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Primary Combat Values: Armor - represents how much damage your unit can take before destruction. Energy - required by Barriers, beam weapons, and special attacks. Ammo - is consumed during combat. Secondary Combat Values: Movement Rate - how many actions your unit can make per turn. Recovery Rate - how much energy (or armor/health) your unit recovers per turn. Damage Resistance - general damage reduction for all attacks that hit armor. Weapon Statistics Range - how far away it may hit without penalty, with a -1 to hit for every further hex. Damage - how much damage a weapon deals. Has several further subtypes: Pierce: increased attack damage when hitting Armor. Flux: increased attack damage when hitting Barriers. Breach - ignores Barriers. Blast - damage applied to hexes surrounding the target. Defense - enemy Attack rolls that fall below this number fails to hit. Attack - must be equal to or higher than the Defense value. Persona - how much individuality or psychological coherence the Pilot can maintain during combat. Zero means death. Rate of Fire - how many times per turn a unit is allowed to fire said weapon. Consumption - how much Ammo or Energy is consumed for each shot fired. Accuracy - added to the attack value of the unit. Attacking a Pilot's mind directly is a quick way of shutting down all the power of VoidTitan + only uses Energy for all attacks + starts with greater Energy pool, and Recovers faster + Heals during combat + can combine Domain powers - much more fragile TechTitan + can easily switch and replace weapons + much tougher Armor values overall - cannot Heal during combat - Pilot may die during BurnOut - less Energy and Recovery Psychic Attacks never miss, but can be resisted. They do not cause any direct damage but attack the psyche and of the opponent directly. Both 'Mind' and 'Soul' may burn.

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Page 1: Techtitan Siegebattles- Crunch

Primary Combat Values:

Armor - represents how much damage your unit can take before destruction.

Energy - required by Barriers, beam weapons, and special attacks.

Ammo - is consumed during combat.

Secondary Combat Values:

Movement Rate - how many actions your unit can make per turn.

Recovery Rate - how much energy (or armor/health) your unit recovers per turn.

Damage Resistance - general damage reduction for all attacks that hit armor.

Weapon Statistics

Range - how far away it may hit without penalty, with a -1 to hit for every further hex.

Damage - how much damage a weapon deals. Has several further subtypes:

Pierce: increased attack damage when hitting Armor.

Flux: increased attack damage when hitting Barriers.

Breach - ignores Barriers.

Blast - damage applied to hexes surrounding the target.

Defense - enemy Attack rolls that fall below this number fails to hit.

Attack - must be equal to or higher than the Defense value.

Persona - how much individuality or psychological coherence the Pilot can maintain during combat. Zero means death.

Rate of Fire - how many times per turn a unit is allowed to fire said weapon.

Consumption - how much Ammo or Energy is consumed for each shot fired.

Accuracy - added to the attack value of the unit.

Barrier Points - how many points of damage can be absorbed before Armor can be struck.

Weapon Types

Ballistic - consumes Ammo, is stopped by Barriers, mitigated by Armor resistance.

Beam - consumes Energy, is stopped by Barriers, may Pierce through Armor resistance.

Missile - consumes Ammo, reduced effectiveness against Barriers, has Blast damage.

Physical - does not require Ammo, may be charged by Energy, tends to ignore most Barrier types, very limited in range.

Attacking a Pilot's mind directly is a quick way of shutting down all the power of a TechTitan.

VoidTitan

+ only uses Energy for all attacks

+ starts with greater Energy pool, and Recovers faster

+ Heals during combat

+ can combine Domain powers

- much more fragile

TechTitan

+ can easily switch and replace weapons

+ much tougher Armor values overall

- cannot Heal during combat

- Pilot may die during BurnOut

- less Energy and Recovery

Psychic Attacks never miss, but can be resisted. They do not cause any direct damage but attack the psyche and of the opponent directly. Both 'Mind' and 'Soul' may burn.

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Simple Rules

Battle Begins

0. Each unit is worth Requisition Points, and purchased at the start of the game.

1. Defender stars first, placing Dummy, Shelter, and Armament Buildings.

2. Defender may place their conventional forces onto the field at any time during their turns.

3. They are allowed to place their TechTitans anywhere within the innermost defensive line.

4. Attackers may now place their Void Titans anywhere outside the outermost defensive line.

5. If the attackers reach the Command Center, they win. If they fulfill mission goals (such as destroy Shelters or Capture Pilots), they win. Defenders win by destroying all enemies or forcing them to retreat.

