#Note — How to Run a Godframe
Contents
This document belongs to front. What a Godframe is lives in
01, part builds in03, the heart (Artifact / Self-Heart) in04, and the crew, Control Arts, and Finisher system in05.
#Note — §0. Opening
Steel resembles a god — heavy, slow, and unable to stop once it moves: late, yet even its lateness is terrifying.
This section covers the action economy · Ponderous · Cooling Sequence · Energy · Firepower · Overload · mechanical traits · giant tag · half Pierce · Colossal Form · battlefield standing of a single Godframe unit. Part builds are in 03, the heart (an Artifact or a Self-Heart drive) in 04, the crew, Control Arts, and Finisher rules in 05; the canonical grade (格) conversion table is posted once in 04 (this section only references it).
The very first thing to nail down here is just one thing — there is no new stat and no new resolution formula. A Godframe layers onto the core book's count engine (co-03-04 · co-03-06) as explicit Variant exceptions. Round · Critical Hit / Heavenly Mandate / Karmic Retribution · Wounds / Energy / Defense · Domination · Pierce are existing machinery; the Firepower, half-Pierce, Colossal Form, and Cooling Sequence gate added here are ZN13-only adjustments with named limits and sources.
Two pools, two resources. A Godframe runs two pools at once — Energy (movement · Ponderous · Cooling Sequence · one breath, §4) and Firepower (火力) (striking force · Finishers · overcharge, §5). Energy is ponderously low (10~13), Firepower wells up from the Divine Artifact's grade (Divine Artifact grade × 2). "A giant cannot move fast, but one swing of it lands heavy" is implemented by this split of two pools.
Core book first. This section is a Variant of
co-99-01(principle ofco-99-02: reuse existing machinery, minimize new figures). Where this section conflicts with the core book, the core book wins.
★A one-line premise: a Godframe is an individual unit (co-06-00) — it is not subject to squad commands, overall command, or Cohesion, and it acts independently from its own Energy pool and its own Firepower pool.
#Rule — §1. Action Economy: Two People, One Unit
A Godframe is one combatant · one position on the battlefield. Two occupants split the turn count of a single unit.
#§1.1 Action by Seat
| Seat | Action authority | Resolution basis | Notes |
|---|---|---|---|
| Pilot | 1 main action (movement / attack) | Pilot (attribute value + martial skill) + frame bonus +2~+3 | Spends their own turn driving the Godframe. Fixed to one position, they cannot separately use personal Talents |
| Controller | Support action (Control Art) only — no main | Controller (sorcery attribute value + skill) + Divine Artifact grade | Control Arts are paid from Energy. Cap of 2 per round |
- Net output = 1 main (Pilot) + up to 2 support (Controller). Above a lone PC, below two independent characters — both are bound to the same position and cannot go to a different zone. This is the rules cost of "two lives poured into one body."
- Frame bonus cap = +3 (masterwork and Artifact both +3,
ex2-00-05§10). Issue Gear (Fine Work-grade) frames are usually +2; masterwork and Artifact frames stop at +3. Example Pilot attack resolution:
2d10 + Courage (勇) + martial skill + frame bonus (max +3) + [Firepower overcharge +N] >= target's Defense
A frame bonus exceeding +3 violates the core book — even with a stronger heart installed, the weapon's own resolution bonus caps at +3, and beyond that you widen the gap only through Firepower overcharge (§5) and Control Arts. Firepower overcharge is an overcharge separate from the +3 weapon-bonus cap — it does not exceed the ceiling but pours the Firepower pool directly on top of it.
Basis for the 2-per-round Control Art cap. The core book caps 0-Energy ([Kata]) maneuvers at 2 per round (
co-03-04); puppet / shikigami control is likewise 2 per round (co-06-00). Energy is not a 0-Energy resource, but to prevent the Controller's unlimited support, the same 2-cap is explicitly borrowed. ※This borrowing acknowledges a gray area of differing resource nature — read it as "an explicitly borrowed cap to prevent abuse of support actions."
#§1.2 One Side Disabled
If one occupant goes down, the Godframe is immediately crippled. This is where the "Pilot / Controller snipe" counter of §9 stands.
| Situation | Result |
|---|---|
| Pilot disabled | From that round the Godframe cannot take a main action (only the Controller's support arts remain). Effectively on the verge of stopping. |
| Controller disabled | All Control Arts disabled. The Cooling Sequence must still be paid by the Pilot out of Energy (§3) — the pool dries up fast. |
| Both disabled or Core stop (§4 · Core Wounds 0 / Self-Heart resource exhausted) | The Godframe fully stops — it becomes an ordinary object, with no revival. |
Footnote:
co-06-00individual-unit rules /co-03-040-Energy 2-cap · control 2-per-round /ex2-00-05§10 common weapon-bonus +3 cap.
