#Crew and Control Arts — The One Who Holds the Movement, The One Who Holds the Heart
Contents
This document belongs to the front. The definitions of action economy, Ponderous, the Cooling Sequence, Energy, and Firepower are in
02; part builds are in03; the heart (Divine Artifact / Self-Drive) and Core destruction are in04. What this document defines is the action economy of the two people who ride a Godframe — the Pilot who holds the movement and the Controller who holds the heart — the list of Control Arts the Controller uses, the Finishers and Innate Arts ignited by Firepower, and the matrix of which seat each of the 33 classes suits.
A Godframe is one body, but the hands that move that body are two — the hand that holds the movement and the hand that holds the heart. This document treats how those two hands interlock within a single round. And it treats how those two hands accrue an entire round to call, just once, a single name — how a Finisher detonates.
Core book first. This document is a Variant of
co-99-01(per theco-99-02principle: reuse existing machinery, minimize new numbers), and if it conflicts with the core book, the core book wins. The 10 Control Arts, the Finisher rules, the two-per-round cap, the 1.5-person compression adjustment, and the operation matrix in this document are all "auxiliary-action conversions" of canon rules and "resource-expenditure forms (Kata)," and they create no new attribute and no new resolution formula.
#Rule — §1. Two Seats, One Unit (Action Economy)
#§1.1 Godframe = 1 combat actor · 1 position · individual unit
- On the battlefield a Godframe is an individual unit (
co-06-00) that occupies one position and one count timeline — it is not a target of squad orders, Cohesion, overall command, or squad tactics. Two PCs are bound to a single unit, and both are fixed to that one position — they cannot go to a different zone. - A Godframe has two pools that drive its actions (
02definition). - Energy = 10 + Core grade (0~3) = 10~13. This is the pool for the count (initiative), the one-breath limit (5), the Cooling Sequence, and movement. Fixed low, it is Ponderous. The Divine Artifact grade does not enter Energy — the large does not move fast or often.
- Firepower pool = Divine Artifact grade × 2 (Fine Work-grade 2 · masterwork grade 4 · Divine Artifact grade 6 · Self-Heart = (class Dan ÷2, rounded down) × 2). It is a separate reserve, freely spent on attack overcharge, squad extra strikes, Finisher fuel, and temporary bonuses. Firepower charging is bound to the Cooling Sequence (§1.6).
- Each occupant's personal Energy (10 + Finesse) is preserved as yet another separate pool — spent on personal talents and on actions taken when dismounted, and it does not mix with the Godframe's Energy or Firepower.
#§1.2 Pilot = main action (movement / attack)
- Each round, the Pilot performs the unit's main action (move / attack / armament art). The resolution base is as follows.
2d10 + Pilot (attribute value + martial-arts skill) + frame bonus (max +3) >= target Defense
- Frame bonus = a shared +3 ceiling for masterwork and Divine Artifact (
ex2-00-05§10). An Issue Gear (Fine Work-grade) frame is usually +2; masterwork and Divine Artifact frames stop at +3. Even if you fit a stronger heart, the weapon's own resolution bonus caps at +3. - ★"To strike harder, you pour Firepower." If the Pilot wants a bigger single blow, they spend Firepower N to overcharge that one attack roll by +N (§3.1 Firepower use ①). This overcharge is an axis separate from the +3 weapon-bonus ceiling — the weapon bonus stops at +3, but pouring Firepower raises the roll itself higher. But Firepower is finite, and if you pour it all out, Cooling Sequence recovery is blocked (§1.6).
- The Pilot's Critical Hit / Heavenly Mandate / Karmic Retribution (
co-03-01) ride straight onto the movement — the giant scale creates no new roll. When the Pilot scores a Critical Hit, that crit is amplified directly into the giant's blow. - If the Pilot is incapacitated, then from that round on the Godframe is incapable of a main action (only Controller support is possible, §1.5). It is, in effect, on the verge of a standstill.
