English edition v1.5 · zn-content

#Parts and Customization — Split the Budget Across Five Parts

Contents

Parts and Customization — Split the Budget Across Five Parts illustration

This document belongs to front. The definitions of Energy, Firepower, the Cooling Sequence, and Ponderous are in 02; the heart (Artifact / Self-Heart power) and Core destruction are in 04; the Finisher system is in 05. This document, atop those, covers only the build rules for splitting a budget across the parts.

A Godframe is not «picked» — it is «built» by splitting a budget across five parts; what you make thick determines what you get caught by.


#Data — The Five Parts

The parts are not new stats. All five parts are merely dials that lay ± atop co's existing pools — Wounds, Defense, Energy, Firepower, Domination, round order, and zones. The Godframe has no new ability scores and no new resolution formula. Setting a part's grade is deciding «which pool of this giant to raise and by how much, and at what cost — which weakness to leave deep.»

Each part's grade is 0–3. However, the Core cannot be 0 (minimum 1) — with Core 0 there is no seat to house the heart, and it stalls on the spot.

Energy and Firepower are different pools. The Godframe holds Energy (the action-point pool that drives the frame) and Firepower (火力, a separate output reserve supplied by the Artifact's grade) as distinct pools. The Core determines Energy; the heart (Artifact grade) determines Firepower — separating «the force that moves the frame» from «the force the frame unleashes» so that a heavy thing can hit hard without becoming fast (02 engine·04 heart).

The Wounds pool is a separate pool. The Godframe's Wounds pool = part (Torso)·faction base, and it is a pool separate from the rider's personal Wounds and Energy pools (Wounds parity per co-03-05). The «Wounds +N» the part table below adds is a value laid atop this frame Wounds pool. The frame's Wounds base starts atop a giant yoma — so even a husk is thicker than a lone infantryman.

#Core (核, Core)

  • Contribution: stably houses 1 slot of heart Artifact, and becomes the base source of the Energy pool. The Energy formula is fixed in 02/04; here it is re-cited — Energy = 10 + Core grade (= 10–13). The Artifact grade does not contribute to Energy — a giant thing does not move fast or much. What the Artifact grade supplies is not Energy but Firepower (below). Rationale: co-08-02 does not apply the PC formula (10+stat) to yoma·giant-body Energy but delegates it to the GM to set — the frame too follows this yoma-style self-pool (a low, ponderous pool of base 10 + Core grade).
  • By grade: 1=Energy 11 · 2=Energy 12 · 3=Energy 13 & a 1-Firepower discount when the Controller proxy-ignites one Devotion Art of the heart Artifact.
  • ★Vulnerability (counter): the Core is the Godframe's lair (巢) (reuse of the lair structure in co-05-04). If the Head or Torso is destroyed, or an infiltrating Fūma sniper directly strikes the Core, the Energy pool drops directly. Core Wounds 0 = immediate stall (no revival). The trigger conditions for a direct Core strike (Pilot incapacitated / Head or Torso part destroyed / [Direct]·automatic Critical Hit on an infiltration's first attack) are delegated to 09 Note.

Ikko-ikki exception. The Ikko-ikki's Unretreating Faith machine, after stalling at Core Wounds 0, reboots once at Wounds 1 during the next Lull Phase (limit of 2 battles). This is a stated exception to the master rule «Core Wounds 0 = immediate stall» (if not registered in 07, this clause is the registration line).

#Head (頭, Head)

  • Contribution: aim·target designation·sight = Control Art range (number of zones) (zone unit per co-05-01).
  • By grade: 0=Control Art range adjacent only (own·adjacent zone)·Pilot aim modifier 0 / 1=aim +1·range 1 zone / 2=aim +2·range 2 zones / 3=aim +3 (cap)·range 3 zones.
  • ★Aim +3 is consistent with the common +3 cap on weapon·frame self-modifiers in co-07·ex2-00-05 §10 (no inflation). This +3 is the ceiling of a weapon's own modifier, and to hit harder beyond it you pour Firepower into the roll (below, Firepower ① Attack Overcharge — an overcharge separate from the +3 weapon cap). On Head destruction (damage), the control range is demoted to 0 (adjacent only).