#Rule — §2. Ponderous (鈍重): Last in a Tie + Initiative Immunity
Ponderous is not a new rule — it is merely the inverse of the core book's count-tie rule (co-03-06 §Count 4). No separate stat, no separate roll. A giant thing cannot move fast, nor often — however high the Artifact's grade, the Energy pool stays fixed low (§4), and that lowness is the numeric root of Ponderous.
#§2.1 Core Override
In the count, a Godframe always acts last on an Energy tie or a Skill (技) tie, and does not receive the ally-priority tiebreak. (Unconditionally last on the same count value.)
The core book's §Count 4 reads "on a tie, descending Skill; if still tied, ally priority." A Godframe fixes this tiebreak to an unconditional loss — it moves later than anyone else on the same slot.
#§2.2 Initiative-Bonus Immunity
Initiative +N(co-03-06§Count 2) effects are void on a Godframe. (E.g. spear arts or a horse troop's banner signal that raise initiative do not apply to a Godframe.) This is the numeric implementation of "heavy things cannot move fast."
#§2.3 Ponderous Mitigation (part linkage)
- Legs part Rank 2 or higher (see
03): mitigates Ponderous from last-on-tie → normal-on-tie (losing only on a Skill tie). Initiative-bonus immunity remains in force. - No other effect can fully remove Ponderous — it is the essence of a giant body. (However, during Colossal Form (§7-2), Ponderous is canceled out between giant bodies of equal scale, who then engage normally.)
Footnote:
co-03-06§Count 2 (initiative bonus) · §Count 4 (descending Skill on tie · ally priority).
#Rule — §3. Cooling Sequence (冷却勢): 1 Energy at the Round's End + Firepower Recovery Gate
#§3.1 Rule — The Cooling Sequence is Paid at the Round's "End"
- A Godframe is forced to deduct 1 Energy as "cooling" at the end of every round, after all actions are finished. This 1 cannot be spent on any maneuver, Control Art, or movement — it is the cost of closing the round.
- ★The round's end is the crux. The Cooling Sequence is paid at the round's "end," not its "start." So if you spend all your Energy that round, there is no 1 left to pay the Cooling Sequence → cannot cool → Qi-Exhaustion (§5). "Pour everything into an overdrive and you have no reserve to cool, so you exhaust" actually happens right here.
- Result: an operation that squeezes Energy to the dregs is in a tug-of-war with the restraint of leaving 1 for the Cooling Sequence each round. Using up the one-breath limit of 5 while still leaving 1 for the Cooling Sequence is the breath management of a Ponderous frame.
#§3.2 Firepower Recovery is Bound to the Cooling Sequence (★gate)
To fully recover spent Firepower (§5) on the next round, the Cooling Sequence at that round's end must be executed "in full."
- Cooling Sequence executed normally → the Firepower pool fully recovers next round (charged to maximum). The act of cooling is itself a reload.
- Cooling Sequence not executed (cannot pay the 1 due to Energy shortage / overextension) → no Firepower recovery + Qi-Exhaustion. The Firepower you poured out that round does not return the next round.
- This is the price of an overdrive — pour Firepower all into one round (Finisher · large overcharge) and you can easily fail to pay that round's-end Cooling Sequence, and if you fail, you exhaust with Firepower dry.
#§3.3 Cooling Sequence Reduction (part linkage)
- Torso part Rank 2 or higher (see
03): reduces the Cooling Sequence once per Lull Phase (effectively refunding 1 Energy every 2 rounds). There is no full exemption. However, a reduced round still applies Firepower recovery normally (cooling is treated as having occurred). - Reduction effects do not stack additively — the passive always-on reduction of Torso 2 and the active cooling acceleration of a Control Art (choose one: Ponderous void or cooling exemption) are not counted together in the same round (see
05Control Arts).
#§3.4 Cannot Pay = Overload Trigger
- If Energy remaining is 0 at the round's end and the cooling 1 cannot be paid → Overload activates (§5) + no recovery of that round's spent Firepower.
Footnote: same lineage as the Automaton's "no natural recovery · spring overheating" (
co-04-07-17). The Cooling Sequence = the heat-management cost a giant frame pays at every round's end, and the reload gate that must cool before it can heat up again.
Scent (operation supplement). The god heats the human body, and the human, to keep from burning to death in that heat, cools themselves a sip at a time at every round's end. That very sip of cooling becomes the next round's kindling — a giant that cannot cool can never heat up again.
#Rule — §4. Energy (活力): A Drive Pool Fixed Low
A Godframe has an innate Energy pool separate from the occupants' personal Energy. The Cooling Sequence and Control Arts are spent from here. The occupants' personal Energy (10+Skill) is preserved for personal Talents and the Pilot's main action — the two pools do not mix.