#§1.3 Controller = auxiliary action only (Control Arts)
- The Controller is incapable of a main action. Instead, each round the Controller uses a Control Art. A Control Art is an auxiliary/support maneuver from the §2 catalog.
- Control Art resolution (where applicable) = Controller (sorcery/support attribute value + skill) + Divine Artifact grade.
- The cost is paid from the unit's Energy or Firepower (not the Controller's personal Energy). Energy-type arts are paid from Energy; Firepower-linked arts are paid from Firepower (see the cost column of the §2 table). But they are subject to the §1.4 cap.
- ★The Controller is the one who "grips and releases" Firepower. Since the Firepower pool comes from the heart (the Controller's seat), the decision to accrue, ignite, and distribute Firepower rests with the Controller. Finisher charging (§4) also begins in the Controller's hand.
#§1.4 Control Arts: two per round (★gate)
Control Arts are at most twice per round.
- Grounds. The core book binds 0-Energy ([Kata]) maneuvers to twice per round (
co-03-04rule 3). A Godframe's Energy and Firepower are not 0-Energy resources, but to prevent the Controller's unlimited support, the same two-per-round cap is borrowed as a gate. - ★This cap is a gate this issue explicitly establishes anew. Acknowledging that it is a gray area where the resource nature differs, we read it as an "explicitly borrowed cap to prevent auxiliary-action abuse" (the source and intent are stated in the text).
- Net output = 1 main (Pilot) + at most 2 auxiliary (Controller) ≤ fewer than 2 independent PCs. Both are fixed to one position and self-correcting — above a single PC, below two independents. This is the rules-cost of "two lives poured into one body."
Two explicit bypass exceptions. The two-per-round cap has exactly two bypasses, and both nail down their source.
- Enryōkan heart, +1. In the Enryōkan-style consensual-drive frame, the heart yoma acts semi-independently, so Control Arts may be used +1 per round (3 total) — Enryōkan only (registered in
06). No other frame receives this +1.- Shikigami launch sum. The cap of 2 piloting actions triggered by ⑦ Shikigami Launch (§2) is summed with the §1.4 Control Art two-per-round cap — it is not a separate pool (see the §2.x summing note).
#§1.5 Two-person coordination fragility (one side incapacitated)
The moment one occupant goes down, the Godframe is instantly crippled.
| Situation | Result |
|---|---|
| Pilot incapacitated | Main action halts. The Godframe uses only Control Arts in place — on the verge of a standstill. The Finisher also cannot be triggered (there is no main blow). |
| Controller incapacitated | Support, cooling acceleration, drive resupply, and Firepower ignition are all cut off. Since the Cooling Sequence must still be paid by the Pilot from Energy (02 §3), Energy dries quickly and sets into Qi-Exhaustion (02 §5). Firepower does not recover. |
Self-Heart 1.5-person compression adjustment. When one person serves as both pilot and heart via a Self-Heart (
04) (e.g., Arahitogami / Itako), that one person splits their turn order to distribute it between main and auxiliary, but only one of the two is at full power — in a round where the main action is used, Control Arts are limited to once (twice as normal in a round where the main is omitted). This is an explicit adjustment so that 1.5-person compression does not break resource parity.
#§1.6 How Ponderous, the Cooling Sequence, and Firepower recovery act on the two seats (02 re-reference)
- Ponderous (
02§2): On a count tie of equal Energy / equal Skill (技), a Godframe always acts last (the allied-priority tiebreaker does not apply), and it is immune to initiative bonuses (initiative +N). → Both Pilot and Controller must commit a beat later than the enemy. The fact of being late is itself the shared constraint of the two seats. - Cooling Sequence = end of round (
02§3): At the end of a round a Godframe forcibly spends Energy 1 as "cooling" (not at the start of the round). If it spends all its Energy that round, it cannot pay the Cooling Sequence and goes into Qi-Exhaustion (next round one-breath 5→4). "Burn it all in overdrive and you can't cool down, so you exhaust" actually happens. - ★Firepower recovery is bound to the Cooling Sequence. To fully recover next round the Firepower spent this round, you must execute that round's end-of-round Cooling Sequence intact. If you cannot pay the Cooling Sequence due to Energy shortage or overextension → Firepower non-recovery + Qi-Exhaustion arrive together. So a Firepower overdrive (overcharge / Finisher) is a debt that mortgages the next round.