Movement

1. The Attackers move first, then the Defenders, trading turns all through the game.

2. All units have Movement Rate, which can be used for either movement or attacking.

3. Buildings can act after both players have ended their turns, and only to units that are in control range.

Combat

1. If within weapons range, roll a six-sided dice and add the Accuracy bonuses given by Weapon Stats and Pilot Abilities.

If the total is greater than six-diced dice plus the enemy's Movement Value and their Piloting Bonus, the attack hits.

2. All attacks that hit are stopped by a Barrier, if it exists. Any damage that overwhelms the Barrier Points hits the armor directly.

Damage that hit armor may be reduced further by Armor toughness.

3. If the Armor Value is zero, the Tech or VoidTitan is destroyed.

4. The exception is Psychic Actions, which always hit.

5. If a Pilot or Controller fails a BurnOut roll, the TechTitan or VoidTitan is considered inoperable and salvage for whoever wins that combat encouter.

Modifiers

Attack: 1d6 + Piloting + Weapons Accuracy

Defense: 1d6 + Movement Rate + Piloting or Controller Rating

Damage: as listed in the weapons table

Armor Rating: In a single attack turn, reduce by this number

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Pilot Qualities

Pilots are needed because TechTitans rely upon their Domain Negation capabilities to cancel out the Barriers of VoidTitans. Only a single person interfaces with the controlling blank intellect of a TechTitan, because conflicting desires would prevent the Domain Creation and the manipulation of Probability.

In effect, if a Pilot wants something to happen strongly enough, then the universe itself will bend backwards to make it possible. From bending around lasers, to making a machine massing thousands of tons maneuver with all the agility of a ballerina, whoever owns a Domain determines what is possible within that region. Pilots are trained to focus their Domain powers on themselves and their TechTitans, so that they don't accidentally negate the Domains of their team-mates.

However, this also stresses mightily the psyche of a pilot. During the first war, volunteers were lucky to last five minutes without dying. Those that managed to survive still showed severe psychological and physiological trauma - madness, loss of sensations, loss of bodily motor control, and more, happened no matter how strong-willed or hardened the volunteers were.

In time, it was realized that teenagers between the ages of twelve to seventeen were best able to withstand the strain of interfacing with the TechTitans. For some reason, brains and personalities still in the process of development could heal from the trauma imposed upon them each time they expressed the Domain of a crippled alien god.

Pilots 'Burn Out' as they become adults, but at least can function for longer during combat. Technically a child might be able to endure more, but there are several practical reasons against their use in combat. For humanity's survival, the fate of millions rests upon the shoulders of innocent youth.

Pilot Types

Pilots may actually be in shorter supply than even TechTitans. Burn-out is a constant risk during combat, and being consumed by the unthinking but still unimaginably powerful mind behind every TechTitan compounds with every day. The best pilot combines the ability to fight, to express the Domain, and to resist Total Personality Loss. Fortress-Cities and their TechTitans usually maintain a primary pilot and a backup pilot for each, just in case the main pilot burns out or dies during combat. Tech-Titans are relatively easy to repair, but a brain that can handle the strain of Domain Creation may take decades to appear.

There are three main ways that Fortress-City commanders may obtain their most-needed Pilots.

Talent

Some teenagers are simply born 'lucky', with the ability to withstand a TechTitan's crushing mental presence or the ability to

manipulate an Absolute Domain with ease.

Benefits

[ + ] Ease of Expression

Whenever a BurnOut roll is needed, roll twice. Take the better roll as the result.

[ + ] Psychic Resistance

"The Titans from the Void have a Barrier that seem able to repel all forms of attack - even up to nuclear bombardment. However, that we have begun to refer to as the Determinant Domain, is actually a region of warped spacetime where the laws of physics do not necessarily apply. All the powers of the aliens seem to derive from their ability to directly manipulate fundamental forces and Probability itself.

To defeat these Void-Titans, it is necessary to dampen or even cancel out their Determinant Domain. Fortunately, we know now that the aliens' Domain powers is related to the Psychic potential that have begun to surface within mankind.