#§4.1 Energy Formula — Derived From Core Rank Alone (★fixed low)
Energy = 10 + Core part Rank
- The Core part is required at Rank ≥ 1 (a 0 means stopped). The Energy pool is therefore in the band 10 + 1~3 = 11~13, and a husk (Core 1) = 11 is the floor.
- ★The Artifact's grade does not enter Energy. A giant thing does not move faster or more often just because its Artifact is strong — the Core drives the frame (Energy), the Artifact strikes (Firepower, §5). However high the Artifact's grade, Energy stays at 11~13, so "strong yet Ponderous" never breaks.
| Core Rank | Energy pool | Effective after cooling (usable before the round's-end −1) | Position sense |
|---|---|---|---|
| 1 (required minimum) | 11 | 10 for action + 1 cooling | husk~standard |
| 2 | 12 | 11 for action + 1 cooling | heavy build |
| 3 (full build) | 13 | 12 for action + 1 cooling | max drive |
- Yoma-style derivation, stated. The pools above do not directly use the PC formula "Energy = 10 + Skill" — they are spec values under the policy of
co-08-02, "yoma / giant-body Energy does not apply the PC formula; GM / spec-set." (A Godframe-only derivation that adds only the Core Rank to a base of 10.) - The Cooling Sequence (§3) takes 1 at the round's "end," so the real Energy usable for a round's action is pool − 1 (with Core 1, 10 for action + 1 cooling).
#§4.2 Self-Heart (Divine Class) Track
If a Self-Heart class powers the drive instead of an Artifact (Arahitogami, Tennin, Heroic Spirit, Hanyo, Tatarigami, Itako, etc.; see 04), Energy uses the same Core formula above, but the Firepower pool (§5) is derived as "Self-Heart Firepower" and it stops when the power resource dries up. It only maps each class's existing resource (Arahitogami faith · Tennin descent-ascension · Hanyo transformation · Tatarigami curse accumulation · Itako spirit summoning) onto Firepower / the stop condition — it creates no new figure (principle of co-99-02). The detailed mapping is in 04 · 05 §3.1.
★A Heroic Spirit canonically "designates one external Artifact, and the spirit body depends on that sacred object." A Heroic Spirit heart = uses the designated sacred object's grade as-is (Firepower = that sacred object's grade × 2; it creates no separate self value,
04).
#§4.3 One-Breath Limit
- A Godframe's one-breath limit = the core-book default 5, unchanged. As a Ponderous frame it has no extension — the one-breath extensions of Speed Master, Asura, etc. do not apply to a Godframe.
- Because Energy is low (11~13), filling the one-breath 5 two or three times empties the pool — this short breath, meshing with the Cooling Sequence (§3) gate, forces a "Ponderous yet restrained" operation.
Footnote:
co-08-02yoma Energy GM-set /co-06-05Master-grade Energy 10+Skill (parity baseline) /co-99-02principle (no new figures · resource mapping).
#Rule — §5. Firepower (火力): A Separate Reserve Welling From the Artifact
Firepower is a separate pool holding a Godframe's striking force — split off from Energy (movement), it deepens the stronger the Artifact's grade. In exchange for Energy being ponderously low, Firepower can be poured out large all at once.
#§5.1 Firepower Pool Creation — Divine Artifact grade × 2
Max Firepower = Divine Artifact grade × 2
- The grade conversion is Fine Work-grade = 1 · masterwork-grade = 2 · Divine Artifact-grade = 3 (a zn13-only shorthand; the canonical conversion table is posted once in
04). Thus Fine Work-grade Firepower 2 · masterwork-grade Firepower 4 · Divine Artifact-grade Firepower 6. - Self-Heart Firepower = (class Dan ÷ 2, rounded down) × 2. (E.g. a Dan 6 Self-Heart → Firepower 6.) It is charged by the power resource, and when the resource dries, Firepower dries too (
04). - Surplus part-budget diversion. From the part budget (
03: total Rank 6 + Divine Artifact grade), a spare 1 point can be diverted to Firepower +1 (a build choice). To take Firepower deep, you give up a Rank of armor or mobility.
| Heart Grade | Max Firepower |
|---|---|
| Husk (no Divine Artifact) | 0 (no Firepower operation, drives on Energy alone) |
| Fine Work-grade (1) | 2 |
| Masterwork-grade (2) | 4 |
| Divine Artifact-grade (3) | 6 |
| Dan 6 Self-Heart | 6 |
#§5.2 Firepower Use — 4 Kinds (free expenditure)
Firepower is spent as a free action (a resource separate from the 2-per-round cap). It is used in four ways.
