use an AC Suit as a Cockpit. This has multiple effects, detailed below. It is only killed if the body is destroyed. If the head is destroyed, then it is rendered blind; on the pilot's turn they may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
AC Suit |
The unit takes a +40 bonus to ejection tests. Once ejected, the pilot counts as having AB3 for the purposes of movement. |
- |
Core Block |
The unit is only killed if the body is destroyed; removing the head merely blinds it. In this situation, on their turn the pilot may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
Durable |
Damage to the pilot from Cockpit breaches are halved. |
Booster Module |
- |
The unit possesses the Flight (AB) and Hoverer (AB) Traits. |
Combat Artillery Mounting |
- |
The D-Titan-B possesses a Combat Artillery Mounting, a free upgrade which takes up the Conventional Defense slot. The CAM allows for the D-Titan-B to carry a Heavy Weapon one-handed, one in both hands, although it may not take a Great Cannon in this way. Heavy Railguns taken this way may not be fired unless the D-Titan-B possesses an Entrenchment Artillery System and is entrenched. If both weapons are of the same type, then the weapons are merged into a single weapon with the same qualities as both but doubling ammo. The weapon may then be given the Twin-Linked quality, or have its Semi/Full capacity doubled and given the Storm quality. If an arm is lost, the weapon attached to that shoulder is also lost (merged weapons halve remaining ammo and lose the Twin-Linked quality/Storm quality). |
Heavy Frame |
- |
This unit is designed for heavy weapons; it possesses the Bulging Biceps talent and never suffers penalties to Agility due to heavy weapons or heavy armour. |
Machine |
- |
This unit is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. |
Weapon Loadout Heavy |
- |
This unit may equip any type of weapon except for Great Cannons. |
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D-Titan C(ommando)
Default Characteristics
Default Characteristics |
Name |
Value |
Bonus |
Weapon Skill |
+10 |
- |
Ballistic Skill |
0 |
- |
Strength |
40 |
4 |
Toughness |
30 |
3 |
Agility |
50 |
5 |
Perception |
+10 |
- |
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Body Parts
Body Parts |
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
3 |
8 |
Right Arm |
11 – 20 |
3 |
10 |
Left Arm |
21 – 30 |
3 |
10 |
Body |
31 – 50 |
5 |
12 |
Right Leg |
71 – 85 |
3 |
10 |
Left Leg |
86 – 100 |
3 |
10 |
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Traits
Trait |
Subtitle |
Effect |
Ablative Shell |
- |
The unit possesses an Ablative (5) Armour Quality on the Body Location. |
AC Cockpit |
- |
The unit is designed to use an AC Suit as a Cockpit. This has multiple effects, detailed below. It is only killed if the body is destroyed. If the head is destroyed, then it is rendered blind; on the pilot's turn they may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
AC Suit |
The unit takes a +40 bonus to ejection tests. Once ejected, the pilot counts as having AB3 for the purposes of movement. |
- |
Core Block |
The unit is only killed if the body is destroyed; removing the head merely blinds it. In this situation, on their turn the pilot may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
Durable |
Damage to the pilot from Cockpit breaches are halved. |
Booster Module |
- |
The unit possesses the Flight (AB) and Hoverer (AB) Traits. |
Machine |
- |
This unit is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. |
Slight Frame |
- |
This unit counts as Scrawny for the purposes of to-hit penalties and Stealth bonuses. |
Stealth Field |
- |
This unit has the Chameleon (Unl.) Armour Quality. |
Weapon Loadout Medium |
- |
This unit may equip any type of weapon except for Heavy Weapons. |
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D-Titan D(enial)
Default Characteristics
Default Characteristics |
Name |
Value |
Bonus |
Weapon Skill |
+5 |
- |
Ballistic Skill |
+5 |
- |
Strength |
35 |
3 |
Toughness |
50 |
5 |
Agility |
40 |
4 |
Perception |
+5 |
- |
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Body Parts
Body Parts |
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
5 |
12 |
Right Arm |
11 – 20 |
5 |
14 |
Left Arm |
21 – 30 |
5 |
14 |
Body |
31 – 50 |
7 |
16 |
Right Leg |
71 – 85 |
5 |
14 |
Left Leg |
86 – 100 |
5 |
14 |
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Traits
Trait |
Subtitle |
Effect |
Ablative Shell |
- |
The unit possesses an Ablative (5) Quality on the Body Location. |
AC Cockpit |
- |
The unit is designed to use an AC Suit as a Cockpit. This has multiple effects, detailed below. It is only killed if the body is destroyed. If the head is destroyed, then it is rendered blind; on the pilot's turn they may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
AC Suit |
The unit takes a +40 bonus to ejection tests. Once ejected, the pilot counts as having AB3 for the purposes of movement. |
- |
Core Block |
The unit is only killed if the body is destroyed; removing the head merely blinds it. In this situation, on their turn the pilot may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
Durable |
Damage to the pilot from Cockpit breaches are halved. |
Booster Module |
- |
The unit possesses the Flight (AB) and Hoverer (AB) Traits. |
Defense Frame |
- |
This unit may possess two Esoteric Defenses instead of one. |
Machine |
- |
This unit is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. |
Weapon Loadout Medium |
- |
This unit may equip any type of weapon except for Heavy Weapons. Furthermore, the unit has a small pool of free weapons. Every battle, the unit has access to one copy of each free weapon; this weapon may be deployed with the unit, or stored in a Port for mid-battle deployment. |
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AT-12 E-Destroyer




Default Characteristics
Default Characteristics |
Name |
Value |
Bonus |
Weapon Skill |
+5 |
- |
Ballistic Skill |
+5 |
- |
Strength |
30 |
3 |
Toughness |
30 |
3 |
Agility |
50 |
5 |
Perception |
+5 |
- |
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Body Parts
Body Parts |
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
3 |
8 |
Right Arm |
11 – 20 |
3 |
10 |
Left Arm |
21 – 30 |
3 |
10 |
Body |
31 – 50 |
5 |
12 |
Right Leg |
71 – 85 |
3 |
10 |
Left Leg |
86 – 100 |
3 |
10 |
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Traits
Trait |
Subtitle |
Effect |
Ablative Shell |
- |
The unit possesses an Ablative (5) Quality on the Body Location. |
AC Cockpit |
AC Suit, Core Block, Durable |
The unit is designed to use an AC Suit as a Cockpit. This has multiple effects, detailed below. It is only killed if the body is destroyed. If the head is destroyed, then it is rendered blind; on the pilot's turn they may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
AC Suit |
The unit takes a +40 bonus to ejection tests. Once ejected, the pilot counts as having AB3 for the purposes of movement. |
- |
Core Block |
The unit is only killed if the body is destroyed; removing the head merely blinds it. In this situation, on their turn the pilot may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
Durable |
Damage to the pilot from Cockpit breaches are halved. |
Aerobalancer |
- |
You gain a +10 to dodge and the Flight and Hoverer (both AB) traits. You no longer expend a Reaction in order to fly. However, if you take Critical Damage to the body, this upgrade ceases to function. This system may also be targeted by a Called Shot (-20 penalty), where it will be disabled after taking 10 damage. |
Machine |
- |
This unit is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. |
Multirole |
- |
This unit can be designed to fulfill various roles in combat. Before each battle, choose one of the roles below. |
- |
Command |
So long as you are Squad Leader, your Commander gains an extra Formation Slot, and you may, once per mission, activate a Formation using Commander action costs instead of Squad Leader costs. |
- |
Recon |
You gain an extra Sensor Module Slot and reduce all DTV by 2. Furthermore, you always count as Assisting the rest of your Squad for the purpose of Awareness tests. |
- |
Support |
You double the capacity of any Wing Dock loadouts- Storage docks can now hold twice as much and any expendables now have one extra use. Furthermore, you double the range of Technician talents. |
Stake Gauntlet |
- |
This unit possesses a pair of Stake Gauntlets as standard, one on each arm. They may be Tesla Stakes or Pneumatic Stakes as preferred, and may be changed outside of combat freely. |
Weapon Loadout Medium |
- |
This unit may equip any type of weapon except for Heavy Weapons. |
