Superheavies

Rules on using Superheavies

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Unique Models

PTX-001 G-Defiant Peacecraft

Peacecraft.pngG-Defiant.png
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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Production Custom Models

PTS-1 D-Titan

D-Titan%20Horde.png?raw=1Titan%20Face.png?raw=1
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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AT-12 E-Destroyer

Shooty%20Desu.png?raw=1Desu%20A%20Pog.png?raw=1Desu%20B%20pog.png?raw=1Desu%20C%20Pog.png?raw=1Desu%20D%20Pog.png?raw=1
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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Thruster Raiden Tactical Land Cruiser (Trident)

Tridents.png?raw=1
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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Thruster Iron Nelson

Nelson%20Portrait.png?raw=1Nelson%20Pog.png?raw=1

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.

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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

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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

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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

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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

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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 - Twice per battle, you may use Anaheim Actuators. Until the start of your next turn, you count as having Unnatural Agility (+4). - Unlocked
Nimbus Actuators - 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. - Unlocked
Shock Resistant Actuators - You gain +10 Toughness but lose -10 Agility. - Unlocked

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