- The Controller's "② Cooling Acceleration" Control Art (§2) is the only handle that partially resolves this Ponderous / cooling / Firepower-recovery pressure — this is the device that draws the Controller into the decision-making of every round.
Footnote:
co-06-00individual unit rules /co-03-040-Energy two-per-round cap / piloting two-per-round cap /co-03-01Critical Hit / Heavenly Mandate / Karmic Retribution /ex2-00-05§10 shared +3 weapon-bonus ceiling.
#Rule — §2. Control Art Catalog (10 + Firepower linkage)
Control Arts are not new inventions but conversions of existing co class talents / Divine Artifact devotion techniques into a "single auxiliary-action slot." Each art notes its source class / Divine Artifact. The cost is Energy or Firepower (see the cost column below), and it shares the two-per-round cap (§1.4). ★No single Control Art grants "healing + extra action" simultaneously (the Holy Grail case guard).
| Control Art | Type | Cost | Effect | Source |
|---|---|---|---|---|
| ① Target Designation (標的指定) | [Kata] | Energy 1 | Expose the weak point of 1 enemy + the Pilot's next attack hits at +2 (once per round) | Automaton Analysis Engine rank 5 / Modern Person analysis (co-04-07-17) |
| ② Cooling Acceleration (冷却加速) | [Kata] | Energy 2 | This round negate Ponderous once (act in normal order) or exempt the Cooling Sequence once — pick 1 | Torso part cooling efficiency (03) / Automaton spring management (co-04-07-17) |
| ③ Drive Distribution (動力分配) | [Kata] | — (transfer) | Controller's personal Energy → unit Energy 1:1 transfer (total unchanged; for offsetting the Cooling Sequence). 2× efficiency when a Scholar is aboard (transfer 2 → target receives 2) | Scholar Divine Calculation (co-04-07-09) / co-03-04 exception 3 (1:1 absolute principle) |
| ④ Overload Strike Assist (過負荷一擊補助) | [Kata] | Firepower 2 | Pilot's next attack +1 Wound (not a Critical Hit; does not stack with a crit). But next round's Cooling Sequence is doubled | Automaton spring overload rank 5 / co-03-04 overload series |
| ⑤ Barrier Field (結界場) | [Kata] | Firepower 2~3 | A barrier on the Godframe's zone — 2 Wounds (adjacent) / 3 Wounds (2 zones) to entering yoma. Range in zones = Head part grade (03) | Onmyoji Five-Direction Array (co-04-07-04) / Kūkai-no-Kongōshō mandala (co-07-03 #11) |
| ⑥ Damage First Aid (損傷應急) | [upkeep] | 1 lull | A part recovers 1 point temporarily (only +1; once per combat per part) | Artisan field repair (co-04-07-11) / co-03-05 emergency repair (+1/once) |
| ⑦ Shikigami Launch (式神發進) | [Kata] | Energy 2 | Use the frame as a launch platform to operate 1~2 shikigami / puppets. Observe the cap of 2 piloting actions per round (this cap sums with the 2 of §1.4) | Onmyoji shikigami command / great shikigami (co-04-07-04) / co-03-04 rule 3 |
| ⑧ Remote Movement Assist (遠隔擧動補助) | [Kata] | Energy 2 | Separately assist the Pilot's movement and attack (dash + attack in the same breath). Range 2 zones | Puppeteer War of Threads (co-04-07-18; 2-zone range / Wisdom-based control) |
| ⑨ Exorcism Discharge (退魔放出) | [Kata] | Firepower 3 | Area strike on [Incorporeal] in adjacent zones — pure Divine Artifact heart only (yoma-core drive not allowed) | Esoteric Monk exorcism / Hiei consecrated arms / Kūkai-no-Kongōshō "Light of Dainichi" (co-07-03 #11) |
| ⑩ Divine Artifact Special Ignition (神器特殊技點火) | [Kata] | Firepower = Divine Artifact grade | The Controller proxy-activates one devotion technique of the heart Divine Artifact. The session / per-combat limits and devotion conditions are kept on the frame as well | co-07-03 Divine Artifact devotion techniques in general / Legendary Godframe guard (08 linkage, no amplification) |
Self-Heart option — ⑪ Spirit-Summon Swap. When an Itako (22) is operated via a Self-Heart (
04), they can swap the heart's summoned spirit with "⑪ Spirit-Summon Swap" (co-04-07-22kuchiyose) (1 lull, no new attribute). For the drive matching of the 6 Self-Heart types, see §3.1.