A single human mind, no matter how powerful, is not enough to defeat such Authority over time and space. Even multiple psychics burn out quickly, as we have so bitterly discovered in the First War. I propose the creation of a unique weapons system that can negate the Domain abilities of the enemy, fight at their level, and even create their own Determinant Domains as a shield against the xeno threat."

-Dr. Johannes Fergusson,

"Address to the Human Anti-Extinction Committee."

"The Titans from the Void have a Barrier that seem able to repel all forms of attack - even up to nuclear bombardment. However, that we have begun to refer to as the Determinant Domain, is actually a region of warped spacetime where the laws of physics do not necessarily apply. All the powers of the aliens seem to derive from their ability to directly manipulate fundamental forces and Probability itself.

To defeat these Void-Titans, it is necessary to dampen or even cancel out their Determinant Domain. Fortunately, we know now that the aliens' Domain powers is related to the Psychic potential that have begun to surface within mankind.

A single human mind, no matter how powerful, is not enough to defeat such Authority over time and space. Even multiple psychics burn out quickly, as we have so bitterly discovered in the First War. I propose the creation of a unique weapons system that can negate the Domain abilities of the enemy, fight at their level, and even create their own Determinant Domains as a shield against the xeno threat."

-Dr. Johannes Fergusson,

"Address to the Human Anti-Extinction Committee."

The 'triumph of human technology', the TechTitans, are secretly a mix of technology, cybernetics, and cloned VoidTitan organs, powered by the Survival Core of a defeated VoidTitan. This is the reason why they are able to generate Domain Fields at all, which is an expression of Psychic phenomena.

A human pilot is necessary to interface and take over the Domain Creation capabilities of the massively powerful but entirely blank Voidborne brain.

The 'triumph of human technology', the TechTitans, are secretly a mix of technology, cybernetics, and cloned VoidTitan organs, powered by the Survival Core of a defeated VoidTitan. This is the reason why they are able to generate Domain Fields at all, which is an expression of Psychic phenomena.

A human pilot is necessary to interface and take over the Domain Creation capabilities of the massively powerful but entirely blank Voidborne brain.

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Take less damage from a Psychic attack or Domain Erosion.

Flaws:

[-] Psychic Novice

Do less damage from attacks that utilize Psychic or Domain powers.

[ - ] Combat Novice

Reduce Accuracy roll successes by -2 for Untrained, and -1 after Basic Training.

Training

These Pilots have been raised from a very young age with the idea they will fight for humanity. Dedicated and often hungry for glory, they have better combat abilities.

Benefits:

[ + ] Combat Proficiency

Increase Weapons Accuracy and Defense by + 1.

[ + ] Will to Prevail

Domain Erosion range is improved by two hexes.

Flaws:

[ - ] Narrow Focus

Persona damage boundaries are reduced by one.

[ - ] High Pressure

Domain Erosion also reduces the Barrier Points of allies.

Hybridization

Genetic advances allowed for splicing Voidborne DNA into fetuses. They possess powerful abilities in exchange for losing certain facets of their humanity.

Benefits:

[+] Psychic Specialization

Any Psychic attacks or Domain Erosion get a +2 bonus to success and +1 to damage.

[+] Barrier Mastery

Maximum Barrier Points raised by two per additional Training Level.

[+] Technical Immortality

Even after BurnOut or death, the Pilot may return to the field from the backup clone.

Flaws:

[ - ] Psychic Vulnerability

Take double damage from any attacks that damage Personality.

Both TechTitans and VoidTitans are massive combatants, massing thousands of tons and standing up to a hundred meters tall. They are worth whole armies, and where they fight there can only be devastation.

Both passively alter the laws of physics and adjust probability by their mere existence.

TechTitans therefore serve as important symbols for humanity. People become inspired and things around them become better in many subtle ways after a heroic victory.

VoidTitans might not even be 'life' as we understand it, and their physical forms just as extraneous to their actual existence as clothes may be to a human.

"We have made men out of beasts, and gods out of the machine."

- Francisco Manco,

MayincaTech Supreme Commander

"We have made men out of beasts, and gods out of the machine."

- Francisco Manco,

MayincaTech Supreme Commander

Every TechTitan is made from the core of a defeated VoidTitan. Thus, there is always the risk of a TechTitan 'awakening' back into its former antagonistic identity. The physical brain matter that controls the Domain must not reforge a personality.