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Default Characteristics
Default Characteristics |
Name |
Value |
Bonus |
Weapon Skill |
- |
- |
Ballistic Skill |
+10 |
- |
Strength |
30 |
3 |
Toughness |
30 |
3 |
Agility |
45 |
4 |
Perception |
+5 |
- |
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Body Parts
Body Parts |
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
3 |
8 |
Right Arm |
11 – 20 |
3 |
10 |
Left Arm |
21 – 30 |
3 |
10 |
Body |
31 – 50 |
5 |
12 |
Right Leg |
71 – 85 |
3 |
10 |
Left Leg |
86 – 100 |
3 |
10 |
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Traits
Trait |
Subtitle |
Effect |
Ablative Shell |
- |
The unit possesses an Ablative (5) Quality on the Body Location. |
AC Cockpit |
AC Suit, Core Block, Durable |
The unit is designed to use an AC Suit as a Cockpit. This has multiple effects, detailed below. It is only killed if the body is destroyed. If the head is destroyed, then it is rendered blind; on the pilot's turn they may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
AC Suit |
The unit takes a +40 bonus to ejection tests. Once ejected, the pilot counts as having AB3 for the purposes of movement. |
- |
Core Block |
The unit is only killed if the body is destroyed; removing the head merely blinds it. In this situation, on their turn the pilot may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
Durable |
Damage to the pilot from Cockpit breaches are halved. |
Aerobalancer |
- |
You gain a +10 to dodge and the Flight and Hoverer (both AB) traits. You no longer expend a Reaction in order to fly. However, if you take Critical Damage to the body, this upgrade ceases to function. This system may also be targeted by a Called Shot (-20 penalty), where it will be disabled after taking 10 damage. |
Devastator Frame |
- |
The Barbarossa gains a Devastator Frame, a free upgrade which takes up both shoulder slots. The Devastator Frame allows for two Heavy Weapons which do not possess the Mounted quality to be equipped to the Barbarossa's shoulders, each weapon taking up one shoulder. If both weapons are of the same type, then the weapons are merged into a single weapon with the same qualities as both but doubling ammo. The weapon may then be given the Twin-Linked quality, or have its Semi/Full capacity doubled and given the Storm quality. If an arm is lost, the weapon attached to that shoulder is also lost (merged weapons halve remaining ammo and lose the Twin-Linked quality/Storm quality). Equipping the Devastator Frame reduces your Agility by -10. |
Machine |
- |
This unit is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. |
Stakeless |
- |
Most E-Destroyers possess Stake Gauntlets as standard. Not the Barbarossa, though. Furthermore, it may not equip any upgrades that are noted as replacing Stake Gauntlets. |
Weapon Loadout Medium-Heavy |
- |
This unit may equip any type of weapon except for Heavy Weapons with the Mounted Quality. |
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Default Characteristics
Default Characteristics |
Name |
Value |
Bonus |
Weapon Skill |
+10 |
- |
Ballistic Skill |
0 |
- |
Strength |
40 |
4 |
Toughness |
30 |
3 |
Agility |
50 |
5 |
Perception |
+10 |
- |
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Body Parts
Body Parts |
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
2 |
8 |
Right Arm |
11 – 20 |
2 |
10 |
Left Arm |
21 – 30 |
2 |
10 |
Body |
31 – 50 |
4 |
12 |
Right Leg |
71 – 85 |
2 |
10 |
Left Leg |
86 – 100 |
2 |
10 |
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Traits
Trait |
Subtitle |
Effect |
Ablative Shell |
- |
The unit possesses an Ablative (5) Armour Quality on the Body Location. |
AC Cockpit |
AC Suit, Core Block, Durable |
The unit is designed to use an AC Suit as a Cockpit. This has multiple effects, detailed below. It is only killed if the body is destroyed. If the head is destroyed, then it is rendered blind; on the pilot's turn they may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
AC Suit |
The unit takes a +40 bonus to ejection tests. Once ejected, the pilot counts as having AB3 for the purposes of movement. |
- |
Core Block |
The unit is only killed if the body is destroyed; removing the head merely blinds it. In this situation, on their turn the pilot may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
Durable |
Damage to the pilot from Cockpit breaches are halved. |
Aerobalancer |
- |
You gain a +10 to dodge and the Flight and Hoverer (both AB) traits. You no longer expend a Reaction in order to fly. However, if you take Critical Damage to the body, this upgrade ceases to function. This system may also be targeted by a Called Shot (-20 penalty), where it will be disabled after taking 10 damage. |
Machine |
- |
This unit is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. |
Mobile Striker System |
- |
The Caesar-Type can use its small frame and fast engines to dance around enemies in close range. Can spend a half action or a reaction to force all enemies within Point Blank Range to take a -20 penalty to hit, and can use that same action/reaction to move to any point adjacent to any enemy in melee range. |
Slight Frame |
- |
This unit counts as Scrawny for the purposes of to-hit penalties and Stealth bonuses. |
Stake Gauntlet |
- |
This unit possesses a pair of Stake Gauntlets as standard, one on each arm. They may be Tesla Stakes or Pneumatic Stakes as preferred, and may be changed outside of combat freely. |
Weapon Loadout Medium |
- |
This unit may equip any type of weapon except for Heavy Weapons. |
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Default Characteristics
Default Characteristics |
Name |
Value |
Bonus |
Weapon Skill |
+5 |
- |
Ballistic Skill |
+5 |
- |
Strength |
30 |
3 |
Toughness |
40 |
4 |
Agility |
40 |
4 |
Perception |
+5 |
- |
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Body Parts
Body Parts |
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
4 |
10 |
Right Arm |
11 – 20 |
4 |
12 |
Left Arm |
21 – 30 |
4 |
12 |
Body |
31 – 50 |
6 |
14 |
Right Leg |
71 – 85 |
4 |
12 |
Left Leg |
86 – 100 |
4 |
12 |
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Traits
Trait |
Subtitle |
Effect |
Ablative Shell |
- |
The unit possesses an Ablative (5) Quality on the Body Location. |
AC Cockpit |
AC Suit, Core Block, Durable |
The unit is designed to use an AC Suit as a Cockpit. This has multiple effects, detailed below. It is only killed if the body is destroyed. If the head is destroyed, then it is rendered blind; on the pilot's turn they may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
AC Suit |
The unit takes a +40 bonus to ejection tests. Once ejected, the pilot counts as having AB3 for the purposes of movement. |
- |
Core Block |
The unit is only killed if the body is destroyed; removing the head merely blinds it. In this situation, on their turn the pilot may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km. |
- |
Durable |
Damage to the pilot from Cockpit breaches are halved. |
Aerobalancer |
- |
You gain a +10 to dodge and the Flight and Hoverer (both AB) traits. You no longer expend a Reaction in order to fly. However, if you take Critical Damage to the body, this upgrade ceases to function. This system may also be targeted by a Called Shot (-20 penalty), where it will be disabled after taking 10 damage. |
Defense Frame |
- |
This unit may possess two Esoteric Defenses instead of one. Furthermore, it takes a 1 SUP discount to Armour Upgrades and Conventional/Esoteric Module purchases. |
Machine |
- |
This unit is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. |
Weapon Loadout Medium |
- |
This unit may equip any type of weapon except for Heavy Weapons. |
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Thruster Raiden Tactical Land Cruiser (Trident)

The Thruster Raiden Tactical, also known as the T-RIDEN-T or the Trident, is a Superheavy mechanised unit developed by the Thruster Unity. It was designed in 2013 and the first functional prototypes were developed in mid-2015. Production models were later fielded by the end of 2015. The Trident was originally conceived as a solution to the "Evangelion Problem"- the lack of reliable, non-excessive methods to disable to destroy an Evangelion unit other than another Evangelion. The designs were stolen by the Liberated Nations when it was revealed that many Thruster scientists and engineers were actually LN agents or sympathisers. The UN subsequently devoted most of its war resources to maintaining the Evangelions. Thus, for the remainder of the LN War, the Trident was mostly associated with the LN, especially its elite NeoSpartan Attack Corps.