#§2.x Control Art operation notes
Energy cost vs Firepower cost note. ①②③⑦⑧ are paid from Energy (= 10 + Core, the action pool); ④⑤⑨⑩ are paid from Firepower (= Artifact grade × 2, a separate reserve). Energy-type arts gnaw directly at the Ponderous / Cooling Sequence pool and raise the Overload risk; Firepower-type arts empty the pool and raise the Firepower-recovery (Cooling-Sequence-linked, §1.6) burden and the Finisher-fuel competition. Which of the two pools to spend is the Controller's decision every round.
Two-per-round cap summing note. The 2-piloting-action cap of ⑦ Shikigami Launch and the §1.4 Control Art two-per-round cap are summed from the same pool — if you trigger 2 shikigami, that round any other Control Art is 0 times (
co-03-04rule 3 consistency; great shikigami is 3 times per canon). The Enryōkan heart's +1 (§1.4) is layered separately on top of this sum.
Transfer note. For ③ Drive Distribution, 1:1 total conservation is the absolute principle (
co-04-07-09/co-03-04exception 3). You move the Controller's personal Energy into the unit's Energy to offset the Cooling Sequence. Only when a Scholar is aboard is efficiency doubled (borrowing Divine Calculation's "Energy distribution"). You cannot transfer to shikigami, puppets, or a unit with 0 self-Energy. ※③ cannot fill Firepower — Firepower recovery happens only through an intact Cooling Sequence (§1.6).
No "healing + extra action" note. Even if you bind ④ with ⑥ / ③ in the same round, no single art grants "healing + extra action" simultaneously (the Holy Grail case guard,
08Legendary Godframe consistency). The +1 Wound of ④ Overload Strike Assist is not a Critical Hit, and it does not stack with a crit (2 Wounds) — the same 'extra Wound' type does not accumulate (co-03-04principle).
⑩ Self-Heart branch. The Firepower cost of ⑩ is the Artifact grade, so the higher the Artifact grade, the more expensive it gets (Divine Artifact grade = Firepower 3). A Self-Heart frame that carries no Divine Artifact does not use ⑩, and instead activates a devotion technique via that class's power resource (Arahitogami faith, Itako spirit-summon, etc., §3.1). The devotion condition (sovereignty / bloodline / faith) only needs one of the occupants to satisfy it, and the details of that eligibility gate are treated in
08Legendary Godframe — this document only specifies that the session / combat limits are maintained.
#Rule — §3. Firepower Operation — The Second Pool the Controller Holds
The definition, generation, and 4 uses of the Firepower pool are in
02. This section organizes only how to run it on top of the two seats' action economy (not a duplicate definition).
#§3.1 Firepower's 4 uses — divided between the two seats
| Use | Cost | Action authority | Note |
|---|---|---|---|
| ① Attack overcharge | Firepower N | Pilot (main) | That one attack roll +N. An overcharge separate from the +3 weapon bonus. |
| ② Squad extra strike | Firepower 1/body | Pilot (main) | An area / stomp gives +1 extra strike to squad bodies in the same zone (on top of hit intensity, co-06-06). |
| ③ Finisher fuel | Firepower 4↑ | Controller charges → Pilot triggers | §4 Finisher system. 1-round windup. |
| ④ Temporary bonus | Firepower N (max 3) | Controller (auxiliary) | 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. Counts against the Control Art two-per-round cap. |
- ★Firepower is finite, and it is a debt. The Firepower poured into the 4 uses above recovers next round only if you execute that round's end-of-round Cooling Sequence intact (§1.6). Empty Firepower on overcharge / Finisher and dry out Energy too → Cooling Sequence not executed → Firepower non-recovery + Qi-Exhaustion. The price of overdrive is nailed into the rules.