Some believe that continually wiping the TitanBrain forces the core to continually have to restart its attempts to rebuild its original body.

Some believe that intentionally creating a buffer personality may protect against reawakening. Unfortunately, they do this via 'feeding ' pilots and human psyches to the blank TitanMind until it acquires a sort of bestial awareness.

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Type 1 TechTitan - "Prometheus"-class

Armor: 25 Hardmounts: 1 TorsoEnergy: 16 1 BackMovement: 3 Recovery: 5/turnAmmo Cap: 25 Barrier Points: 15

Damage Resistance: 2

Type 2 TechTitan - "Shiva"-class

Armor: 20 Hardmounts: 2 TorsoEnergy: 20 1 BackMovement: 3 Recovery: 5/turn

Ammo Cap: 20 Barrier Points: 15Damage Resistance: 1

Type 3 TechTitan - "Asa-Thor"-class

Armor: 16 Hardmounts: 1 TorsoEnergy: 20 2 BackMovement: 4 Recovery: 6/turnAmmo Cap: 20 Barrier Points: 15

Damage Resistance: 1

Type 4 TechTitan - "Hurakan"-class

Armor: 16 Hardmounts: 1 TorsoEnergy: 30 3 BackMovement: 3 Recovery: 8/turnAmmo Cap: 20 Barrier Points: 15

Damage Resistance: 1

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VoidTitan "SARUZ"-form

Armor: 15 Limbic Slots: 2 Attack ClawsEnergy: 40 2 Biolaser CannonsMovement: 3Recovery: 8/turn Barrier Points: 25

Damage Resistance: 1

Psychic Charge Cost: 200 points

The most basic form of the new wave of VoidTitans, it was unstoppable during the Second War. It is now considered inferior to TechTitans one-on-one combat. However, they tend to attack in teams. Its basic weapons set is potent at range while still able to destroy TechTitans in melee once Domain Erosion has set in.

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VoidTitan "DUWAZ"-form

Armor: 15 Limbic Slots: 2 Attack ClawsEnergy: 40 2 Biolaser CannonsMovement: 3 1 Plasma CasterRecovery: 8/turn Barrier Points: 20

Damage Resistance: 2

Psychic Charge Cost: 300 points

The Duwaz is similar to the Shiva-class in that it is a strong combatant capable of doing a lot of things. Its Plasma Caster serves as a Mortar alternative, capable to destroying large numbers of ground troops and vehicles, while still possessing enough punch to drain Barrier energies. It is a fair match to its TechTitan counterpart one-on-one in direct combat, plus the advantages its specialized Psychic powers and biomorphic adaptations may bring to the fight.

VoidTitan "TULUZ"-form

Armor: 15 Limbic Slots: 2 Attack ClawsEnergy: 30 2 Climbing ClawsMovement: 5 1 Plasma CasterRecovery: 8/turn Barrier Points: 15

Damage Resistance: 1

Psychic Charge Cost: 350 points

Germany's Vanaheim Fortress-City and its Type Three "Asa-Thor" class TechTitans proved such an dangerous opponent, that the VoidTitans adapted into the Tuluz battle form. It sacrifices even more for pure speed and power, with four limbs that allow it to freely scale buildings and overpower its opponent in close combat. Its sole ranged weapon, the Plasma Caster, allows it to serve as long-range support and deal with smaller opponents with ease.

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VoidTitan "AFHAT"-form

Armor: 15 Limbic Slots: 1 Attack ClawEnergy: 40 1 Biolaser CannonMovement: 3 1 Spawning PodRecovery: 8/turn Barrier Points: 20

Damage Resistance: 1

Psychic Charge Cost: 350 points

The snakelike Afhat focuses on indirect combat, in contrast to the three previous battle forms that developed in response to improving human prowess. Its Spawning Pod can rapidly brood and release small Voidspawn that can enter buildings and dig out the

fortified bunkers where civilians hide. It has a wide array of Psychic powers meant to support other VoidTitans on the attack.