#Torso (胴, Torso)

  • Contribution: Wounds pool + Defense + cooling efficiency.
  • By grade: 0=Wounds +0·Defense 17 / 1=Wounds +1·Defense 17 / 2=Wounds +1·Defense 17 & Cooling Sequence relief (forced 1 each round end → 1 per 2 rounds, passive at all times) / 3=Wounds +2·Defense 18, but mobility -1 zone (heavy-armor penalty).
  • Rationale: a frame base laying giant heavy armor (强甲) atop heavy-armor Defense 16 (co-03-05 Defense table). Defense 18 is a value translating the large breastplate +3 (penalty attached) cap in ex2-00-05 §10 into «large-breastplate grade + Ponderous·mobility penalty attached,» the result of offsetting a giant single target's defenseless penalty with thick armor.

Cooling Sequence relief does not stack additively. Torso 2's Cooling Sequence relief (passive, always on) and a Control Art's cooling acceleration (active, once · pick one of Ponderous-nullify or cooling-exempt) do not sum (Control Art parity per 05). The Cooling Sequence forces 1 Energy at the round's end (not its start) — if you spend all your Energy that round you cannot cool and exhaust (02 §Cooling Sequence).

#Arms (腕, Arms)

  • Contribution: number of weapon slots + melee attack power + trample/grapple (restraint).
  • By grade: 0=weapon slot 1·unarmed melee only / 1=weapon slot 1·melee +1 Wound Art possible / 2=weapon slots 2 / 3=weapon slots 2 & trample·grapple enhanced (grapple = «restrained, cannot move 1–2 rounds», citing co-08-02 Ōgumo's webbing).
  • Wounds cap: a Godframe weapon's hit is also fixed at 1 Wound (Critical Hit 2 Wounds). It follows the «no damage roll» of co-03-01·co-03-05 verbatim — a Godframe grows stronger not by «hurting more» but only by «more and wider.» To sweep more of a squad at once you pour Firepower (Firepower ② Squad Extra Hit, below). A weapon hit·Finisher of 3 Wounds or more is possible only via a heavy spend of Firepower (05 Finisher system) or the heart Artifact's Devotion Art (session·battle limit).
  • ※Arms 3's trample is not a Wounds bonus but mass processing (an even match with giant yoma in pool·Defense, not added damage).

#Legs (脚, Legs)

  • Contribution: mobility·terrain breaching·Ponderous mitigation.
  • By grade: 0=movement Energy standard & cannot enter indoors·underwater·rough terrain (fc12 siege-warfare demerit) / 1=movement Energy -1 / 2=Ponderous mitigated one stage (same-order last → same-order normal) & rough-terrain breach target -1 / 3=Ponderous mitigation + mobility, but if adopted simultaneously with Torso 3, Defense -1 (weight–mobility tradeoff).
  • ★Legs 2 or higher's Ponderous mitigation undoes only same-order last. Initiative-modifier immunity is retained — «the heavy thing cannot move fast» is the essence of a giant body, so it is not undone. Rationale: Ponderous is not a new rule but the inverse of «always loses» in the tie-tiebreak of co-03-06.

★The more you raise a part, the deeper its opposite weakness becomes. Torso 3 raises Defense at the cost of cutting mobility; Legs 3 undoes Ponderous but (if it overlaps with Torso 3) cuts Defense. A Godframe cannot make everything thick — that choice is what sets its nemesis.


#Data — The Firepower (火力) Pool: Output Supplied by the Divine Artifact Grade

If Energy is «the force that moves the frame,» Firepower (火力) is «the force the frame unleashes.» Firepower is a reserve separate from Energy, and the heart (Artifact grade) sets its maximum. This pool is precisely the reason a ponderous giant can hit hard.

#Firepower Maximum

  • Maximum Firepower = Divine Artifact grade × 2. Fine Work-grade 2 · masterwork grade 4 · Divine Artifact grade 6. A husk (no heart loaded) has Firepower 0 — with no power source there is nothing to unleash.
  • A Self-Heart substitutes «class Dan ÷2 (rounded down)» into the grade slot — maximum Firepower = (class Dan ÷2 rounded down) × 2. (A Dan 6 Self-Heart = Firepower 6.)
  • ★Surplus part budget → Firepower-only. A point of budget left unspent on parts can be turned into Firepower +1 (a build choice). This is the tradeoff of «build the parts less thick and hit harder» — but the parts grow thinner by however much budget you divert to Firepower.

