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Lexicanum

Kin Land Fortress-Type Vehicle

A mobile fortress with heavy guns and stubborn doctrine.

Threat File — Kin Land Fortress-Type Vehicle

TR 14 · Leagues / Kin
KinVehicleHeavyStat Block Priority: Boss
Kin Land Fortress-Type VehicleTR 14Vehicle, War Engine · Vehicle
KinVehicleHeavy
Defense 21 · Vitality 300 · Move 20 ft. (tracked; ignores difficult terrain) · Initiative -2
STR +8AGI -2TGH +8INT +1WIL +0PRS +0

Saves: Toughness +12

Senses: Auspex array ignores dim light, smoke, and camouflage within 120 feet

// Traits

Ancestral Plating. The fortress is immune to small arms: attacks that deal 10 or less damage deal none. Heavy weapons, demolitions, and attacks against exposed weak points (identified with a Tech check DC 16) deal full damage.

Rolling Bastion. Kin infantry adjacent to the fortress's hull count as in Heavy Cover. The fortress is the line.

Weapon Redundancy. Each weapon mount can be attacked and destroyed individually (Defense 18, Vitality 40 per mount). The party can disarm the fortress piece by piece even when killing it outright is unrealistic.

// Actions

Multiattack. The fortress fires its Cyclic Ion Cannon once and its Bolt Cannon Sponsons twice, at the same or different targets.

Cyclic Ion Cannon. Ranged Attack: +10 to hit, range 120/360 ft., one target. Hit: 4d10 + 8 energy damage, any cover protecting the target is destroyed, and vehicles or armored targets hit suffer -1 Defense until repaired.

Bolt Cannon Sponsons. Ranged Attack: +9 to hit, range 80/240 ft., one target. Hit: 2d10 + 4 ballistic damage, and creatures within 5 feet of the target make a Willpower Save DC 16 or become Suppressed. Approaching the flanks is a Suppression problem.

Deploy the Oathband. The fortress disembarks a squad of Kin Warriors or Hearthguard through its armored ramps, fresh and in formation, into any space adjacent to the hull.

// Reactions

Point-Defense Sweep. When a creature moves within 30 feet of the hull, one surviving sponson makes Reactive Fire against it.

Morale: Does not make Morale checks as such: the crew is disciplined Kin who withdraw the fortress only under direct order, and the machine itself has no opinion about dying.

Tactics: Run the fortress as a mission structure, not a stat line: the party disables mounts, mines its path, boards it through maintenance hatches, or lures it onto ground that fails under its weight - straight shooting should feel like petitioning a mountain. It advances on a schedule, deploying troops at the worst moments, and its sponsons make every approach lane a cost. Give the party a sabotage route and make the interior its own encounter.

Loot / Evidence / Hooks: An intact Land Fortress is a company's ransom in ancestral plate and weapon mounts - and the Leagues pay recovery bounties, or collect them.

Enemy Dossier

GM Reference

A Kin Land Fortress-Type Vehicle is exactly what it sounds like: a mobile bastion of ancestral plate, weapon mounts, and disembarking Hearthguard, grinding forward at the pace of inevitability. The Kin do not build fast tanks; they build permanent ones.

// Battlefield Use

Use this threat as the centerpiece of a Kin assault or the objective of a sabotage mission — a war engine the party must outthink rather than outshoot.

// Threat Profile

War-engine durability, multiple heavy weapon mounts, troop deployment, slow implacable advance, objective-grade encounter design recommended.

// Signature Traits

Ancestral Plating. Immune to small arms; only heavy weapons, demolitions, or point-blank sabotage against marked weak points accumulate real damage.

Rolling Bastion. Kin infantry adjacent to its hull count as in Heavy Cover; the fortress is the line.

Weapon Redundancy. Its mounts are destroyed individually; the party can disarm it piece by piece even when killing it outright is unrealistic.

// Signature Actions

Cyclic Ion Cannon. Main gun: heavy damage, armor degradation, and cover destruction in a wide lane.

Bolt Cannon Sponsons. Secondary anti-infantry fire covering its flanks; approaching it is a Suppression problem.

Deploy the Oathband. Disembarks a Hearthguard or Warrior squad through armored ramps, fresh and in formation.

Morale: None as such: the crew is disciplined Kin who withdraw the fortress only under direct order, and the machine itself has no opinion about dying.

Tactics: Run the fortress as a mission structure, not a stat line: the party disables mounts, mines its path, boards it through maintenance hatches, or lures it onto ground that fails under its weight — straight shooting should feel like petitioning a mountain. It advances on a schedule, deploying troops at the worst moments, and its sponsons make every approach lane a cost. Give the party a sabotage route and make the interior its own encounter.

// Variants
Siege-Configured Land FortressCommand Fortress (Kahl aboard)Salvage-Hauler Fortress (objective cargo)Crippled Fortress (defense scenario, Kin holding around it)

Full Stat Block Priority: Boss

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