The Trident is a strange construct. Whereas most Superheavy units- the Solace, the Destroyer, the Titan- are bipedal in reaction to the Evangelion, the Trident has a hunchbacked sauropod frame. This design had problems and benefits quite different to that of the Eva or other Superheavies. The Trident Mark 1 was riddled with design problems- it was designed to be able to achieve flight, yet required massive fuel canisters that could only maintain flight for minutes. However, in order to achieve weight levels low enough for flight, the Trident ended up sacrificing much of its armoured capabilities without actually being that maneuverable.
The Trident Mark 2 saw marked improvements in practically every way over the Mark 1. New machining methods allowed for a thicker armoured shell with negligible weight increases; advances in portable positron technology allowed the Mark 2 to be outfitted with a reliable positron reactor, reducing its weight and allowing the bulky, volatile fuel tanks to be removed. Advanced weapon design techniques permitted the Trident to be outfitted with heavier 'calibre' weaponry than ever before. The Mark 2 design was so successful that it was adapted into two distinct variants- the Interceptor and the Artillery variants, with the Interceptor type designed on close-range combat with the Artillery type designed for devastating long-range combat. In combat, the Mark 2 performed well enough, although even with the improvements, match ups against Evangelion units were typically in the Evangelions' favour. A notable engagement between Tridents and Evas was the Battle of Almeria, a pitched battle between the LN's First Superheavy Regiment and the Paris and Eden Eva Detachments. The Evas carried the day, but not without suffering heavy damage in the process. The legendary Grendel, the Trident piloted by Raphael Guillory, was a Mark 2 Artillery Type.
The Trident Mark 3 is the latest model, although it is not the revolutionary upgrade that the Mark 2 was over the Mark 1. Instead, it would be fairer to call the Mark 3 a 'Mark 2.5'; it is an updated model, designed so that existing Mark 2s could be retrofitted with enough modern technology to be useful on the battlefield without requiring their owners to have to resort to making more of them.
The Mark 3 doesn't have the durability of the D-Titan, nor does it have the agility of the E-Destroyer. What it does have is a stocky frame capable of mounting weapons that even an Evangelion would struggle to carry.
Default Characteristics
Default Characteristics |
Name |
Value |
Bonus |
Weapon Skill |
+5 |
- |
Ballistic Skill |
+5 |
- |
Strength |
30 |
3 |
Toughness |
30 |
3 |
Agility |
40 |
4 |
Perception |
+5 |
- |
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Body Parts
Body Parts |
Body Part |
Hit Locations |
AP |
Wounds |
Head |
1 – 10 |
3 |
8 |
Right Arm |
11 – 20 |
3 |
10 |
Left Arm |
21 – 30 |
3 |
10 |
Body |
31 – 50 |
5 |
12 |
Right Leg |
71 – 85 |
3 |
10 |
Left Leg |
86 – 100 |
3 |
10 |
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Traits
Trait |
Subtitle |
Effect |
Bodycraft Cockpit |
Core Block, Durable, Reliable |
The unit features a specially designed 'Bodycraft' Cockpit; it is actually a fully self-realised aircraft in itself, resembling a large fighter jet. This has multiple effects, detailed below. It is only killed if the body is destroyed. If the head is destroyed, then it is rendered blind; on the pilot's turn they may test Awareness as a Free Action to remove blindness penalties against targets within 3km. |
- |
Bodycraft |
Once ejected, assuming the unit has not been breached, it may then move under its own power; it counts as having the Flight/Void (8) traits. |
- |
Core Block |
The unit is only killed if the body is destroyed; removing the head merely blinds it. In this situation, on their turn the pilot may test Awareness as a Free Action to remove blindness penalties against targets within 3km. |
Booster Module |
- |
The Trident is equipped with a Booster Module, giving it the Flight, Void and the Hoverer (All AB) traits. |
Broadside Interface |
- |
After making a Full Aim Action with the Trident, instead of gaining the hit bonus you may instead fire all of your weapons at once on single shot, rolling for each weapon individually. Talents and qualities that rely on Aim, such as Accurate, are not triggered. |
Integrated Weaponry |
- |
The Trident's weapons are attached to the hull permanently, and installing or replacing weapons takes hours of work. As a result, the Trident cannot drop any of its weapons. However, its weapons may not be removed or Disarmed by enemy action, and weapons' ammo clips are doubled automatically, unless they're Energy type, in which case they have unlimited ammo. Furthermore, it ignores any penalties associated with the Mounted weapon quality or wielding weapons one-handed. |
Machine |
- |
This unit is a Machine, rendering it susceptible to EMP attacks and the like, but immune to toxic-based or similar attacks. It uses the Machine Critical Damage table. |
Size (Hulking) |
- |
This unit is Size (Hulking). |
Weapon Hardpoints |
- |
The Trident's integrated weapon scheme means weapons must be attached to one of several hard points located on its body parts. Below are listed the four Weapon Hardpoints, where they are located, and what weapon they may equip. If the body part a weapon is attached to is destroyed, then that weapon is also destroyed. |
Special Equipment |
- |
The Trident comes free with some special equipment unique to it. Details are in the 'Special Equipment' tab. |
Design Limitations |
- |
The Trident's design predates Hero-type Modular Fighter design. It may not purchase or equip any Shoulder or Hand Modules. |
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Weapon Hardpoints |
Name |
Location |
Loadout Type |
Special |
Body Point |
Body |
One Basic or Heavy Weapon of any type except Great Positron Cannons. |
Weapon gains the Twin-Linked quality. |
Chin Point |
Head |
One Pistol or Basic Weapon of any type. |
May be fired as a Reaction. |
Left Arm Point |
Left Arm |
One Pistol, Basic or One-Handed Melee Weapon of any type. |
Arm may not be used to pick up objects or grapple. |
Right Arm Point |
Right Arm |
One Pistol, Basic or One-Handed Melee Weapon of any type. |
Arm may not be used to pick up objects or grapple. |
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Special Equipment
Body Shield
The Body Shield is a special armour frame that can be attached to the Trident to provide it with extra protection. However, such is its placement that it removes the Trident's ability to carry weapons on the body hardpoints. The Body Shield adds +6 AP to the Trident's Body and Head locations, but takes up the Body Point Weapon Hardpoint.
GPC Frame
The GPC Frame remodels the Trident's body in order to allow it to carry a massive Great Positron Cannon. The GPC Frame allows the Trident to equip a Great Positron Cannon on the Body Point. However, the Body Point loses the Twin-Linked Quality.
Manipulators
"These are the basic claws that the Trident uses to manipulate objects.
If the Trident does not have any weapon placed in either the Left or Right Arm Slot, that arm slot will be occupied with a Manipulator instead. The Manipulator can pick up objects and grapple, and has the following weapon profile:"
Name |
Class |
Range |
Dam. |
Pen. |
Special |
WUP |
Manipulator |
Melee |
- |
1d10+2 I |
1 |
'- |
'- |
Segregated Weapons Systems
This modifies the Trident's heavy weapons hardpoints so that they may be fired separately. This allows for a greater diversity of armament, but also requires more concentration to use. The Segregated Weapons System creates a second Body Point Hardpoint. However, both Body Point Hardpoints lose the Twin-Linked quality.
Thruster Iron Nelson

The original "Remote Wartrooper Thruster Solace" design was unveiled in 2015, the product of the Thruster Unity initiative. The TU was an attempt by an alliance of French manufacturers, engineers and arms industries to produce an alternative to the Evangelion- the world's first feasible "Eva Killer". Their original prototype was sabotaged by NERV; in the resultant stock market crash NERV took control of a large share of TU. It was not the only vulture waiting for TU's fall; the shadowy Dyse Heavy Industries- a seemingly unimportant player suddenly swollen with funds- gobbled up almost as much of TU as NERV. Dyse, as it turned out, was a front for the Liberated Nations; Dyse transferred large amounts of knowledge and technology back to Kenya and other places, indending to make Thruster tech the cornerstone of its anti-Eva plan.
During the LN War, over a hundred Mass Production models of the Solace were produced. More expensive than an army of tanks, cheaper than an Eva, the Solaces were powerful and formed the core of the LN's "Superheavy Regiments". However they ultimately proved unable to contend with Evangelions and UN forces on the field of battle.