#The Four Ways to Spend Firepower (free spend)

UseEffect
① Attack OverchargeSpend N Firepower → +N to that single attack roll. An overcharge separate from the +3 weapon-own-modifier cap — "to hit harder, you pour Firepower into the roll."
② Squad Extra HitSpend 1 Firepower → that area/trample attack lands +1 extra hit on squad members (atop the hit-strength table).
③ Finisher PowerPay a Finisher's cost in Firepower (05 Finisher system — Firepower 4↑·once per battle·1-round windup).
④ Temporary BonusFirepower N (max 3) → +N to one of Defense, a mobility check, or Domination for 1 round. Once per round, nonstacking.

★Firepower recharge = tied to the Cooling Sequence. To fully recover spent Firepower the next round, you must execute that round's end Cooling Sequence in full (02 §Cooling Sequence). If you lack the Energy to run the Cooling Sequence (overextension) → unrecovered Firepower + exhaustion arrive together. That is the price of overdrive — when a ponderous giant pours everything into one round, the next round it takes hits cold.


#Table — Part Contribution Summary + Budgeted Build

#Part Contribution Summary Table

PartGrade 0Grade 1Grade 2Grade 3
Core (核) ※min 1(impossible)Energy 11Energy 12Energy 13·Devotion Firepower discount 1
Head (頭)range adjacent·aim 0aim +1·range 1aim +2·range 2aim +3·range 3
Torso (胴)Wounds +0·Defense 17Wounds +1·Defense 17Wounds +1·Defense 17·Cooling Sequence 1 per 2 roundsWounds +2·Defense 18·mobility -1
Arms (腕)slot 1·unarmedslot 1·melee +1 Woundslots 2slots 2·trample/restraint enhanced
Legs (脚)entry restricted·standardmovement -1Ponderous mitigated·rough terrain -1Ponderous mitigated + mobility (Defense -1)

The Wounds in the table above are ± laid atop the frame Wounds base 8 (giant single target·faction base). Thus Torso 0 = Wounds 8 · Torso 1–2 = Wounds 9 · Torso 3 = Wounds 10, rising to Wounds 11 depending on faction·heart (a high-grade full build).

#Budget — Grade Total = 6 + Divine Artifact Grade

  • Master rule: total grade across 5 parts = 6 + Divine Artifact grade. Core ≥ 1 required. Single-part grade cap 3 (no dumping into one part — balance enforced).
  • Grade conversion table (zn13-exclusive · posted canonically once in 04; this table is a reference): Fine Work-grade = 1 · masterwork grade = 2 · Divine Artifact grade = 3. (A husk carrying no heart is grade 0.) A Self-Heart substitutes «class Dan ÷2 (rounded down)» into the grade slot.
  • ★Surplus budget → Firepower. If you do not spend the whole budget on parts, each leftover point can become Firepower +1 (§Firepower above). The parts grow thinner and the output grows thicker.
HeartGradeBudget (grade total)Max Firepower
None (husk)060
Fine Work-grade heart172
Masterwork-grade heart284
Divine Artifact-grade heart396
  • «Gets caught» preserved. Even as the budget grows by +grade, the single-part cap of 3 stays — an all-parts-full-grade build is impossible. The stronger the machine, the bigger the target: the larger the budget, the more it simultaneously achieves Defense·Wounds·Ponderous-mitigation, but by that much the three counters (below) bite better. If a weak party fields one, it is a budget-6 husk (its own scale).

#Battlefield Standing — «Above» the Giant Yoma

A Godframe stands one notch above an ordinary giant yoma. A standard build's resulting stats are Wounds 8–11 · Defense 17–18 · Domination +6 to +8 — a balanced build reaches Wounds 8–9, a high-grade·full build reaches Wounds 10–11. Add the Giant tag·half Pierce (below)·Firepower, and it clearly surpasses a single high-rank PC. This is why fielding 1 Divine-Artifact soldier + 2 elite PCs to bring down a single Godframe is justified.