| Use | Cost | Effect |
|---|---|---|
| ① Attack overcharge | Firepower N | +N to that one attack resolution. An overcharge separate from the +3 weapon-bonus cap (poured on top of the ceiling). "To strike hard, pour Firepower into the resolution." |
| ② Squad extra hit | Firepower 1 | That area / stomp attack lands +1 extra hit on squad bodies (added on top of the §7-1 hit-strength table). Firepower N = +N more bodies. |
| ③ Finisher power | Firepower 4+ | Pay the Finisher cost in Firepower (§5.4 · the system is in 05). |
| ④ Temporary bonus | Firepower N (max 3) | Choose one of Defense, a mobility check, or Domination and gain +N for 1 round. Once per round, nonstacking with itself. Cannot modify attack rolls, Wounds, the Cooling Sequence, or Firepower recovery. |
- ★No standing inflation. Firepower is a resource you "pour," not a "standing bonus" — as much as you pour drains from the pool, and recovery is bound to the Cooling Sequence gate (§3.2). Pour all 6 in one round and the next round you fight with Firepower 0 (recovering the round after, if the Cooling Sequence was paid in full).
- ① and ② can be poured together on the same attack (overcharge + extra hit), but the total cannot exceed that round's remaining Firepower.
#§5.3 Firepower Charge · Recovery = Cooling-Sequence Linked
- Firepower recovers to maximum next round if the Cooling Sequence at every round's end is executed in full (§3.2). The act of cooling is itself a reload.
- Cooling Sequence not executed (Energy shortage / overextension) → no recovery of that round's spent Firepower + Qi-Exhaustion (§3.4). The price of an overdrive is "stand dry and Ponderous the next round."
#§5.4 Finisher Power (the system is in 05)
- Firepower's greatest use is the named Finisher — large expenditure of Firepower 4 or more · once per combat · 1-round windup (slow charge, then activation next round; a Ponderous depiction). Its effect, within the core-book "no damage dice" principle, is "big" (wiping out many squad bodies · area over multiple zones · simultaneous strikes on multiple cores of a giant yoma, etc.).
- The body of the Finisher rules is in
05(activation · cost · windup · limit), and each frame's named-Finisher data is in06·08. This section only states the link that Firepower is Finisher power. (The "Tenpō-Tekken (天崩鉄拳)" of the §99 closing fiction is the standard model — a screen-filling single blow after a 1-round charge.)
Footnote:
ex2-00-05§10 common weapon-bonus +3 cap (overcharge is a separate overcharge on top of it) /co-06-06volley-fire hit strength (squad extra-hit borrowing) /04canonical grade conversion table.
#Rule — §6. Overload (過負荷): Reuse of EX2 Existing States
Triggers on failure to pay the Cooling Sequence (§3.4), or operating beyond the Artifact grade. Zero new states — it directly reuses EX2 §9 Qi-Exhaustion (氣盡) and §2 Exhaustion (脫盡) (a lightweight version of Kunitomo rampage).
#§6.1 Overload Stages
| Trigger | Result | Basis |
|---|---|---|
| Cooling 1 unpaid at round's end (Energy 0) — main rule | Qi-Exhaustion (氣盡): next round one-breath limit 5 → 4 + no recovery of that round's spent Firepower | ex2-00-05 §9 + §3.2 |
| 2 consecutive non-payments or straining beyond Divine Artifact grade (GM alternative) | Exhaustion (脫盡): next round Energy = 1 (reset void) + defenseless 1 round + Firepower 0 | ex2-00-05 §2 |
| GM campaign alternative | Divine Artifact 1-round stop (heart = Divine Artifact-dependent penalty line) | Campaign use only |
- Main rule = Qi-Exhaustion (on cooling non-payment, next round one-breath limit −1 + no Firepower recovery). The GM alternatives (Wounds −1 / Artifact 1-round stop) are adopted only for campaign tone.
- ★The price of overextension, stated. "Spending all Energy and being unable to pay the Cooling Sequence" not only shortens one breath but dries up Firepower too — a Ponderous giant stands slow and powerless the next round. This is the danger of an overdrive that pours all Firepower into one round.
- Overload frequency differs by heart type (details linked from
04·06): yoma-core drive (Kunitomo style) = Overload frequency ↑ (Rampage risk), pure Divine Artifact (Hiei style) = stable, Enryokan-style accord drive = Rampage-immune (Overload void). This section only states that "Overload = a lightweight version of Rampage" and delegates the figures to04.
Footnote:
ex2-00-05§9 Qi-Exhaustion (one-breath −1) · §2 Exhaustion (next round Energy 1) /co-02-03starter-type Automaton rampage (each lull d100, Automaton general bench 01~10 friend-or-foe agnostic) = cap reference. (The Kunitomo yoma-core rampage's signature adjustment values are posted separately in the04table.)
