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Titan-Scale Threat

A battlefield event with legs and guns.

Threat File — Titan-Scale Threat

TR 20+ · Vehicles & War Engines
TitanicBossObjectiveStat Block Priority: Boss
Titan-Scale ThreatTR 20+Vehicle · War Engine
TitanicBossObjective
Defense 26 · Vitality 600 · Move 100 ft. (god-engine tread; its route destroys the map) · Initiative +0
STR +10AGI -2TGH +10INT +4WIL +6PRS +5

Saves: Toughness +18, Willpower +14

Senses: War-auspex arrays track every vehicle and formation within a kilometer; individual infantry register as terrain

// Traits

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.

// Actions

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.

// Reactions

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 Reference

A 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.

// Battlefield Use

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

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.

// Signature Traits

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.

// Signature Actions

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.

// Variants
Traitor Titan (corrupted god-engine)Ork Gargant (worse-built, equally terminal)Fallen Titan Wreck (dungeon that might wake)Distant Titan Duel (the party under the crossfire)

Full Stat Block Priority: Boss

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