  • Domination +6 to +8: a giant single body's intimidation overwhelms a squad's front rank (co-05-02 Domination calculation; overwhelming versus a 5-member minion squad's +2). A high-grade machine empties a whole zone by Domination alone.
  • Yoma need special methods to bring down a Godframe. Ordinary giant yoma reach an even match in pool·Defense, but to topple a Godframe each yoma faction must bring its own anti-method (curse·restraint·charm-theft·Colossal Form·erosion·judgment) (07 faction-by-faction methods). This is an axis separate from the human factions' counters (the 3 below).

In-world standing. When a Godframe stands on the field, the front rank's minions and veterans shatter at its feet. Even a giant yoma cannot break its Firepower and Defense single-handed — so people call the Godframe «the mountain that laid a god down.» Yet even a mountain has a place where it gives way (§Counters).

#The «Giant» Tag — Explicit Use of an Existing Tag

A Godframe is a giant body — the Arts and volleys of Mob·Minion grade are automatically nullified (reuse of Gashadokuro·Umibōzu's «Giant: Minion or lower techniques automatically ineffective» in co-08-02). This is the rule basis for «slaughters squads · uncatchable by mobs and minions.» However, it takes normal hits from Veteran+ squads · Elite+ · [Pierce] · heart sniping — the immunity must be strictly limited to Mob·Minion only, or it becomes an «unbeatable boss.»

#Half Pierce — The Godframe's Heavy Armor

A Godframe's giant heavy armor takes [Pierce] only by half. Only half of the armor add-on that [Pierce] ignores is ignored (rounded up), and the other half stays in effect.

  • Example: Defense 18 (base 10 + armor add-on 8) vs [Pierce All] → 10 + 8/2 = endures at Defense 14.
  • Teppo·siege weapons remain its nemesis but are not absolute. Unlike ordinary armor, which collapsed to base Defense (10) with a single [Pierce All] shot, the Godframe keeps half the add-on to the end. So the Teppo squad's true decisive blow shifts away from Defense penetration toward heart sniping·sealing (counters below).

Footnote: co-03-05 [Pierce All] floor = target's base Defense (Veteran+·PC 10) — for the Godframe this floor is elevated to «base Defense + armor add-on ½» (a giant-heavy-armor special case).

#Counter Final Line — Directly Tied to the Part Build

Being a giant single target, evasion bonus is 0 (stance·evasion Arts unusable, no separate defenseless modifier). Thus the following 3 are its nemeses:

CounterTroop type (co-02-03·co-06)Effect
Teppo [Pierce All]Kagura Teppo Squad three-rank firingCuts the armor add-on by up to half. Even Torso 3 (Defense 18), against [Pierce All], drops to Defense 14 — not defenseless, but the door to a decisive blow opens (co-07-01·co-03-05).
Seal (heart target)Hiei Sealer's sealIf a barrier·seal lands on the Core, the whole Godframe is stalled for 1 round (co-02-03). A nemesis unrelated to half Pierce — so the thicker the heavy armor, the higher the value of a seal.
Pilot·Controller snipingFūma shinobi infiltrationInfiltration's first attack automatic Critical Hit or [Direct] snipes the Pilot → when the Pilot is incapacitated, no main action from that round (Controller assist only, on the verge of stalling).

These counters are the rule-level proof that «it is not a level infantry cannot touch at all.» The bigger the target (the higher-budget the machine), the better these tools bite. As the armor grows harder with half Pierce, by that much the weight of heart sniping·sealing·Pilot sniping grows greater.


#Example — Three Build Examples

Each example: ① budget/heart, ② part distribution (Core/Head/Torso/Arms/Legs grades)·surplus→Firepower, ③ resulting stats (Wounds·Defense·Energy·Firepower·Ponderous state·battlefield standing), ④ Note, ⑤ nemesis. All numbers are ± atop co pools only, validated within budget = 6 + grade. (± atop Wounds base 8 · Energy = 10 + Core grade · max Firepower = Divine Artifact grade × 2 + surplus budget.)