- No Finisher charging from Firepower 0. If Firepower drops below 4, there is no resource to accrue a Finisher — the two seats must save and gather Firepower to call a single name.
Scent (operation supplement). Energy is the breath a giant can draw in one go; Firepower is the ember that can turn that breath into a star. The breath must be cooled every round, and the ember, once detonated, takes a long while to gather again.
#Rule — §4. Finisher / Innate Art System (★new)
A blow that giant steel accrues over an entire round and lets out, calling a name just once — that is a Finisher. The "Tenpō-Tekken (天崩鐵拳 / Heaven-Crushing Iron Fist)" of the 99 fiction (99) is its standard model: gather all that remains, down to the last mouthful, and a beat late, late as it is, it breaks.
#§4.1 Innate Art (固有技) — an always-on trait
- Each frame (standard · 7 faction frames · 4 Legendary Godframes) has 1 Innate Art — an always-on trait (a permanent passive). It has no cost and no activation procedure; it is a permanent effect that translates that frame's faction / heart / movement to giant scale.
- An Innate Art creates no new number — it is a permanent expression carrying a faction trait, the heart Divine Artifact's [aptitude], or the part build over to giant scale (faction data in
06; Legendary Godframes in08). - Innate Art ≠ Finisher: an Innate Art is free and always-on; a Finisher is Firepower-heavy and once per combat. One frame has both.
#§4.2 Finisher (必殺技) — naming · Firepower-heavy · once per combat
A Finisher is a [Kata], spends a large amount of Firepower (4 or more), and is limited to once per combat (or session). It is charged with a 1-round windup and then triggered.
Activation procedure (★slow windup).
| Step | Round | Content |
|---|---|---|
| ① Charge declaration | Charge round | The Controller declares "Finisher charge" and accrues (reserves) Firepower 4↑. This round the Pilot performs the main action as usual, but the accrued Firepower cannot be used for any other purpose. Ponderous staging — the giant sets its stance and heats the furnace. |
| ② Trigger | Next round | The Pilot triggers the Finisher as a main action. All the accrued Firepower is poured out in a named blow. The name is called (mandatory staging, not a rules effect). |
- If struck during the charge round: a normal hit does not break the charge. However, if the Head or Torso part is destroyed during the charge round, or if the Pilot is incapacitated, the charge is canceled immediately. Banked Firepower counts as Firepower spent in that round, and the Cooling Sequence is still imposed normally — it recovers next round only if cooling is paid in full, and if Energy dries up you can fall into Qi-Exhaustion mid-charge (the danger of Ponderous).
- Once per combat: once per combat (per session for a Legendary Godframe). After triggering, Firepower empties to near 0, and even if you execute that round's end-of-round Cooling Sequence intact, it recharges only slowly from the next round on — you cannot call a Finisher in succession.
#§4.3 Effect ceiling — "big, without new damage dice"
A Finisher creates no new damage die and no new resolution formula. Its effect must be "big" within existing machinery — no permanent Firepower inflation, no making a 6-Wound-class effect permanent (the same as the Legendary Godframe devotion-technique limit).
Permitted "big" effects (pick 1 · once per combat):
- Mass squad annihilation — sharply raise the hit-intensity table (
co-06-06) to sweep a same-zone squad all at once (apply extra strike ② en masse in one go). - Area / multi-zone — simultaneous strike on many enemies in adjacent + 1 zones (a giant sweep).
- Single-boss breaking blow — one Pilot attack roll against one Elite+ · Lord-grade · giant single target. On a hit, deal 3 Wounds; on a Critical Hit, deal 4 Wounds. This damage is treated as the same "extra Wound" type as a Critical Hit, Overload Strike Assist, or a weapon devotion technique, so they do not stack with one another. Target Designation and Firepower overcharge that raise the hit roll apply normally.