#Rule — §7. Giant Tag · Half Pierce: Mob & Minion Void, Yet It Gets Caught
#§7.1 Giant Tag — Mob & Minion Auto-Void
- A Godframe is a giant body — arts and volley fire of mob (雜) and minion (卒) grade are automatically void (size difference). It is given the giant tag of
co-08-02("arts of minion or below auto-void," Gashadokuro style) as-is. - ★Strict bound. Immunity extends only up to mob · minion. Veteran (練)-grade-or-higher squads · Elites · Lords · Pierce · heart snipes land normally. This boundary line creates "infantry are not utterly unable to touch it" — extending immunity up to Veteran breaks the §8 battlefield standing. (However, during Colossal Form (§7-2), the auto-void extends up to Veteran grade.)
- The giant tag is the rules basis for "squad slaughter / not caught by squads," and at the same time the boundary of "it gets caught."
Squad slaughter. A Godframe's area melee (stomp / sweep) borrows the attacker-side hit strength (co-06-06 volley-fire table: total 13+ = 2 squad bodies, total 17+ or Critical Hit = 3 bodies).
- ★But to keep it from outstripping PC area arts, a cap is placed: 1 per round + applies only to squads in the same zone (preventing cap collision). Even with three arms, a stomp is not damage addition but multi-target processing — parity with a giant yoma is contested purely by pool and Defense.
- Pouring Firepower ② extra hit (§5.2) adds +1 body / Firepower 1 on top of this hit strength.
#§7.2 Half Pierce (★Godframe-specific)
A Godframe receives only half of
[Pierce]— it ignores only half of the armor surplus that[Pierce]ignores (rounded up); the rest stays effective.
- Formula. Defense = base 10 + armor surplus. Even
[Pierce all]voids only ½ of the armor surplus against a Godframe (rounded up). E.g. Defense 18 (base 10 + armor 8) vs[Pierce all]→ it collapses only down to 10 + (8 ÷ 2) = 14. Defense 17 (surplus 7) → 10 + ⌈7/2⌉ = 10 + 4 = 14. - Meaning. Guns · siege are still a Godframe's nemesis but not absolute — the old vulnerability of being stripped to base Defense (10) by a single shot is halved. Instead the true counter is elevated to heart snipe · sealing (§9).
- It endures a single gunshot or ordinary attack, but a gun-corps volley · siege weapon is (even halved) a burden — the counter strengths are merely separated, not a contradiction.
Footnote:
co-08-02giant tag (minion or below auto-void · Gashadokuro Elite-grade + giant precedent) /co-06-06volley-fire hit strength (total 13 = 2 · total 17 = 3 · Critical Hit = 3) /co-03-05[Pierce all]minimum = target's base Defense (a Godframe voids only ½ of the surplus, as a variant).
#Note — §8. Battlefield Standing: A Giant Standing "Above" Giant Yoma
Where does a Godframe stand on the battlefield? In in-world terms — a step above an ordinary giant yoma, yet not the standing of a god. A single elite cannot easily cut it down head-on, but infantry are not utterly unable to touch it. That line is fixed in numbers.
#§8.1 Unit Standing
- Balanced build = shoulder to shoulder with the upper giant yoma. Wounds 8~9 · Defense 17 · Domination +6 — it stands between Shuten-doji (Lord 8/17) and the Konron Avatar (10/19).
- High-grade · full build = near the apex of giant yoma. Wounds 10~11 · Defense 18 · Domination +7~+8 — it touches the Konron Avatar (10/19). On top of this sit the giant tag · half Pierce · the Firepower reserve, so it clearly outstrips a single high-tier PC.
Resource equivalence catches this automatically — a weak party fields a weak frame, a strong party + a high-grade Artifact a fearsome frame. There is no need to fix it at a separate grade.
#§8.2 Frame Stat Range
A Godframe's Wounds pool is a pool separate from the occupants' personal Energy and the Godframe's Energy, derived from the part/faction base (co-03-05 Wounds parity).
| Item | Balanced build | High-grade · full build | In-world alignment |
|---|---|---|---|
| Wounds | 8~9 | 10~11 | Shuten-doji 8 / Konron Avatar 10 ↔ between~above |
| Defense | 17 | 18 | large-cuirass grade (ex2-00-05 §10) / under Konron Avatar 19 |
| Domination contribution | +6 | +7~+8 | co-05-02 Great Oni +6 ↔ above (overwhelming vs a 5-member squad's +2) |
| Energy | 11~12 | 12~13 | §4 formula (fixed low · Ponderous) |
| Firepower (max) | 4 | 6 | §5 formula (Divine Artifact grade × 2) |
| Frame attack bonus | +2~+3 | +3 | masterwork · Divine Artifact common +3 cap (ex2-00-05 §10) |
- One armament hit = 1 Wound (2 Wounds on a Critical Hit); a single blow of 3+ Wounds is landed only by the heart Artifact's devotion art / Finisher (session/combat limit).