Britain, like most wealthy nations in the UN, participated in the war against the LN. Britain's contribution, however, was almost entirely in warships. Post-Impact Britain had poured massive resources into building up its navy, and emerging technologies- such as cannons that could fire into space- were opening up options for such endeavours. Many advanced weapons required heavy ships to carry them; this led to the re-emergence of the formerly obselete 'Battleship': a heavily armoured behemoth sporting tremendous weapons. These battleships often had enough firepower to damage an Evangelion or destroy a Solace- which meant that British battleships served as fire support vessels for much of the war. After the war ended, the UN allowed Britain to claim a reward for its service; it took 10 units' worth of spare Solace parts and Solace facilities as its share.
Britain's industrial and tech base was in no way prepared to really develop Superheavies in the vein of Germany (E-Destroyers) or the USA (D-Titans); smaller, agile units with high levels of modularity and flexibility. What Britain's industrial base was geared for, however, was producing battleships.
The idea was simple: Britain would try to improve on the Solace design. Instead of going for the faster, modular philosophy, it would try to enlarge the Solace's strengths, this time supported by British weapons design and armour technology. The AI control would be replaced by elite teams, as Britain's command had a dim view of Thruster AI systems. This was the Iron Nelson project, named after fallen British soldier Atticus Nelson and British war hero Horatio Nelson both. (Although Nelson fought against the UN during the war, he had been a personal friend of many in the British military as well as the royal family, and his betrayal was considered to be the work of LN schemes, not of his own failings. By naming the new Solace design after him, the British military hoped to symbolically redeem Nelson's reputation.) A military department was created in order to develop and produce the Nelson; it was called the British Armstrong Heavy Design Dept, or the Armstrong Dept for short.
Almost immediately the project ran into problems. Nationalist thinking within Britain's command structure ensured that the Nelson was a 'Secret Project', and so closed to advice or help from allied experts in the Thruster Unity, the Peace Cannon Corporation or the Aurora Foundation. As a result, the Armstrong teams had to more or less build their knowledge of Superheavies and the Solace from the ground up, greatly delaying work and quickly burning through Britain's reserve of Solace parts. Before long, Britain's military command contemplated scrapping the project altogether; in response, the Armstrong teams desperately revised their preliminary designs in an attempt to exaggerate and increase the Nelson's parameters as high as possible. This mollified Command, but it was also blatantly obvious that in the long run, the Nelson would be so expensive and overdesigned that it would never ever enter production; the only hope was for the Nelson to prove that the concept in general was viable, and allow for extra funding to be allocated to newer designs.
That said, work on the Nelson continued more or less smoothly until December 2017, when the Metatron Virus struck Britain. The Nelson itself was unharmed, but the resource flow from Britain's government to the project dried up almost instantly. The Nelson was abandoned until February 2018; by that time Britain's military hierarchy had more or less dovetailed into French control, and the existence of the Nelson was (officially) revealed. Although France's command was deeply dubious about the entire project, with the risk of war building with Germany and the New World states, it couldn't afford to leave a potential resource untapped. France began to support the project. The Nelson was declared 'battle-ready' in mid-June 2018.
… In truth, however, this is a highly optimistic declaration. The Nelson is not only overdesigned, it is also obviously unfinished: the weapon systems are obvious prototypes; much of the wiring is faulty and power problems plague the system; the unit sports extremely heavy armour, but is so ill-fitting and poorly designed that there are notable gaps in its coverage; it has multiple weapons systems, but its heaviest weapons are so over-large that it requires the Nelson to deploy massive anchors into the ground to stabilise itself before it fires; the list goes on. One of the most alarming things about the Nelson is that a large booster module has been implanted throughout its torso: a booster module is a system that uses conventional flight mechanics and a rudimentary gravity-suppression system to provide flight to Superheavies. On cursory inspection, one would think that this would allow the Nelson to fly.
It does not allow the Nelson to fly. The booster module is required to keep the Nelson from toppling over as it walks, so heavy is the unit.
The Nelson flies in the face of the last four years of weapons platform design in almost every way. Big, stupid, over-armed, over-armoured, slow, clumsy and inflexible, it is a testament to the desperation of the Federation that it's being funded and deployed at all.
If there is one unequivocally good thing to say about the Nelson, it is the crew chosen to pilot it. A four-person crew has been chosen to pilot it, led by battle-hardened veteran Captain Ewan Cameron of Lochiel. He and his crew (consisting of weapons officer Fionn O'Maolain; helms officer Llewellyn Blevins; and information officer Melinda Granger) are all veterans who have worked with each other for at least a decade, and have an almost preternatural ability to work together. Few teams would be able to make the Nelson a viable choice for combat, but Lochiel has sworn to make it work, and not even Judgement Day will keep him from that.
The Iron Nelson requires the Operate (Thruster Solace) skill.
Default Characteristics
Default Characteristics |
Name |
Value |
Bonus |
Weapon Skill |
+5 |
- |
Ballistic Skill |
+5 |
- |
Strength |
50 |
5 |
Toughness |
60 |
6 |
Agility |
20 |
2 |
Perception |
+0 |
- |
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Body Parts
Body Parts |
Body Part |
Hit Locations |
AP |
Wounds |
Qualities |
Head |
1 – 10 |
18 |
30 |
WS (6) |
Right Arm |
11 – 20 |
18 |
30 |
WS (4) |
Left Arm |
21 – 30 |
18 |
30 |
WS (4) |
Body |
31 – 50 |
22 |
36 |
Ablative (5) |
Right Leg |
71 – 85 |
18 |
30 |
WS (4) |
Left Leg |
86 – 100 |
18 |
30 |
WS (4) |
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Traits
Trait |
Subtitle |
Effect |
Ablative Shell |
- |
The unit possesses an Ablative (5) Quality on the Body Location. |
Anchoring System |
- |
You entrench (or unentrench) as a full action. You cannot move or dodge, but gain a +20 to all Toughness tests, and may test Toughness against any effect that might knock or push you down in place of any other roll- if there is no roll allowed, then you can use Toughness to negate it anyway (with GM permission). Also grants a +10 bonus to BS, grants the Auto-Stabilised trait and increases the range of all weapons by one step, to a maximum of Very Long. |
Command Team |
- |
The Nelson has an elite crew of four. This is represented by a single character sheet with four pools of wounds, one for each. Whenever a pilot of the Nelson would be harmed, roll a 1d4 and match the number to the character below; that character takes damage. Each character provides specific bonuses; if the pilot is killed, stunned or knocked unconscious, the Iron Nelson loses access to those benefits. |
- |
Ewan Cameron, Captain |
Provides +20 to Willpower tests and access to Interpersonal Talents. Each turn, grants the Iron Nelson one extra half action which may be used as normal. |
- |
Fionn O'Maolain, Weapons |
Provides access to Combat Talents. |
- |
Llewellyn Blevins, Helms |
Provides access to Physical and Piloting Talents. |
- |
Melinda Granger, Info |