- Giant yoma multi-core simultaneous hit — simultaneously strike several Core Zones (
co-05-04) of a giant yoma in one blow. The total allocation is up to 4 Wounds, and no one Core Zone can receive more than 3 Wounds (for example, 2 Wounds + 2 Wounds, or core 3 Wounds + support core 1 Wound). This is multi-target processing, not damage-die addition. - Forced Critical-Hit extension — treat the Pilot's roll as a Critical Hit for this blow only (amplification within the crit's native effect).
- Once-per-combat large barrier / overwhelm — an area Barrier Field or a large temporary rise in Domination (1 round).
★Forbidden lines: ⓐ no simultaneous large-scaling of "healing + extra action" (Holy Grail guard), ⓑ no effect that breaks the +3 weapon-bonus ceiling "permanently" (a Finisher is once), ⓒ no exemption from Ponderous / Cooling Sequence, ⓓ no new damage die. A Finisher is "big once," not "strong always."
Boss-fight quantitative guard. A Finisher is not a delete button for bosses. Lord-grade bosses' victory conditions, such as immortality, resealing, revival, or spirit-realm retreat, remain in force. A Finisher is a way to cut down a Wounds pool heavily or open several Core Zones at once; it does not replace scenario conditions such as resealing Enma-dōji or sealing Konryu's gate.
Colossal Form linkage. In a Colossal Form (
02Colossal Form template) state, a Finisher's Firepower cost is reduced (−2). In a climactic giant-mecha-vs-giant-kaiju 1:1, two giants trading their named blows is the picture this issue is after (09operation).
Naming rule. A Finisher has a name, as befits a giant-robot Finisher (Tenpō-Tekken class). Even a standard husk frame can be given a name matching the Pilot / faction color, and faction frames and Legendary Godframes have proper names (factions =
06· yoma =07· Legendary Godframes =08). A Kata with no name is not a technique but a habit — the moment you call the name, that one stroke appears for you.
Footnote:
99"Tenpō-Tekken" (Finisher standard model · slow windup · total Firepower expenditure) /co-06-06hit intensity (squad annihilation) /co-05-04cores (multi-core simultaneous hit) /ex2-00-05§10 +3 ceiling · once-per-combat limit.
#Table — §5. Class Operation Matrix (33 classes → Pilot / Controller / Self-Heart)
Each class's role / talents are "translated" to giant scale to see which seat it suits. ★Troop types (co-02-03 Kagura elite spearmen, Hiei warrior-monks, etc.) and classes (co-04-07's 33 classes) are different — this matrix is by occupant = class, not by faction-specific troop type. Self-Hearts (
04) are the divine / transformation role groups + some Majin, becoming their own drive source without a Divine Artifact (power-resource linked · Firepower = (Dan ÷2) × 2).
