Titan-Scale Threat
A battlefield event with legs and guns.
Threat File — Titan-Scale Threat
TR 20+ · Vehicles & War EnginesSaves: Toughness +18, Willpower +14
Senses: War-auspex arrays track every vehicle and formation within a kilometer; individual infantry register as terrain
Void Shields. Three layered shields each absorb all damage from anything short of superheavy fire; only sustained superheavy bombardment, allied titan weapons, or sabotage from inside collapses a layer. Each collapsed layer is an act-break, not a wound. Direct Vitality attrition by a party is not a valid plan: this threat is defeated through objectives, boarding, sabotage, artillery direction, or survival clocks.
God-Engine Tread. The Titan's movement destroys buildings, cover, and formations in its path; the party's real enemy is often its route. Creatures near the path make Morale checks, and each footfall is a visible clock the GM should count aloud.
Crew and Princeps. Inside is a fortress-crew and a mind fused to the machine. Boarding actions trade the impossible fight for a merely terrible one: corridors, crew, and a princeps who knows something is aboard.
Weapons Beyond Scale. Its main guns do not target the party; the party suffers proximity to what its guns were doing anyway. Only its point-defense actually shoots at them.
Annihilation Volley. The Titan removes a building, formation, or map zone within line of sight. Creatures in adjacent zones make an Agility Save DC 20 against blast and collapse, taking 6d10 bludgeoning and fire damage on a failure, or half on a success, and make a Willpower Save DC 18 or become Frightened.
Advance. The Titan walks up to its full Movement. Everything in the path is destroyed as terrain damage; creatures in the path make an Agility Save DC 20, taking 8d10 bludgeoning damage on a failure, or half and being thrown clear on a success. Everything near the path checks Morale.
Point-Defense Scour. Anti-personnel weapons sweep boarding routes and close terrain in two 20-foot zones within 120 feet. Creatures in a swept zone make an Agility Save DC 18, taking 3d10 + 5 ballistic damage and becoming Suppressed on a failure, or half damage on a success. This is what actually shoots at the party.
Kill-Zone Reflex. When creatures begin a climb, breach, or sabotage action on its hull or anchor points, the Titan's point-defense immediately scours that zone (as Point-Defense Scour, one zone).
Morale: None the party can reach in battle, but a princeps can be deceived, a crew can mutiny, and a corrupted engine can be turned on its masters.
Tactics: Run it as an environment with intent. Build the scenario from objectives: reach the evacuation point before its third footfall, mark its shield vents for the fleet, board via the wreck it grazes, complete the sabotage before point-defense finds the party. Give every phase a visible clock; a Titan encounter is always about time.
Loot / Evidence / Hooks: Nobody loots a god-engine; they loot what it stepped past: shield-vent survey data, a grazed wreck with an intact boarding route, and the gratitude of whoever the party evacuated in time.
Enemy Dossier
GM ReferenceA Titan-Scale Threat is a battlefield event with legs and guns — a god-engine whose weapons are measured in city blocks and whose footfalls are the mission timer. The party does not fight it; they exist near it, briefly, on purpose or otherwise.
Use this threat as campaign-scale environment and objective: survive its transit, guide something that can hurt it, board it, or decide what to save as it walks.
Threat Profile: Beyond stat-block combat — void shields, apocalyptic weapons, crush-everything movement; engage only through objectives: boarding actions, sabotage, evacuation, artillery direction, survival clocks. Direct Vitality attrition by a party is not a valid plan.
Void Shields. Layered shields shrug off anything short of superheavy fire; each collapsed layer is an act-break, not a wound.
God-Engine Tread. Its movement destroys the map; the party's real enemy is often its route.
Crew and Princeps. Inside is a fortress-crew and a mind fused to the machine; boarding actions trade the impossible fight for a merely terrible one.
Weapons Beyond Scale. Its guns do not target the party; the party suffers proximity to what its guns were doing anyway.
Annihilation Volley. Removes a building, formation, or map zone; survivors in adjacent zones save against blast, collapse, and terror.
Advance. Walks; everything in the path is terrain damage, and everything near the path checks Morale.
Point-Defense Scour. Anti-personnel weapons sweep boarding routes and close terrain; this is what actually shoots at the party.
Morale: None that the party can reach in battle — but a princeps can be deceived, a crew can mutiny, and a corrupted engine can be turned on its masters.
Tactics: Run it as an environment with intent. Encounter notes: build the scenario from objectives — reach the evacuation point before its third footfall, mark its shield vents for the fleet, board via the wreck it grazes, complete the sabotage before point-defense finds the party. Give every phase a visible clock; a Titan encounter is always about time.
Full Stat Block Priority: Boss