Provides access to Mental and Support Talents. |
Integrated Weaponry |
- |
The Nelson's weapons are attached to the hull permanently, and installing or replacing weapons takes hours of work. As a result, the Nelson cannot drop any of its weapons. However, its weapons may not be removed or Disarmed by enemy action, and weapons' ammo clips are doubled automatically, unless they're Energy type, in which case they have unlimited ammo. Furthermore, it ignores any penalties associated with the Mounted weapon quality. |
Machine |
- |
This unit is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage. |
The Original |
- |
Being based off the Thruster Solace means that the Iron Nelson has little compatibility with the module-based technology of the Second and Third Generation Superheavies. It may benefit from Upgrades, but as for Modules, it may only take from the following: |
- |
Head |
May take Universal Sensor upgrades. |
- |
Body |
May take Universal+D-Titan Esoteric Upgrades, and Pilot Computers. |
- |
Arms |
May take Arm Actuators. |
- |
Legs |
May take Leg Actuators. |
Size |
5 (Hulking) |
You are size 5 (Hulking), giving you a -10 to Stealth and enemies take a +10 bonus to attack you. You take a bonus to grapple targets smaller than you equal to the difference in size*10, and they take the same penalty when parrying attacks from you. You count your AB as +1 for the purposes of movement calculations. |
Sturdy |
- |
This creature takes a +20 bonus to resist Knockdowns and Takedowns. Grapple attempts on them take a -20 penalty. |
Weapon Loadout Iron Nelson |
- |
This unit may not wield normal weapons. Instead, it is outfitted with eight weapons, seen below. All weapons are integrated, and so cannot be disarmed or removed. |
- |
Sledgefists |
Each hand has a Sledgefist, which is identical to a Smash Knuckle. Its hands are still free to manipulate items. |
- |
Thruster Shields |
Each arm has a Thruster Shield, which may be any one-handed Shield. |
- |
Gatlings |
Each arm has a Gatling weapon, which may be any Basic weapon (inc. Dread Base) with a burst capacity. The weapon gains the Storm quality and doubles its ammo capacity. |
- |
Glare |
The head is equipped with a single Glare weapon, which may be any Basic energy weapon. The weapon loses any burst quality (becoming single-shot only), but gains the Accurate quality and doubles its ammo capacity. |
- |
Supergun |
The body is equipped with a single Supergun, chosen from one of three unique weapons: the Disruptor Cannon, the Mega Multilauncher, or the Battleship Killer. The Nelson must be Anchored (se Anchoring System) to fire a Supergun. |
Vulnerabilities |
- |
The Iron Nelson is an overdesigned mess, and the engineering knowledge that went into it was not equal to the dream of its design. It possesses multiple vulnerabilities, each of which may be removed permanently by paying 25 Reserves. |
- |
Faulty Wiring |
All Energy Weapons integrated into the Iron Nelson gain the Overheats quality. |
- |
No Ejection |
The Iron Nelson lacks an ejection system entirely. They may not eject whatsoever. |
- |
Top Heavy |
The Iron Nelson takes a half action extra than normal to rise from Prone (making it a Full Action, Half w/Leap Up). |
- |
Uneven Armour |
The Iron Nelson has the Weak Spot (4) on the Arms and Legs, and Weak Spot (6) on the Head. |
-- Back to Top --
Weapon |
Subweapon |
Class |
Range |
RoF |
Damage |
Penetration |
Clip |
Reload |
Qualities |
Upgrades |
Disruptor Cannon |
Base |
Heavy |
Longshot |
S/-/- |
3d10+2E |
10 |
3 |
2 Full |
Positron, Maximal; Accurate, Disrupt (10), Longshot |
|
Mega Multilauncher |
Base |
Heavy |
Longshot |
S/2/4 |
2d10+4X |
6 |
8 |
2 Full |
Blast (3); Devastating (4), Tearing, Indirect (5), Longshot |
|
Battleship Killer |
Base |
Heavy |
Longshot |
S/-/- |
6d10I |
30 |
1 |
Breaks after firing |
Longshot, Proven (5), Tearing; Faulty, Inaccurate, Slow, Ungainly, Unreliable |
|
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Critical Damage
Below is the Machine Critical Damage chart. Machines take critical damage somewhat differently to Evas or Angels. The Critical Damage they take changes slightly depending on hit location and damage type.
Amount |
Basic Result |
With Impact |
With Energy |
With Explosive |
With Rending |
1-4 |
Take a -10 penalty to Perception tests for a number of rounds equal to damage. |
Toughness+10 or be knocked down |
Agility+10 or part catches fire |
Toughness+10 or be dazed for 1 round |
-1 to AP on part per hit |
5-8 |
Take a -20 penalty to Perception tests for a number of rounds equal to damage, stacks with above. |
Toughness or be knocked down |
Agility or part catches fire |
Toughness or be dazed for 1 round |
-2 to AP on part per hit |
9+ |
Head is destroyed. |
Toughness-10 or be knocked down |
Target is stunned for 1 round |
Toughness or be dazed for 1d5 rounds |
Half damage dealt to another random body part |
Amount |
Basic Result |
With Impact |
With Energy |
With Explosive |
With Rending |
1-4 |
Take a -10 penalty to Toughness tests for a number of rounds equal to damage. |
Toughness+20 or be knocked down |
Agility+20 or part catches fire |
Toughness or be knocked down |
-1 to AP on part per hit |
5-8 |
Take a -20 penalty to Toughness tests for a number of rounds equal to damage, stacks with above. |
Toughness+10 or be knocked down |
Agility+10 or part catches fire |
-5 Toughness characteristic per hit |
-2 to AP on part per hit |
9 |
The Superheavy is defeated. If the AC Suit fails to eject, then the pilot takes 1d10+5 damage to a random location. |
No effect |
Unit bursts into flame (10% chance of setting fire to pilot per turn) |
-10 penalty to ejection, and +5 damage to the pilot in case of failure. |
No effect outside of sweet samurai sword cut effect |
10+ |
The Superheavy is defeated. The AC Suit's ejection test takes a -20 penalty. If the AC Suit fails to eject, then the pilot takes 1d10+5 damage to a random location, +2 per point of Critical Damage past 10. |
No effect |
Unit bursts into flame (10% chance of setting fire to pilot per turn) |
-20 penalty to ejection, and +5 damage to the pilot in case of failure. |
No effect outside of sweet samurai sword cut effect |
Amount |
Basic Result |
With Impact |
With Energy |
With Explosive |
With Rending |
1-4 |
Take a -10 penalty to WS/BS tests with that arm for a number of rounds equal to damage. |
Strength/Toughness+20 or lose grip on held object |
Agility+20 or part catches fire |
-5 Strength characteristic on arm per hit |
-1 to AP on part per hit |
5-8 |
Take a -20 penalty to WS/BS tests with that arm for a number of rounds equal to damage. |
Strength/Toughness+10 or lose grip on held object |
Agility+10 or part catches fire |
-10 Strength characteristic on arm per hit |
-2 to AP on part per hit |
9+ |
Arm is destroyed, held objects dropped. |
Weapon goes flying, 25% chance of it hitting/firing at a random nearby object |
Any ammo/guns within arm explodes (deal 1d10+6X attack to wielder, +2 per extra gun/ammo) |
Toughness or be knocked down |
No effect |
Amount |
Basic Result |
With Impact |
With Energy |
With Explosive |
With Rending |
1-4 |
Take a -10 penalty to Agility tests for a number of rounds equal to damage. |
Strength/Toughness+20 or be knocked down |
Agility+20 or part catches fire |
Toughness or be knocked down |
-1 to AP on part per hit |
5-8 |
Take a -20 penalty to Agility tests for a number of rounds equal to damage. |
Strength/Toughness+10 or be knocked down |
Agility+20 or part catches fire |
-5 agility characteristic per hit |
-2 to AP on part per hit |
9+ |
Leg is destroyed. Target loses ability to dodge or walk. |
Knocked down and dazed for 1 round |
Agility+20 or part catches fire |
Knocked down and stunned for 1 round |
Deal half damage to other leg (or body if legless) |
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Upgrades
These are the basic structural upgrades for Superheavy units. So long as they have been unlocked through research, your unit counts as possessing the upgrade in question.
