The Barbarossa is Harrison Armory’s most massive frame to date, built, per the orders of Harrison II, to “stand as the unstoppable image of Harrison I” and to carry the heaviest of weapons and equipment the Armory offers. Standing nearly thirteen meters tall, it is an unsubtle beast of a mech, inspiring terror in enemies and awe in allies. The Barbarossa can mount weapons suitable for engaging toe-to-toe with gunboats and low-gross tonnage subline vessels; due to its size and slow maneuverability, it is often employed in low-gravity engagements where mass is less of a concern.
The Barbarossa is a popular target for Purview essayists, who have been known to remark on the drawbacks that come with its size and how, as a result, it is a perfect stand-in for their political enemies.
The Barbarossa can’t be pushed, pulled, knocked Prone, or knocked back by smaller characters.
The Barbarossa has resistance to Explosive Damage.
Adjacent allied characters can use the Barbarossa for hard cover.
The Barbarossa receives +1 difficulty on Agility checks and saves.
Fresh from the Armory’s dayside research and development campus, the LGC-04 “Apocalypse Rail” is an exponential gravitic catapult – a to-scale test product pushed to licensed pilots for field trials as part of the Armory’s ongoing Plenary Beach Magnitude Weapons Test Project.
Distinct from current logarithmic short- or long-spool ship-to-ship weapons (kinetic or energetic/particular), this new platform taps into the Armory’s current gravitic research to exponentially charge and distribute a kinetic payload downrange. This increase in potential energy loading and decrease in total charge time comes at the cost of stability: where the logarithmic spool cannon is stable and shock-resistant, the exponential gravitic catapult is prone to destabilization. For the time being, built-in failsafes will trigger in the event of sudden traumatic destabilization to prevent detonation of the system, resetting any charging process underway at the time of the shock.
The LGC-04 “Apocalypse Rail” system is scaled considerably down from its intended operational role – that is, replacing capital ship spinal spool cannons – in order to effect the accumulation of live data for use in improving the system prior to naval adoption.
When activated, you start charging the Barbarossa’s Apocalypse Rail, an incredibly powerful ship-to-ship long-spool weapon system that requires target calibration. Gain an Apocalypse Die, 1d6 starting at 4. At the start of each of your turns, lower the value of the Apocalypse Die by 1, to a minimum of 1. If you move (even involuntarily) or become Stunned or Jammed, the Apocalypse Die resets to 4 and then continues to count down as usual.
If the value of the Apocalypse Die is 1–3, you can attack on your turn with the Apocalypse Rail as a full action, but can’t move or take any other actions on the same turn. After an attack with the Apocalypse Rail, the Apocalypse Die resets to 4. If you reach the end of the scene without using it, you regain 1 CP.
At the end of the scene, lose the Apocalypse Die, and the Apocalypse Rail stops charging.
This weapon has different profiles determined by the current value of the APOCALYPSE DIE when you fire it. Each profile replaces the one proceeding it. The Apocalypse Rail cannot be fired at targets within range 5.
After an attack with the Apocalypse Rail, the Apocalypse Die resets to 4.
Full Action
Range: N/A
Damage: N/A
Cannot Be Fired
The Apocalypse Rail must be charged before it can be fired, using the Charge Rail CORE Power.
Range: 20
Blast: 2
Damage: 2d6 Explosive
Objects within the affected area automatically take 20 AP explosive damage. After the attack, the blast cloud lingers, providing soft cover to characters within the affected area until the end of your next turn.
Range: 25
Blast: 2
Damage: 3d6 Explosive
Objects and terrain in the area automatically take 40 AP explosive damage, and on hit characters become Shredded and Impaired until the end of their next turn. The blast cloud is a burning storm: until the end of your next turn, characters within the affected area receive soft cover, and characters that start their turn within the area or move there for the first time in a round take 4 burn.
Range: 30
Blast: 2
Damage: 4d6 Explosive
Objects and terrain in the area automatically take 100 AP explosive damage, and characters become Shredded and Stunned until the end of their next turn on hit. The ground in the affected area is vaporized on impact: for the rest of the scene, it is difficult terrain, characters within the affected area receive soft cover, and characters that start their turn with the area or move there for the first time in a round take 4 burn.
2 SP
Range: 15
Damage: 3 Kinetic
Damage: 1d6+3 Explosive
Instead of throwing this grenade, it rolls along a line 10 path directly from you, bouncing over obstructions and objects up to Size 1 and passing through holes or gaps no smaller than Size 1/2. It detonates when it moves through or adjacent to the space occupied by any character: they must succeed on an Agility save or take 1d6+3 explosive damage and be knocked 3 spaces in the direction the grenade was rolled. On a success, they take half damage and aren’t knocked back.
This mine detonates when a flying character passes over or adjacent to it, up to 10 spaces high. The mine launches itself upwards and detonates: all characters within the affected area must succeed on a Systems save or take 2d6 explosive damage and immediately land (this counts as falling without any damage); additionally, they can’t fly until the end of their next turn. On a success, they take half damage and are otherwise unaffected.
Limited 2
Unique
Grenade
Mine
1 SP
Your mech’s stabilizers extend (or retract). While they are extended, your ranged attacks gain +5 range, but you become Immobilized, can’t make melee attacks, and can’t make ranged attacks against or centered on characters, objects, or spaces within range 5.
Unique
2 SP
Expend a charge to deploy this autoloader drone to any adjacent space.
1/round, one character adjacent to it may reload a Loading weapon as a quick action. It deactivates at the end of the scene.
Limited 1
Unique
Drone
2 SP
Choose a flying character within range 15 and line of sight. They must succeed on an Agility save or immediately land (this counts as falling without any damage), and additionally become Slowed and can’t fly until the end of their next turn.
Choose to fire in either siege mode or direct fire mode.
Range: 30
Blast: 2
Damage: 3d6 Explosive
Arcing
Ordnance
Loading
Heat 4(Self)
Range: 20
Damage: 3d6 Explosive
Knockback 2
Heat 2(Self)
3 SP
1/round, you can activate this system to reload a Loading weapon.
Unique
Heat 1d3+1(Self)