- In-world alignment. Align giant-yoma stats with the table above — Tsuchigumo (Wounds 6 / Defense 13 / Energy 12) · Ibaraki (7/14/13) · Konryu (Elite 5/15/12) · Great Oni (Lord 6/16/12) · Shuten-doji (Lord 8/17/14) · Konron Avatar (10/19). A Godframe's balanced build is between Shuten-doji~Konron Avatar, its full build touches the Konron Avatar — it stands above the ordinary giant yoma.
#§8.3 Matchups
| Opponent | Result | Basis |
|---|---|---|
| Squad (minion / Veteran) | Overwhelm — giant tag (minion auto-void) + squad slaughter + Firepower extra hit | §7-1 |
| Ordinary giant yoma (Lord-grade / multi-core) | Advantage — Wounds/Defense/Domination a step above + Firepower reserve | §8.2 |
| Giant yoma (giant form active · multi-core) | Even — Colossal Form ↔ giant form, equal-scale engagement | §7-2 · 07 |
Gun corps · siege · [Pierce all] | A threat (eased by half Pierce) but the nemesis is elevated to heart · sealing | §7-2 · §9 |
| Lone swordmaster · elite PC | Head-on firepower outstrips them — but it is caught by mobility · heart · Pilot snipe · sealing | §9 |
★To catch a Godframe, a yoma needs a special method. An ordinary giant yoma is even-or-below head-on against a Godframe — for a giant yoma "to catch" a Godframe, each faction's unique anti-Godframe method (Hannya's curse · Ibuki's binding · Biuzan's charm-theft · Shuten's Colossal Form · spirit-realm corrosion · Mugen's judgment) is needed. Details in
07. This is a separate axis from the human counters (gun · sealing · infiltration, §9).
Footnote:
co-06-00Elite/Lord grade /co-08-02giant-yoma stats /co-05-02Domination.
#Rule — §7-2 (new). Colossal Form (超巨大化): The Giant Grows Larger
A beat of the climax — a Godframe swells one stage further through transformation. This is the Colossal Form template, and the same rule of the giant yoma's giant form (kaiju transformation) applies to both sides. The 1:1 clash of "giant mecha vs transformed kaiju" (09) stands on this template.
#§7-2.1 Activation
- 1-round transformation (windup) + locking half Firepower (rounded up) + spending Energy 5. The transformation itself eats one round (a Ponderous depiction).
- Half Firepower means half of current maximum Firepower, rounded up. A standard Divine-Artifact-grade Firepower 6 frame locks Firepower 3 into the transformation. Locked Firepower cannot be used during the transformation; only the remaining Firepower can be spent on overcharge, Finishers, or temporary bonuses.
- Giant-yoma replacement cost: if a giant yoma has no Firepower pool, it spends one use of its enlargement power instead of half Firepower. Shuten-dōji uses "Swallow the Mountain" as transformation power and does not also deal its 4-Wound attack in that round. Konryu spends erosion 1 or one use of Spirit Realm seizure as transformation power. Either way, Energy 5 is still paid separately.
- Cannot pay: if either half Firepower or Energy 5 cannot be paid, the transformation does not activate. The declared round ends as a failed windup, and resources that could not legally be spent are not spent.
- Duration: by default, it lasts until the next Lull Phase. The locked half of Firepower does not recover or become usable during the transformation, and Cooling Sequence recovery can refill only the remaining usable Firepower ceiling (for a Firepower 6 frame, usable Firepower is capped at 3 while transformed). If the locked Firepower is released, or if the transformation is dismissed, knocked down by a hit, or the heart stops, the transformation ends immediately.
#§7-2.2 Enhancement Effects
| Item | Enhancement |
|---|---|
| Wounds | +2 |
| Defense | +1 |
| Domination | +2 |
| Reach · zone | +1 zone |
| Giant tag | auto-void extends up to Veteran (練) grade (minion → Veteran) |
| Finisher Firepower cost | −2 |
| Equal-scale engagement | between Colossal Form · giant forms, Ponderous cancels out, normal engagement |
#§7-2.3 Price
- On release (duration end · knocked down by a hit) → Qi-Exhaustion + Firepower 0. The transformation is a borrowed power, and once it ends the giant kneels emptied.
- Even during Colossal Form, the §9 counters (heart snipe · sealing · Pilot snipe) remain valid — as it becomes a larger target, the single-target vulnerability (§9-①) also deepens.