BASIC UPGRADES |
Upgrade |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Agility |
- |
Each rank of this Upgrade increases your Superheavy's Agility by 10. |
- |
- |
- |
1 |
+10 to your Superheavy's Agility. |
- |
Unlocked |
- |
2 |
+10 to your Superheavy's Agility (+20 total). |
- |
Unlocked |
- |
3 |
+10 to your Superheavy's Agility (+30 total). |
Reliable Anti-Grav |
Locked |
Durability |
- |
Each rank of this Upgrade increases your Superheavy's AP and Wounds on all areas by 2. |
- |
- |
- |
1 |
+2 to your Superheavy's AP and Wounds. |
- |
Unlocked |
- |
2 |
+2 to your Superheavy's AP and Wounds (+4 total) |
- |
Unlocked |
- |
3 |
+2 to your Superheavy's AP and Wounds (+6 total) |
6th Gen Material Armours |
Locked |
Strength |
- |
Each rank of this Upgrade increases your Superheavy's Strength by 10. |
- |
- |
- |
1 |
+10 to your Superheavy's Strength. |
- |
Unlocked |
- |
2 |
+10 to your Superheavy's Strength (+20 total). |
- |
Unlocked |
- |
3 |
+10 to your Superheavy's Strength (+30 total). |
Nanotech Applications |
Locked |
AC Mods |
- |
You gain access to the following AC Mods, which provide you with special resources accessible through the AC Suit. You may equip your Plug with four of them per battle. |
- |
- |
- |
Care Mod |
The first 2 times your OD uses the Remote Care talent on you per battle, it becomes a Free Action instead. |
- |
Unlocked |
- |
Command Mod |
You gain a free Half Action per round which may be used only to activate Formations, Tactics or issue orders (eg. The command skill). |
- |
Unlocked |
- |
Defense Locker |
You gain a locker containing a single suit of armour and three basic or smaller weapons, or one basic or smaller weapon and a heavy weapon. |
- |
Unlocked |
- |
Enviroseal |
You gain an emergency secondary seal that deploys in the case of an Entry AC Suit breach in space or underwater. |
- |
Unlocked |
- |
OTIS II |
The first 2 times your Commander uses the Precision Targeting talent on you per battle, it becomes a Free Action instead. |
- |
Unlocked |
- |
Reference Mod |
You gain a comprehensive computer database that may be accessed through the AC Suit's systems. So long you're in the AC Suit, you're treated as being trained in all Lores, but using Lores that you're not trained in naturally takes one hour per use, minus 5 minutes per Degree of Success. If you are trained in the skill, then as normal but you gain a +10 bonus instead. |
- |
Unlocked |
- |
Safe Port |
You gain a small, heavily reinforced compartment within your AC Suit, in which you may store one item no less than a metre long and wide. Items in this port are almost guaranteed to survive any damage to the AC Suit, and are useful for storing mementos or items to which you are highly attached. |
- |
Unlocked |
- |
Superior Jets |
You gain a +20 bonus to Ejection rolls. |
- |
Unlocked |
- |
Survival Mods |
Your Suit is outfitted with an emergency supplies intended to keep you alive. It includes a two-week food and water ration, a portable solar generator, an emergency beacon, a UN Survival Kit, and a medikit with a single shot of biogel. Furthermore, assuming it is not damaged, your AC Suit systems can now sustain breathable atmosphere indefinitely. |
- |
Unlocked |
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Modules
Hero-Class Superheavies like D-Titans or E-Destroyers are modular; they are designed so that specific components can be applied to the unit, then swapped out in a matter of an hour. These components are called 'Modules'.
Each Module becomes available once it is unlocked through research. However, every body part is divided into a number of 'slots' that can only hold specific modules, and can only hold one module each.
Head
Note: Sensor Package Slot. Sensors work on upgrading the unit's ability to perceive its surroundings. |
Upgrade |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Universal |
Raven Sensors |
- |
You gain +5 Perception, and reduce penalties to hit due to size by 10. |
- |
Unlocked |
Scope Array |
- |
You gain +5 Perception; when using the Full Aim action, you may sacrifice your bonus to negate all penalties to your ranged attack. |
- |
Unlocked |
Superheavy ECM |
- |
Attacks at you from machine or electronic-based enemies reduce the attack test bonus from Aim actions by half. Furthermore, these units also take a -20 penalty to Awareness if they are within 6km of you. |
Electronic AI Warfare |
Locked |
Superheavy ECCM |
- |
Cancels out Superheavy ECM effects on allies within 6km of you. |
Electronic AI Warfare |
Locked |
T-Sat Network |
- |
you gain +10 to Awareness and Unnatural Perception (2) (expands vision radius). |
- |
Unlocked |
True Sight System |
- |
You gain the Dark Sight trait. |
- |
Unlocked |
Trident Exclusive |
Autotargeting System |
- |
Chin Point Weapons may be fired as a Free Action instead. |
- |
Unlocked |
-- Back to Top --
Body
Note: Tertiary Weapon Slot. Tertiary Weapons are very limited in their ability and will mostly prove ineffectual in damaging serious foes, but have their uses. |
Upgrade Name |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Bakelite Sprayer |
- |
You gain a two-shot, assault (1km) range bakelite sprayer that counts as a pistol for all intents and purposes; any target struck by the sprayer loses 1d5 Agility for 1d10 rounds, which stacks. This may be dodged as usual. |
- |
Unlocked |
Harken Blades |
- |
You gain an assault (1km) range pair of Harken Blades. Harken Blades may ensnare an enemy limb with a half action Called Shot WS test; entangled arms may not be used, whilst entangled legs count as a Snare (0) attack. An entangled target may test Strength as a Half Action to break free. Harken attacks may be dodged as normal. |
- |
Unlocked |
Flash Cannon |
- |
You gain a special one-use array which emits an Assault (1km) range cone flash, and is used as a pistol for all intents and purposes. When fired, all enemies hit that possess the Machine trait or comparable reliance on electronics must test Toughness; on a failure they are blinded and deafened for 1d5 rounds. |
- |
Unlocked |
M-Vulcans |
- |
You gain an Assault (1km) range M-Vulcan embankment. They count as pistols, and may be fired as a Free Action, but does not count towards the attack action limit. The M-Vulcans have effectively unlimited ammo and may not Fury. |
- |
Unlocked |
Smoke Launcher |
- |
You gain a smoke launcher begins loaded with two Blind Grenades, that may be fired as a Half Action; this does not count as an attack and so does not prevent your ability to perform attacks during the same turn. |
- |
Unlocked |
Striker Missiles |
- |
You gain an embankment of Striker Missiles, which comes with a five ammo clip; it counts as a pistol for all intents and purposes. If you have 2 or more ammo left, you may perform a Missile Dump, granting the attack the Storm Quality, +1 damage per ammp remaining and the Blast (remaining ammo) Quality; however, all ammo is then immediately expended. |
- |
Unlocked |
Note: Conventional Defense Slot. Conventional Defenses are things such as heavier armour plating that use tried and true methods to improve a unit's survivability. Expect nothing flashy. |
Upgrade Name |
|
Effect |
Tech Reqs |
Unlocked? |
Angelic Silk Weave |
- |
You gain +2 AP and Wounds to all areas; the body gains +4 wounds instead. You gain the Angelic Silk Armour Quality. |
Angelic Armours |
Locked |
Superheavy Plating |
- |
You gain +2 AP and Wounds to all areas; the body gains +4 wounds instead. However, you reduce your Agility by 10. |
- |
Unlocked |
Light Mesh Plating |
- |
You gain an extra Reaction which may only be used to dodge. However, you gain the Weak Spot (2) Armour Quality on all areas and whenever you are stunned or knocked prone, you are both stunned and knocked prone. |
- |
Unlocked |
Note: Esoteric Defense Slot. These involve defenses that work on bleeding edge technology. They are exotic and sophisticated methods that may nevertheless possess significant drawbacks. |
Upgrade Name |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Universal |
Cerovite Shell |
- |
You gain the Cerovite Armour Quality. |
5th Gen Material Armours |
Unlocked |
Damaskite Mantle |
- |
You gain the Damaskite (3) Armour Quality. |
5th Gen Material Armours |
Unlocked |
Distortion Field |
- |
You produce a 1km bubble around yourself. Ranged attacks against allies in the bubble take a -10 penalty. Overlapping Distortion Bubbles stack their effects, to a total of -60 penalty. |
Elec AI Warfare |
Locked |
Fieldblinder Fitting |
- |
You gain the Fieldblinder Armour Quality. |
6th Gen Material Armours |
Locked |
Prox Drone Network |
- |
As a half action, you may deploy a Prox Drone Network. This network occupies Close Range (3km) around you, and travels with you. The Network contains three uses. As a Free Action, you may use the Network on anyone within or who passes through it, even if it is not your turn. They suffer an automatic hit dealing 1d10+4X P4, which they may dodge or deflect as normal. You may use extra uses of this upgrade to increase the damage and penetration by 2 per extra use. |
Nanotech Aps |
Locked |
Self-Repair Module |
- |
As a Full Action, you may restore up to TB*4 wounds, spread across limbs as you like. Any damage to Armour (not including Ablatives) is also repaired. You gain three uses of Self-Repair per battle. |
Nanotech Aps |
Locked |
Shadowline Weave |
- |
You gain the Shadowline Armour Quality. |
5th Gen Material Armours |
Unlocked |
