Broadside-Type Heavy Suit
A heavy suit that dominates long sightlines.
Threat File — Broadside-Type Heavy Suit
TR 11 · T'au EmpireSaves: Toughness +8
Proficiencies: Awareness +6
Senses: Long-range sensor suite ignores dim light, smoke, and fog within 200 feet
Rail Dominance. The suit's heavy rail rifle ignores Light Cover and armor-based Defense bonuses.
Anchored Platform. While the suit has not moved this round, its attacks gain +1 to hit and its Reactive Fire suffers no penalty.
Missile Rack. Secondary smart missiles handle anything too close or too fast for the rail; the suit is never without an answer inside 150 feet.
Heavy Rail Rifle. Ranged Attack: +9 to hit, range 300/900 ft., one target. Hit: 3d10 + 5 rending damage; an Exposed target takes an extra 1d10.
Smart Missile Volley. The suit fires arcing missiles at a point within 150 feet, with no line of sight required if the zone holds a markerlit target. Each creature in a 10-foot radius makes an Agility Save DC 15, taking 3d8 ballistic damage on a failure, or half on a success.
Brace and Deny. The suit declares one Fire Lane in a straight line within rail rifle range until the start of its next turn.
Rail Denial. The suit makes one heavy rail rifle attack against the first creature that crosses its declared Fire Lane each round.
Morale: Holds position with mechanical patience; withdraws only under direct cadre orders or when melee reaches it.
Tactics: Place the broadside where the party must eventually cross and make the first rail shot a lesson. It never chases; the map is its weapon. Smoke, flanking, or closing to melee are the counterplay, and the cadre screens against all three.
Loot / Evidence / Hooks: A rail rifle and capacitor bank heavy enough to need a servitor team, and worth one.
Enemy Dossier
GM ReferenceA slow, heavily armored battlesuit built around a rail weapon that treats cover, armor, and distance as suggestions. Wherever it stands, a corridor of the battlefield stops being usable.
Use this enemy to dominate a long sightline and force the party to fight the map instead of crossing it.
Threat Profile: Very high durability, extreme single-target rail damage, minimal mobility, punishes Exposed movement at any range, weak once flanked in close.
Rail Dominance. Its rail rifle ignores Light Cover and armor-based Defense bonuses.
Anchored Platform. While it has not moved, its attacks gain +1 to hit and its Reactive Fire suffers no penalty.
Missile Rack. Secondary missiles handle anything too close or too fast for the rail.
Rail Shot. Devastating long-range attack against one target; near-guaranteed kill on Exposed infantry.
Smart Missile Volley. Area missiles that arc over cover into a zone the suit cannot see, guided by markerlights.
Brace and Deny. Declares one Fire Lane; the first creature crossing it takes an immediate rail attack.
Morale: Holds position with mechanical patience; withdraws only under direct cadre orders or when melee reaches it.
Tactics: Place the broadside where the party must eventually cross, and make the first rail shot a lesson. It should never chase — the map is its weapon. The counterplay is smoke, flanking, or closing to melee, and the cadre will screen against all three.
Full Stat Block Priority: High