Applies to both sides. Godframe "Colossal Form" = mecha enhancement / giant yoma "giant form" = kaiju transformation. It is the same template, and Shuten-doji · the spirit realm, etc. in
07use the giant-form side. When both are in colossal · giant form, Ponderous cancels out and it becomes a screen-filling equal-scale clash (091:1 climax).
Scent. When the giant grows larger once more, everything on the battlefield sinks beneath its feet — but that size is borrowed, and when the light goes out, the giant cools along with it.
Footnote:
co-08-02giant tag (scale expansion) / §5 Firepower (transformation power) / §6 Overload (Qi-Exhaustion on release).
#Rule — §9. Mechanical Traits · Anti-Counters: "Strong, Yet It Gets Caught"
#§9.1 Mechanical Traits: [State] Immunity Range
A Godframe is a mechanical structure. Its immunity takes the Automaton's "body of mechanism" (co-04-07-17) as a cap reference, but for balance retains some vulnerabilities.
| Category | Item | Basis |
|---|---|---|
| Immune | Poison · Disease · Fear · Bleeding · Curse | Automaton body of mechanism (co-04-07-17 1st tier) |
| Normal application (vulnerability kept) | [Incorporeal] · some mental effects · Overload/Exhaustion/Qi-Exhaustion · [Pierce] (half · §7-2) · [Direct] · Defense −N | limits |
| Exception (Self-Heart variant) | Itako, Tatarigami, and other soul-based frames are excluded from immunity to mental effects · [Incorporeal] (a frame with a soul dwelling in it) | 04 linkage |
| Yoma-heart variant weakness | Enryokan, Hannya, and other yoma-heart frames have a weakness to [purification] · barriers | 07 linkage |
★Charm is not immunity. A Godframe's mechanical immunity extends to Poison · Disease · Fear · Bleeding · Curse. Charm and mental effects are not immune, so a Charm aimed at the individual occupant (a human) lands normally — a counter that seizes the Pilot by Charm and hijacks the Godframe stands (§9.2 · the Biuzan line). The fact that the frame is a machine does not protect the person riding inside.
- No natural recovery · repair only. A Godframe's Wounds and part damage do not naturally recover during a lull. They are restored only by an Artisan (
co-04-07-11) or the Control Art "damage first aid." First aid is +1 part extra, one time only (co-03-05emergency repair, applied mutatis mutandis). - Fate (運) treated as 0. No Fate Intervention (mechanical core). However, if a Self-Heart class (human / divine) is the heart, that occupant's Fate is normal — because it is a frame with a soul dwelling in it.
#§9.2 Anti-Godframe Counters (5 axes)
The rules proof of "infantry are not utterly unable to touch it." Each counter is specified by a real canon troop type / tag. (Troop type ≠ class: the Kagura gun corps · Hiei sealers · Fuma shinobi below are unique troop types (co-02-03 minion / Elite stats), while the occupants are one of the 33 classes.)
| Axis | Mechanism | Real example | Basis |
|---|---|---|---|
| ① Giant single target | Evasion bonus 0 (cannot use stance / evasion arts). Exposed as-is to focus fire and area devotion arts. During Colossal Form it is deeper still | area barriers · mandala-type Defense reduction | co-03-05 |
② [Pierce] · gun | Gun [Pierce all] cuts the frame's Defense by half of the armor surplus (§7-2). Defense 18 → weakened to 14 (eased from the old 10 → half) | Kagura gun corps three-volley [Pierce all] | co-07-01 · §7-2 |
③ Heart (Divine Artifact) = seal · [Incorporeal] target | If a seal / barrier is placed on the heart, the whole Godframe stops. The main counter, elevated by the half-Pierce easing | Hiei sealer sealing arts (heart 1-round stop) | co-02-03 |
| ④ Pilot · Controller snipe | One occupant disabled → §1.2 output plunges / stops. Hijacking the Pilot by Charm is the same axis (Charm non-immune) | Fuma shinobi infiltration first attack auto Critical Hit (direct hit on the Pilot) | co-02-03 · co-03-06 |
| ⑤ Cooling Sequence pressure | Directly drain Energy so the round's-end cooling 1 cannot be paid → Overload + no Firepower recovery chain. An infiltrator's cooling sabotage is the same | — | §3 · §6 |
Heart snipe · stop conditions. To strike the heart (Core) directly, one of the following must hold — Pilot disabled, or Head / Torso part destroyed, or a direct strike on the Core on an infiltration first attack ([Direct] · auto Critical Hit). Core Wounds 0 = immediate stop · no revival is the main rule. However, the Ikko-ikki variant is an explicit exception — by no-retreat faith, when Core Wounds reaches 0 it reboots once at Wounds 1 during the next Lull Phase (limit of 2 per combat, registered in 06 · 04).