Signal Jammer |
- |
You may use Signal Jammer as a Free Action. Until the start of your next turn, all enemies within 3km of you- or enemies that move into that radius- are unable to benefit from or send OD benefits, including talents or tactics, and their LoS is not treated as shared to the rest of their allies. |
Elec AI Warfare |
Locked |
Suzanium Alloy |
- |
You gain the Suzanium Armour Quality. |
6th Gen Material Armours |
Locked |
D-Titan and Trident Exclusive |
Kinetic Barriers |
- |
You gain a Deflection Rating of 50%, which may deflect any type of attack except for Blast attacks; you may test Deflection without sacrificing your opportunity to dodge or parry. As a Full Action, you may increase the Rating to 100%, or expand it to create a bubble with a 1km radius; in either case, the Barrier now works against Blast attacks. Disruption, AT Penetration, Positron, Neutralisation and other effects which negate or affect Deflection work as normal on Kinetic Barriers. |
- |
Unlocked |
Point Defense Grid |
- |
At the end of every round, you make a single BS test, and record the DoS. Every ranged attack aimed at you that comes from more than Assault (1km) range away compares its own DoS to the DoS of the Grid test; if the Grid is higher, the attack is neutralised, and the Grid's DoS is reduced by one. Otherwise, the attack prevails. If the attack's DoS is higher than the Grid's by 3 or more, the Grid shorts out instantly and requires a full round to reboot. The Point Defense Grid may not neutralise Blast or Cone attacks; attacks from Heavy Weapons with more than 1 d10; and treats its DoS as being 3 lower against Positron attacks. |
- |
Unlocked |
Pseudo-Ablative Gel |
- |
You gain a permanent level of Cover (12) which protects your entire body. This Cover depletes as normal, but regenerates at the start of your turn. |
- |
Unlocked |
Shimmer Barriers |
- |
You gain the Shimmer (2) Quality. |
- |
Unlocked |
E-Destroyer Exclusive |
Hyper-ABFS |
- |
You gain the ability to perform Boosted Jumps four times per battle. These jumps do not trigger Attacks of Opportunity. May not be used if your ABFS is destroyed. |
- |
Unlocked |
Holo-Fields |
- |
The Holo-Field may be activated once per battle, and operates for three rounds. During this time, all attacks against you take a -10 penalty; this increases to -30 if you move for any reason. |
- |
Unlocked |
Note: Pilot Computer Slot. Modifies the pilot's WS and BS. |
Upgrade Name |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Mk2 Core |
- |
You gain +5 WS and BS. |
- |
Unlocked |
Pilot Map System |
- |
You gain +10 WS. |
- |
Unlocked |
Sniper-T System |
- |
You gain +10 BS. |
- |
Unlocked |
Note: AI Slot. Grants the unit an emergency AI that takes over if the pilot is stunned, knocked unconscious, becomes helpless, is killed or dissolved- or in any other circumstance in which the pilot is mentally or physically unable to control the unit. Activated remotely and can be given simple orders ('attack', 'retreat', 'defend' and so on). |
Upgrade Name |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Alpha AI |
- |
AI with 45/45 WS/BS. Grants you a free Half Action or Reaction, which may only be used to activate a weapon in a Weapon Dock. |
- |
Unlocked |
Basic Thruster AI |
- |
AI with 40/40 WS/BS. Possesses only weapon skill talents, is trained in Athletics, Awareness, Parry, Dodge. |
- |
Unlocked |
Enhanced Thruster AI |
- |
AI with 45/45 WS/BS. Possesses the Rapid Reload and Combat Master talents, is trained in Athletics, Awareness, Parry+10, Dodge+10. |
- |
Unlocked |
Fencer AI |
- |
AI with 50/40 WS/BS. Possesses the Swift Attack and Wall of Steel talents, is trained in Athletics, Awareness, Parry+20, Dodge. |
- |
Unlocked |
Sniper AI |
- |
AI with 40/50 WS/BS. Possesses the Sharpshooter and Deadeye Shot talents, is trained in Athletics, Awareness, Parry, Dodge+20. |
- |
Unlocked |
-- Back to Top --
Arms
Note: Actuator Slot, which improves a Superheavy's close combat performance. |
Upgrade Name |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Blitz Actuators |
- |
You increase the Degrees of Success of all melee attacks by 1. You also increase the maximum number of attacks dealt with Swift and Lightning Attack by 1. |
- |
Unlocked |
Lion-Class Actuators |
- |
Twice per battle, you may use Lion Actuators. Until the start of your next turn, you count as having Unnatural Strength (+4). |
- |
Unlocked |
Rapid Guidance Actuators |
- |
Twice per battle, you may use Rapid Guidance Actuators. You instantly make the Feint action against a single target as a Free Action. |
- |
Unlocked |
Note: Shoulder Slot, which contains storage docks, special tertiary weapons and other utility items. Every Superheavy except Tridents have two Shoulder slots; on their left arm and on their right, which may be outfitted independently of the other. |
Reminder: Tridents may not take Shoulder Upgrades. |
Upgrade Name |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Ammo Backpack |
- |
The Ammo Backpack may be secured to a single Basic or Heavy Weapon before the battle. This weapon's clip size is tripled, but it cannot be reloaded in battle; outside of battle it takes three normal-sized clips and five minutes to reload. However, if the weapon jams, it only uses a single normal clips' worth of ammo and does not need to be reloaded after unjamming. Using the Ammo Backpack incurs a -10 penalty to agility tests, and if you take Critical E or X damage to the body, if there's still ammo remaining in the pack, it has a 25% chance of exploding, increasing the Critical Damage taken by 1. |
- |
Unlocked |
Gunframe |
- |
The Gunframe may be attached to a Basic Weapon in the matching arm as a Half Action. Gunframed Weapons gain the Rapid Fire Quality and may be fired one-handed without penalty; cannot be dropped or disarmed; they may be Readied as a Free Action; and a clip of ammo may be loaded into the Gunframe; if the ammo is compatible with the attached weapon, then it is expended and the Weapon is treated as doubling its ammo quality. |
- |
Unlocked |
Mobility Boosters |
Aerobalancers, Aqua Thrusters |
Choose one of the following upgrades; each upgrade takes up both Shoulder slots. |
- |
- |
- |
Aerobalancers |
You gain a +10 to dodge and the Hoverer trait. You no longer expend a Reaction in order to fly. However, if you take Critical Damage to the body, this upgrade ceases to function. This system may also be targeted by a Called Shot (-20 penalty), where it will be disabled after taking 10 damage. |
- |
Unlocked |
- |
Aqua Thrusters |
You gain the Amphibious (AB) trait. |
- |
Unlocked |
Sensor Dock |
MAGI-RMD, Mark Array |
This upgrade allows you to choose one of the below effects; you may not have more than one per wing slot. |
- |
- |
- |
MAGI-RMD |
MAGI rolls made on a target within Medium Range (6km) of a MAGI-RMD take a +20 bonus. Furthermore, as a Full Action you may perform a MAGI scan on a target within Medium Range, but you do not gain the +20 bonus. |
- |
Unlocked |
- |
Mark Array |
You gain a Markerlight on your shoulder. |
- |
Unlocked |
Storage Dock |
- |
This upgrade allows you to carry equipment within the dock. Each dock can hold either one Basic or One-Handed Weapon or two ammo clips or two Compact weapons or one ammo clip and one Compact weapon. |
- |
Unlocked |
Weapon Dock |
Disposable Launcher, Impact Bolt, Integrated Weapon, Needle Pod, Smoke Launcher, Striker Missiles |
This upgrade allows you to choose one of the below effects; you may not have more than one per wing slot. |
- |
- |
- |
Disposable Launcher |
The Disposable Launcher acts as a one-shot Tactical Bazooka that may be fired as a Half Action. |
- |
Unlocked |
- |
Dragon Burst Launcher |
You replace your shoulder dock with a Dragon Burst Launcher, which has a single use. You may fire the Dragon Burst Launcher even in a melee (although you do not take point blank to-hit bonuses) as a half action. You may use the Launcher in a grapple, although like all actions, it takes up a Full Action then instead. |
- |
Unlocked |
- |
Impact Bolt |
The Impact Bolt requires a Full Action to charge, and must be fired immediately with a Reaction. It makes an attack as per the Impact Bolt (single) entry. If you are equipped with a pair of Impact Bolts, then you can fire both at the same time, using the Impact Bolt (Double) entry instead. |
- |
Unlocked |
- |
Integrated Weapon |
The Integrated Weapon may, before a battle, have a Compact Ranged Weapon incorporated into the frame; the weapon gains the Rapid Fire Quality if it has any Burst capabilities. Integrated Weapons may be fired as a Half Action or Reaction. Integrated Weapons may be aimed without taking up an action, but still take the same amount of time. Note: Integrated Weapons being Compact means they count as Pistols, not as Basic weapons (meaning they can be fired in melee, but do not gain damage bonuses from Accurate, as an example). |
- |
Unlocked |
- |
Needle Pod |
You replace your shoulder dock with a Needle Pod. It possesses the scatter quality, but all of its hits strike the same body location. It may be used in Grapples and in Melee Combat, where it counts as being at Point Blank Distance. |
- |
Unlocked |
- |
Smoke Launcher |
You gain a smoke launcher begins loaded with two Blind Grenades, that may be fired as a Half Action; this does not count as an attack and so does not prevent your ability to perform attacks during the same turn. |
- |
Unlocked |
- |
Striker Missiles |