| Role group (class) | Primary seat | Operational character (talent translation) | Recommended Control Arts / Firepower use |
|---|---|---|---|
| Front Zone / defense (Samurai① · Autonomous Automaton② · Tesshin④) | Pilot (tanking) | Autonomous Automaton / Tesshin = machine attunement → eased Ponderous / mobility penalties, self-repair, immunity sharing. Samurai = the immovable array (zone lock) | ② Cooling Acceleration · ⑥ Damage First Aid |
| Mobility / assassination (Rōnin① · Shinobi① · Dokuchushi④ · Tengushi④) | Pilot (mobility) or anti | At odds with Ponderous — leg-specialized mobility build. Or non-mounted Fūma-style anti-Godframe (infiltration → heart sniping / cooling sabotage, 09 linkage) | ⑧ Remote Movement Assist |
| Core Zone / Melee (Esoteric Monk① · Shugenja② · Wildlander② · Shurado④ · Jikiniki④) | Pilot (close range) | Amplified stomping / grappling. Esoteric Monk = exorcism movement (Hiei consecrated-arms synergy) · Wildlander = the hand of Kamuy. Finisher melee type (Tenpō-Tekken family) | ⑨ Exorcism Discharge (Esoteric Monk · pure Divine Artifact) · Firepower overcharge ① |
| Sorcery / summoning (Onmyoji① · Itako④ · Shikome-no-Tsukai④) | Controller | Shikigami / dead spirits as Control Arts — the frame is the launch platform. Itako = Self-Heart (spirit-summon) | ⑦ Shikigami Launch · ⑤ Barrier Field |
| Support / recovery (Pure-Land Monk① · Scholar② · Entertainer② · Modern Person③ · Kekka④) | Controller (support) | Scholar = Energy resupply / Cooling Sequence offset (③ 2× efficiency) · Pure-Land Monk / Entertainer = binding · Modern Person = analysis (weak-point exposure) | ③ Drive Distribution · ① Target Designation |
| Control / terrain (Feng-Shui Master② · Artisan② · Puppeteer② · Kaibutsu④ · Tatarigami④ · Yorijin④) | Controller (mainstay) | Puppeteer = Remote Movement Assist (semi-independent) · Artisan = damage first aid / part replacement · Feng-Shui Master = Ponderous terrain compensation · Tatarigami = Self-Heart (curse) | ⑧ Remote Movement · ⑥ Damage First Aid |
| Ranged / bombardment (Gaijin②) | Pilot / Controller (firepower) | Specialized in built-in firearm operation · armor-ignoring fire ([Pierce all]). Aptitude for Firepower overcharge / squad extra strike | ① Target Designation · Firepower overcharge ① · extra strike ② |
| Social / economic (Merchant② · Zakkasho④) | Non-mounted (Sakai-style) | Funding / procurement / upkeep (maintenance-cost management). When riding along, instant enhancement by gold coin (during the Lull Phase) | — |
| Divine / transformation (Arahitogami② · Hanyo② · Heroic Spirit③ · Celestial③) | Heart (self) | ★Artifact-free self-drive (04). Linked to a power resource — when it dries, the Godframe stops too. Finisher = power-ignition type | ⑩ (proxy) · ⑪ Spirit-Summon Swap (Itako) · power-ignition Finisher |
The "Recommended Control Arts / Firepower use" column of the matrix above is a zn13 new curation mapping the 33 classes' role groups onto Control Arts and Firepower use (the class talents themselves are canon). Any class can ride in any seat, but the table recommends the seat that most naturally translates the talent to giant scale.
#§5.1 6 Self-Heart drive matchings (04 re-reference)
| Self-Heart class (number) | Drive = linked resource (existing rule as-is) | Firepower calc | Standstill condition |
|---|---|---|---|
| Arahitogami (16) | Faith (co-04-07-16) | (Dan ÷2, rounded down) × 2 | Faith 0 → merely human, drive cut off |
| Celestial (34) | Descent → ascension curve (co-04-07-34) | (Dan ÷2, rounded down) × 2 | Output ↓ at the curve's low point |
| Heroic Spirit (33) | Own sacred object = uses the grade of the designated sacred object as-is (co-04-07-33) | designated sacred-object grade × 2 | Loss of sacred object |
| Hanyo (15) | Transformation resource | (Dan ÷2, rounded down) × 2 | Transformation released → ally-cohesion penalty transferred |
| Tatarigami (27 · Majin) | Curse accumulation (co-04-07-27) | (Dan ÷2, rounded down) × 2 | Humanity consumed → frame becomes a cursed machine (07 Hannya linkage) |
| Itako (22 · Majin) | Kuchiyose spirit-summon (co-04-07-22) | (Dan ÷2, rounded down) × 2 | Summoned spirit extinguished / swapped |
★Note: The sacred object of the Heroic Spirit (33) is, per canon, a structure that "designates 1 external Divine Artifact" (
co-04-07-33). A Self-Heart Heroic Spirit uses the grade of the designated sacred object as-is (Firepower = sacred-object grade × 2) and establishes no separate self-drive number (no new resolution system). A Self-Heart frame substitutes ⑩ Artifact Special Ignition with a power resource, and triggers its Finisher as a power-ignition type (§4 · §2.x ⑩ Self-Heart branch).