★Half Pierce changes the counter balance. The old Godframe was a "gun nemesis" stripped to base Defense (10) by a single gunshot. With half Pierce (§7-2) halving that vulnerability, the main counter is elevated to heart snipe · sealing — guns remain a threat but not absolute, and to surely stop the giant you must seal the heart (Artifact) or target the Pilot.
Footnote:
co-03-05[Pierce all](a Godframe voids only ½ of the surplus) /co-07-01gun[Pierce all]/co-02-03Kagura gun corps · Hiei sealers · Fuma shinobi.
#Note — §10. Mobility · Terrain Constraints
There is no new figure — it is merely the application of the existing narrow-path / breakthrough (co-05) rules.
- Entry forbidden. A Godframe physically cannot enter a narrow path with a cap of ≤ 3 zones (
fc12-02-02castle-gate narrow-path cap 3~4). Indoor · inner-sanctum (co-05-04) entry blocked → "king of the open field, powerless inside a castle." (During Colossal Form it enters even less.) - Movement penalty. Underwater · rough terrain · inside a castle = breakthrough target +2 fixed penalty (
co-05-03breakthrough 11/13/15, added on top), or entry forbidden at GM judgment. - Legs Rank 0. The entry ban on indoor · underwater · rough terrain is aggravated (linked to
03). - Operation hook. If an infiltration team (Fuma) bypasses the Godframe and sabotages the cooling from within → it can induce Overload (§9.2⑤). The greatest weakness of a giant body is the narrow gate it cannot enter.
Footnote:
fc12-02-02castle-gate narrow-path cap /co-05-03breakthrough target /co-05-04inner-sanctum entry.
#Table — §11. Quick Reference (GM 1-page card)
| Item | Figure · rule |
|---|---|
| Action economy | Pilot main 1 + Controller support 2 (cap 2 per round) |
| Frame attack bonus | masterwork · Divine Artifact common +3 cap (balanced +2~+3 / high-grade +3) + Firepower overcharge (separate overcharge) |
| Ponderous | Last on tie + ally priority not applied + initiative-bonus immunity (Legs 2 mitigates to normal-on-tie · initiative immunity kept · cancels out during Colossal Form) |
| Energy pool | 10 + Core Rank (1~3) = 11~13 (fixed low · Ponderous · Divine Artifact grade does not contribute) |
| Cooling Sequence | −1 Energy at every round's end (if unpaid, Qi-Exhaustion · no Firepower recovery / Torso 2 reduces once per Lull Phase, no stacking) |
| Firepower (max) | Divine Artifact grade × 2 (Fine Work 2 · masterwork 4 · Divine Artifact 6 / Self-Heart Dan ÷2 rounded down ×2 / surplus budget 1 = Firepower +1) |
| Firepower use | ① attack overcharge +N · ② squad extra hit 1/body · ③ Finisher power 4+ · ④ temporary bonus N |
| Firepower recovery | recovers to max next round if that round's-end Cooling Sequence is executed in full (not executed = no recovery) |
| Grade conversion | Fine Work-grade 1 · masterwork-grade 2 · Divine Artifact-grade 3 |
| One-breath limit | 5 (no extension) |
| Overload main rule | cooling unpaid → Qi-Exhaustion (one-breath −1 + no Firepower recovery) / 2 consecutive · straining → Exhaustion (next round Energy 1 · defenseless · Firepower 0) |
| Mechanical immunity | Poison · Disease · Fear · Bleeding · Curse (Fate 0) — Charm is non-immune |
| Giant tag | mob · minion arts auto-void (Veteran+ lands normally · extends to Veteran during Colossal Form) / squad slaughter: total 13 = 2 bodies · total 17 · Critical Hit = 3 bodies (cap 1 per round, +Firepower ②) |
| Half Pierce | [Pierce] voids only ½ of the armor surplus (rounded up). Defense 18 → 14 (eased from the old 10) |
| Battlefield standing | balanced Wounds 8~9 · Defense 17 · Domination +6 / high-grade Wounds 10~11 · Defense 18 · Domination +7~+8 (above ordinary giant yoma) |
| Colossal Form | 1-round transformation + lock half Firepower (rounded up) + Energy 5 → Wounds +2 · Defense +1 · Domination +2 · Reach +1 · void up to Veteran · Finisher −2 / on release Qi-Exhaustion · Firepower 0 |
| Finisher | Firepower 4+ · once per combat · 1-round windup (05 system · 06 · 08 named) |
| 3 counters | Kagura gun [Pierce] (Defense→14 · half) · Hiei seal (heart 1-round stop · main) · Fuma infiltration snipe (Pilot direct hit) |
| Entry forbidden | narrow-path cap ≤ 3 (fc12 inside a castle) / underwater · rough terrain · inside a castle breakthrough +2 |