You gain an embankment of Striker Missiles, which comes with a five ammo clip; it may be fired as a half action. If you have 2 or more ammo left, you may perform a Missile Dump, granting the attack the Storm Quality, +1 damage per ammp remaining and the Blast (remaining ammo) Quality; however, all ammo is then immediately expended. |
- |
Unlocked |
Note: Base Arm Slot, which deals with a variety of bonuses, many of them based on close-combat. Note that whilst Superheavies possess two arm slots- one for the left, one for the right- you only need to purchase an upgrade once, and may apply it to both if desired off that one purchase. |
Upgrade Name |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Universal |
Ablative Gauntlet |
- |
You gain the Ablative (4) Armour Quality on the chosen arm. |
- |
Unlocked |
Arm Weapon |
Arm Sabre, Arm Shield, Burst Cannons, Net Cannon |
This upgrade allows you to choose one of the below effects; you may not have more than one per arm slot. |
- |
Unlocked |
- |
Arm Blade |
Models the arm with an attached side-along Hyper Knife, leaving the hand free to wield weapons. |
- |
Unlocked |
- |
Arm Shield |
Models the arm with an integrated Combat Shield, leaving the hand free to wield weapons. |
- |
Unlocked |
- |
Burst Cannon |
Grants the arm a small cannon with 3 shots. Each shot can be used in conjunction with a melee or point blank ranged attack to increase the attack's damage by +2. If used in conjunction with the Swift, Lightning, Semi or Full Actions, you may expend one shot to boost the damage of a single hit made as part of the attack. However, if you have a full three shots remaining, you may expend all of them to boost the damage of all hits made as part of the attack by +2. |
- |
Unlocked |
- |
Net Cannon |
Grants the arm an Assault Range (1km) ranged cannon that fires an electrified net as a half action. On a hit, the cannon reduces a target's agility by 5, and grants a +10 bonus to all attempts to hit the enemy until they pass an Agility-10 or Acrobatics-10 test. |
- |
Unlocked |
Manipular Weapon |
- |
This upgrade allows you to choose one of the below effects; you may not have more than one per arm slot, and also take up the same limb's hand slot. |
- |
Unlocked |
- |
Gunmount Arm |
Gunmount Arms may carry Basic and Heavy Weapons one-handed without penalty; Basic Weapons double their ammo capacity. However, it must have the weapon installed before battle; it takes roughly one hour per weapon size to install a weapon. Furthermore, Gunmount Arms may not freely manipulate anything. |
- |
Unlocked |
- |
Lancemount Arm |
Lancemount Arms may carry One-handed and Two-Handed Weapons one-handed, and gain a +10 bonus to WS tests with this arm. However, it must have the weapon installed before battle; it takes roughly one hour per weapon size to install a weapon. Furthermore, Lancemount Arms may not freely manipulate anything. |
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Unlocked |
Non-Trident only |
Storage Dock |
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This upgrade allows you to carry equipment within the dock. Each dock can hold either one Basic or One-Handed Weapon or two ammo clips or two Compact weapons or one ammo clip and one Compact weapon. |
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Unlocked |
Retractable Arms |
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+10 to Athletics tests (+30 if equipped to both arms), grants the arm +1km of extra reach and your unarmed attacks now count as flexible. |
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Unlocked |
E-Destroyer Only |
Revolver Stake |
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You model the arm with a powerful but cumbersome Revolver Stake, which is a melee weapon that may only used three times (with each hit from a Flurry counting as a single hit). Replaces that arm's Stake Gauntlet. |
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Unlocked |
Reminder: Tridents may not take Hand Upgrades. |
Upgrade Name |
Upgrade Name |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Compensator |
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Reduces the penalty for dual wielding and off-hand wielding by 10. |
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Unlocked |
Energy Lash Tips |
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Your unarmed attack gains +2 Damage, +4 Pen, now deals Energy damage and no longer counts as Primitive. |
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Unlocked |
Fastening Blades |
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You gain a +20 to climbing tests. Your unarmed attack gains +1 damage, +1 Pen, and you gain a +10 to tests to initiate a grapple. |
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Unlocked |
Grip Enhancer |
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You gain a +10 to Grapples (+20 if on both hands) |
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Unlocked |
Recoil Suppressor |
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Allows Superheavy to fire basic weapons one-handed without penalty. |
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Unlocked |
Rocket Fist |
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You sacrifice your hand to deal a single attack to a foe. This attack counts as a normal unarmed attack, but you double your SB for the purposes of damage, and add your SB to Penetration. The attack also counts as Explosive Damage. The Hand is destroyed in attack. |
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Unlocked |
Secret Blade |
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Equips Superheavy hand with a small arm blade. Whenever the Superheavy inflicts Critical Damage with an unarmed attack, it deals +2 extra. |
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Unlocked |
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Legs
Note: Actuator Slot. Actuators apply special upgrades modifying the Superheavy's speed. |
Upgrade Name |
Subname |
Effect |
Tech Reqs |
Unlocked? |
Anaheim Actuators |
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Twice per battle, you may use Anaheim Actuators. Until the start of your next turn, you count as having Unnatural Agility (+4). |
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Unlocked |
Nimbus Actuators |
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Twice per battle, in response to an enemy attacking you, you may use Nimbus Actuators to grant yourself a free Dodge attempt against the attack. |
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Unlocked |
Shock Resistant Actuators |
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You gain +10 Toughness but lose -10 Agility. |
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Unlocked |
Note: Base Leg Slot. Base Legs deal with special upgrades that improve the Superheavy's maneuverability or agility-related abilities. |
Upgrade Name |
Subname |
Effect |
SUP Cost |
Unlocked? |
Aqua Finjets |
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You gain a free reaction per round when fighting in or under water. |
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Unlocked |
Auto-Stabilizers |
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You gain the Auto-stabilised trait. |
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Unlocked |
Emergency Boosters |
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Emergency Boosters possess 3 units of fuel. You may expend 1 fuel to gain +20 to a single dodge test. |
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Unlocked |
Enhanced Latency Facilitators |
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Enemies no longer gain bonuses to hit you due to size, and you reduce Difficult Terrain Values by 2. On any turn where you charged or ran, enemy BS tests to hit you take a -10 penalty, which stacks with any other penalty caused by you charging or running. |
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Unlocked |
Entrenchment System |
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You may entrench (or unentrench) as a full action. This action requires a flat solid surface beneath you. You cannot move or dodge, but gain a +20 to all Toughness tests, and may test Toughness against any effect that might knock or push you down in place of any other roll- if there is no roll allowed, then you can use Toughness to negate it anyway (with GM permission). Also grants a +10 bonus to BS, may Half-Aim as a reaction and increases the range of all weapons by a step. |
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Unlocked |
Jackhammer System |
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You gain the Gravity Kick, Leap Up and Catfall talents, always land on your feet and add +4 damage to Gravity Kicks. |
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Unlocked |
Mesh Rebounders |
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You take a +20 bonus to Acrobatics tests and may reroll Acrobatics tests. When testing Acrobatics to disengage as a Half, on DoS of 4 or more it becomes a Free instead. |
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Unlocked |
Stealth Enhancements |
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You reduce the penalty to Stealth due to high AP by 10, and gain a +10 to Stealth. |
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Unlocked |
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