#Example 1 — «Iron Wall Officer (壁の丈)»: Defensive·Sustain Type (entry-level basic build)

  • Heart: masterwork-grade heart (yoma-core-refusing stable type). Grade 2 → budget 6 + 2 = 8 · base max Firepower 4.
  • Distribution: Core 1 · Head 1 · Torso 3 · Arms 2 · Legs 1 (total 8) ✔ (surplus 0 — Firepower stays at base 4)
  • Result: Wounds 10 (base 8 + Torso 3's +2), Defense 18, Energy = 10 + 1 = 11 (low and ponderous·one breath's worth after the Cooling Sequence), max Firepower 4, Ponderous unmitigated (Legs 1·same-order last retained), weapon slots 2, aim +1·Control Art range 1 zone. Battlefield standing = high-grade (Wounds 10).
  • Note: a «wall» that tramples and sweeps squads and endures giant yoma with Defense·Wounds. Pour Firepower into the trample (②) to sweep more of a squad at once, or pool Firepower into a decisive blow to overcharge it (①). The standard combo is an Automaton Pilot + scholar Controller (Energy·Firepower resupply).
  • Nemesis: Kagura Teppo Squad three-rank volley [Pierce All] takes Defense 18 → 14 — it does not collapse, but the door to a decisive blow opens, to be finished afterward with a seal·heart sniping. Torso 3 mobility -1·Legs 1 means no rough-terrain evasion.

#Example 2 — «Swift Giant (疾き巨人)»: Mobility·Breach Type

  • Heart: Self-Heart — Celestial (34), Dan 4 (class Dan ÷2 = grade 2). Budget 6 + 2 = 8 · base max Firepower 4. The Celestial doubles as the Controller seat (1.5-person compression, linked to 05).
  • Distribution: Core 1 · Head 2 · Torso 1 · Arms 1 · Legs 3 (total 8) ✔ (surplus 0)
  • Result: Wounds 9 (base 8 + Torso 1's +1), Defense 17, Energy = 10 + 1 = 11, max Firepower 4, Ponderous mitigated (Legs 3·same-order last → normal, but since Torso 1 the Defense -1 tradeoff does not arise), aim +2·Control Art range 2 zones, weapon slot 1. Battlefield standing = balanced (Wounds 9).
  • Note: fills the Ponderous weakness with rough terrain·charging and splits the battlefield with target designation·mobility. Pool a breath's Firepower into Attack Overcharge (①) to aim for a «hit-and-run» strike. Output fluctuates along the Celestial's descent→ascension curve (co-04-07-34). Initiative-modifier immunity is retained (Ponderous mitigation undoes only same-order last).
  • Nemesis: Fūma Jōnin infiltration sniping (aiming at the Pilot = the Celestial itself causes an immediate stall). Being a Self-Heart, once the Divine-Authority resource runs dry the Firepower runs dry and the giant too stalls.

#Example 3 — «Demon-Quelling Holy Machine (降魔聖機)»: Anti-Yoma Specialized Type (Hiei League line)

  • Heart: pure Divine Artifact, Divine Artifact grade (yoma-core fuel refused, Hiei-style). Grade 3 → budget 6 + 3 = 9 · base max Firepower 6.
  • Distribution: Core 2 · Head 2 · Torso 2 · Arms 1 · Legs 1 (total 8) — surplus 1 point → Firepower +1 ✔ (8 of the budget-9 into parts, 1 into Firepower)
  • Result: Wounds 9 (base 8 + Torso 2's +1), Defense 17, Energy = 10 + 2 = 12, max Firepower 7 (Divine Artifact grade 6 + surplus 1), Cooling Sequence relief 1 per 2 rounds (Torso 2·reduces effective pool loss), Ponderous unmitigated (Legs 1), aim +2·Control Art range 2 zones, weapon slot 1. Battlefield standing = high-grade (Firepower 7).
  • Note: the Controller (esoteric monk/onmyōji) fires exorcism discharge·barrier fields as Control Arts, super-effective against yoma ([Incorporeal] area, pure-Divine-Artifact heart only). Pool the thick Firepower 7 as Finisher power (③) to strike a giant yoma's multiple lairs at once (05 Finisher). The parts (Legs) are thin by however much surplus budget was diverted to Firepower — a build that took output at the cost of accepting Ponderousness.
  • Nemesis: anti-personnel bonus is meaningless (weak against human factions due to yoma-core refusal). Equally vulnerable to Seal·[Pierce All] (half Pierce lets the armor endure, but it is powerless against a seal).

★Whichever giant you build, the place you made thick is the place it defended to the end, and the place you left empty is the place it fell. And whoever chose Firepower over a part chose to hit hard one more time at the cost of leaving one more place empty.