VoidTitan "LIMAZ"-form

Armor: 15 Limbic Slots: 2 Biolaser CannonsEnergy: 40 2 Firmament WingsMovement: 5 1 Plasma CasterRecovery: 8/turn Barrier Points: 20

Damage Resistance: 1

Psychic Charge Cost: 450 points

In order to lay siege to the disadvantageous terrain of the MayincaTech Mountain Bastion, the VoidTitans brought out their form capable of sustained flight. Although all VoidTitans are capable of briefly shifting

their Domains into gravity negation, this prevents its use as a defensive Barrier. The Limaz corrects this vulnerability, and allows makes it an enemy only Hurakan-class or SniperTitan loadouts can adequately defend against.

We call them Titans, for they are the terrible primordial beings before even the Gods. Immortal, wrathful beings, come to reclaim the world now that they've been freed from their prison beyond time.

And our Technological Titan - is a machine made into a god! Like Zeus, casting down the Titans into Tartarus, we have made them to destroy the monsters that arose from the chaotic source.

So shall the giants from the Void meet the giants of our own Making, and we will fight the alien with the power of our hate.

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The Battlefield

Combat happens on a 16 x 32 grid of squares 1.5" wide. They are labeled 1-32 and A-P starting from the bottom left corner, like a chess set. Also, like chess, TTSB is two-player, with an attacker and defender.

The field is obstructed by walls and buildings.

Buildings are made of stackable pieces, and their height provides important modifiers to combat.

Single building pieces do not provide cover to Titan-scale units, but may hide small Infantry and Tank units. Tech and Void-Titans can shoot at each other with impunity over these buildings.

Buildings two stacks high provide cover. Unless they are within six spaces, enemy units must act as if they do not know the enemy is there. If a unit can climb on top of buildings, its weapons range is improved by 1 for every building piece over two stacks.

Buildings are resistant to damage, but some attacks can punch through to hit the enemy on the other side. They can also be attacked to collapse on top of enemies or to obstruct roads.

The Betrayer has told me this: there can be no compromise with the Void-Born. Our mere existence is an insult. They will fight us until we prove worthy, or we shall be made extinct for our folly.

- Francisco Manco

MayincaTech CEO

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In addition the stackable nature of buildings can hide surprises. Among the many identical structures are Armament Buildings. They can contain weapons that automatically attack enemies in range or recharge points for Barriers. Some may be able to repair armor.

Some buildings may contain Bunkers, which hold civilians. Other play rules have civilians exit from buildings towards the Bunkers, and the defenders must protect them while the evacuate all the way across the city.

The Central Command Building is often the focus point of the game. If the aggressor reaches it, they win.

The alien counterpart for Buildings are

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Hit Locations

Apart from destroying armor, the combatants may also direct shots towards specific sections. All damage is halved and accuracy is reduced by two. On a roll of 4 or less, the called shot misses. On a roll of 5, damage to Armor is applied. On a roll of 6, that location is subject to a Critical Hit.

Heads

Contrary to expectations, the heads of TechTitans are not essential to its operations. The actual cockpit for the Pilot is deep inside the chest, and the TitanBrain is located behind a second layer of armor. The head does contain most of the primary sensory equipment, but it is there mostly to give the enemy VoidTitans something to aim at.

Though possessing cunning, most VoidTitans are ruled by instinct. They tend to aim towards the head, by nature thinking it is a point of vulnerability. This often gives TechTitans an opening to exploit in close combat. Unlike them, destroying a VoidTitan's head will kill the beast.

The first hit will stun a Void-Titan, rendering it unable to make attacks for one turn (it can still move freely). For a TechTitan, this destroys sensors, reducing Range for all weapons to three hexes and detection range to six hexes.

The second hit will destroy a TechTitan head, reducing detection range to three hexes and allows it to make a single attack per turn (two if melee). A second hit for a VoidTitan will send it crashing, stunning it and rendering it unable to do anything for two turns. It will regenerate

A third called hit to a TechTitan applies as a normal Armor hit, but bypassing damage resistance. A third Critical Hit to a Void Titan will kill it, regardless of its remaining Armor rating.

Arms

The upper limbs typically hold the weapons or special equipment like shields. Some weapon mounts replace the arms entirely. Some units have more than one pair of limbs.

Destroying the limbs prevents any action that involves arms, but is otherwise nonfatal. VoidTitans cannot regenerate lost limbs in combat, except when reattached by another unit with a Body Modification Skill.

Legs

Obviously, destroying legs will reduce a unit's ability to move. The first critical hit will reduce movement to one hex per turn. The next will render that unit totally immobile.

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Action Cards

While every unit may move freely on the map using their Movement points, they must use an Action Card to represent attacks, special actions, and abilities. When a card is laid onto the table, the opponent may use another action card to refute it; for example an Attack Card may have an Evasion card applied to counter it, in hopes of evading damage.

This consumes one Movement. If the unit has no Movement Points in reserve, it cannot block an Action. Though the game is turn-based, this provides a sense of simultaneity in combat.

Simple Attack (Ranged Weapon)

These cards allow you to attack using the specified weapon. Each weapon has an associated card, and for details refer to the weapons list.

Simple Attack (Infantry Assault)

Simple Attack (Autocannon)

Simple Attack (Grand Rifle)

Simple Attack (Grand Gatling)

... etc.

Simple Attack (Melee)

Unlike other action cards, a Melee Attack may be done in conjunction with the last Movement Point, as long as it ends right next to the enemy. Same mechanics as attacking with a ranged weapon. Melee attacks bypass Barrier defenses.

Called Attack

Place on top of a Simple Attack action card.

Aims at a specific body part in hopes of causing a critical hit. Roll two dice.

If the result is 10 or more, it is a Critical Hit. Refer to the Hit Location effects.

If the result is 8 or 9, damage is applied as normal to armor.

Careful Attack

Place on top of a Simple Attack action card. May stack with Called Attack.

Add +1 to the resulting dice roll.

Special Action: Evade

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Use in response to an enemy attack.

Move quickly to try and avoid enemy attacks.

Reduce enemy dice rolls by 1, -2 if using Called or Careful Attack.

Discard after use.

(TechTitans) Recover for a Burn-Out roll of 3.

(VoidTitans) Recover automatically after the next turn.

Special Action: Parry

Blocks a melee attack from doing damage.

Requires a functional Shield or Melee Weapon.

Special Action: Cover

Move from cover to cover to avoid enemy weapons fire.

Reduce all Ranged damage by 1 per shot.

Special Action: Boost

Gives 2 free Movement usable only for moving around the map.

This Power consumes 4 energy to activate.

Discard after use.

(TechTitans) Recover for a Burn-Out roll of 3.

(VoidTitans) Regain automatically in two turns. Flying units regain it after 1 turn.

Power: Domain Erosion

Suppresses enemy Barriers within six spaces. Enemies cannot re-engage their Barriers ifbrought down.

The same also applies to this unit.

While active, the unit cannot recover Energy.

This Power consumes 6 energy to activate.

This Power consumes 1 Movement Point to keep active per turn.

(TechTitans) Make a Burn-Out roll of 2.

Discard after use.

(TechTitans) Recover for a Burn-Out roll of 3.

(VoidTitans) Regain automatically in two turns.

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Power: Domain Cancelling

Suppresses ALL Barriers within six spaces, enemies, allies, and self alike. While this is active, no Barriers may exist and all attacks hit armor (or chitin) directly.

This Power consumes 8 Energy to activate.

This Power consumes 2 Movement and 4 Energy Points to keep active per turn.

(TechTitans) Make a Burn-Out roll of 3.

Discard after use.

(TechTitans) Recover for a Burn-Out roll of 4.

(VoidTitans) Regain automatically in two turns.

Power: Overcharge

Gain this card automatically at the start of the game.

Exchange this card for any other Special Action or Power Card

Exchange this card at any time to refill your Energy to maximum.

Exchange this card at any time to add +2 to Laser or Plasma damage.

(TechTitans) Make a Burn-Out roll of 3.

Discard after use.

(TechTitans) Recover for a Burn-Out roll of 4.

(VoidTitans) Regain automatically next time Energy Points reach maximum.

Power: Full Barrier

This unit is immune to all damage for this turn.

This card consumes all remaining Energy.

The unit is rendered immobile for the next turn.

(TechTitans) Make a Burn-Out roll of 3.

Discard after use.

(TechTitans) Recover for a Burn-Out roll of 4.

(VoidTitans) Regain automatically in three turns or the next time Energy Points reach maximum, whichever is earlier.

Special Event: Berserker

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The Pilot's personality temporarily mixes with the Core inside the TechTitan. The shock allows expression of the Domain to incredible levels, but reduces the Pilot to a feral mindset.

Requires one Burn-Out from the pilot.

Requires damage below 60% of total Armor points.

Instantly recover full Barrier and Armor Points.

Movement Rate is increased by 2 for two turns.

Charge and attack in melee the nearest unit, whether enemy or ally. Ignore any Ranged weapons currently equipped.

The pilot recovers sanity after two turns.

Discard after use.

Special Event: Awakening

The Core inside the TechTitan becomes conscious. It absorbed enough of the Pilot's personality to become self-aware.

Requires two Burn-Outs from the pilot.

Requires damage below 50% of total Armor points.

Instantly recover full Barrier and Armor Points.

Movement Rate is increased by 2 for four turns.

All damage is increased by 2 for three turns.

All damage is reduced by 2 for two turns.

The unit destroys cancels all enemy Barriers within eight spaces for this turn.

The pilot is dead. The unit will shut down after five turns. \

etc.

Burn Out

Failing a Burn-Out roll the first time will stun a human pilot, rendering him or her incapable of moving and attacking for the rest of that turn.

Failing a Burn-Out roll the second time will knock the pilot unconscious, rendering that TechTitan inoperable until combat ends (unless special conditions are applicable).

Failing a Burn-Out roll for the third time kills the pilot and renders the TechTitan inoperable on the field. Using the Strategic Play rules, the Fortress Commander may send out a new pilot to take control. This pilot must be escorted to the location by an Infantry unit.

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Weapons

Ballistic Weapons List

Ballistic weapons are massive cannons, from oversized rifles to railguns. They consume Ammo every time they are fired. They make up for in rate of fire what they lack in direct damage.

Infantry Assault

Using guns, rockets, and other infantry-portable weapons. Good against enemies in both Infantry and Tank scale, but utterly ineffective on Titan-scale opponents.

Range: 2 hexesAccuracy: 2Damage: 1 SimpleConsumption: 1 Ammo per shot Rate of Fire: 3 per turn

Heavy Autocannon

A large-bore gun mounted on siege tanks, effective with both armor-piercing and high explosive shells.

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Range: 5 hexesAccuracy: 2Damage: 2 SimpleConsumption: 1 Ammo per shot Rate of Fire: 4 per turn

Grand GatlingA large-bore fully automatic cannon effective against VoidTitans and for scything down smaller VoidSpawn units.

Range: 5 hexesAccuracy: 2Damage: 2 SimpleConsumption: 1 Ammo per shot Rate of Fire: 4 per turn

Grand RifleA large rifle scaled for Titan proportions, rapid-firing shells massive rounds that in times past were used only by battleship main guns.

Range: 5 hexesAccuracy: 3Damage: 3 SimpleConsumption: 2 Ammo per shot Rate of Fire: 2 per turn

Heavy MortarA hardmount-only cannon designed to lob large explosive shells at the enemy.

Range: 6 hexesAccuracy: 2Damage: 4 Simple / 1 SplashConsumption: 2 Ammo per shot Rate of Fire: 3 per turn

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Beam Weapons List

Beam weapons is a catch-all term for all weapons that fire energy beams or exotic matter. Most consume Energy when fired. They tend to cause tremendous damage, but consuming energy means less power that can be devoted to the Shield or used for special actions.

Combat Laser Cannon A standard TechTitan-grade laser rifle.

Range: 8 hexesAccuracy: 4Damage: 4 SimpleConsumption: 2 Energy per shot Rate of Fire: 2 per turn

Heavy Laser CannonA heavy combat laser that can be carried or mounted in torso hardpoints.

Range: 8 hexesAccuracy: 4Damage: 6 Simple

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Consumption: 3 Energy per shot Rate of Fire: 2 per turn

Particle Beam GunA particle beam weapon firing charged particles at a fraction of lightspeed. Incredibly damaging against armor.

Range: 8 hexesAccuracy: 4Damage: 8 Simple / 2 PierceConsumption: 4 Energy per shotRate of Fire: 2 per turn

Missile weapons are those that are launched towards a target, though technically there is a distinction

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between unguided 'rockets' and self-directed 'missiles'. They consume Ammo when fired, and cause large amounts of indiscriminate damage.