Footnote:
co-04-07-0033 classes /co-05-02Domination /co-99-02principle (no new numbers / resource mapping).
#Example — §6. Three Operation Examples
Shows in an actual count how the two seats interlock within a single round. All values are based on the standard frame (masterwork-grade heart · Core 1 → Energy 11 · Firepower 4 · frame bonus +2 · Defense 17) derived in
02/03/04.
#Example ① — "Stable / Sustained Type": Automaton Pilot + Scholar Controller + pure Divine Artifact heart
- Round flow:
- Pilot (Automaton) = built-in armament main attack (2d10 + Courage + martial arts + frame +2 ≥ Defense).
- Controller (Scholar) = ③ Drive Distribution once (transfer personal Energy 1:1 + 2× efficiency → replenish unit Energy, prepare for the Cooling Sequence) + ① Target Designation once (next attack hits at +2) — two-per-round cap spent.
- End-of-round Cooling Sequence −1 (Energy 11 → 10). With Energy to spare, it executes normally → the Firepower pool (4) fully recovers.
- Result: A beat late due to Ponderous, but with the Scholar's drive resupply, the "long-enduring giant" whose Energy dries slowest. The Automaton's self-repair (
co-04-07-17) and ⑥ Damage First Aid patch the parts. Firepower is saved and gathered, then detonated as a Finisher on the decisive round. - Natural enemy: Kagura musketeers
[Pierce all](only ½ of the Defense bonus is ignored, but still a threat,02/09). An axis that Target Designation / Drive Distribution cannot block.
#Example ② — "Two-Person, High-Output, Faith-Dependent Type": Wildlander Pilot + Arahitogami (Self-Heart and Controller)
- 1.5-person compression (§1.5): The Arahitogami is both heart and Controller. They split their turn order to distribute it between main support (⑩ proxy ignition via power resource) and ② Cooling Acceleration — but in a round where the main is used, Control Arts are limited to once.
- Finisher: Accrue Firepower over one round (charge) → next round the Wildlander's hand of Kamuy lets out a giant stomp as a power-ignition Finisher (once per combat). Faith is the very fuel of Firepower.
- Result: The Arahitogami's faith supplies the drive without a Divine Artifact. Faith 0 = giant standstill (§5.1) — the power resource is both Energy and Firepower.
- Scent: "Each time faith drops by a point, the giant's heart cools by a notch. And from that cooled seat, the last mouthful becomes a star."
#Example ③ — "Ponderous Mirror Match / Finisher Race": Godframe vs Godframe
- Both act last in the same order (Ponderous) → the Skill (技) tiebreaker and Energy / Firepower management (the exhaustion race) decide the contest.
- If one side goes into a Finisher charge first (accruing Firepower 4), the other must either aim for the head / torso to break the charge during that charge round (§4.2) or accrue its own Finisher faster. The side that cannot deliver ② Cooling Acceleration first (the side whose Energy dries first) collapses to Qi-Exhaustion (
02§5), and its Firepower recovery is cut off as well. - Result: The coordination of the two seats is the contest itself — while the Pilot accrues a named blow, the Controller must buy a breath in the cooling and Firepower race. Whoever calls the name first wins (the full development is in
09operation).
Box (GM note). Guide the Controller's player to make, each round, a decision in ①~⑩ / Firepower use that "changes the quality of the Pilot's action" — Target Designation, Cooling Acceleration, Overload Assist, Firepower overcharge, and Finisher charge are all directly tied to the Pilot's next action. Two players designing a single round together, and calling the name together, is the core fun of this issue.
#Table — §7. Quick Reference (GM one-page card)
| Item | Value / Rule |
|---|---|
| Action economy | Pilot main 1 + Controller auxiliary 2 (two-per-round cap) |
| Two pools | Energy = 10 + Core (0~3) = 10~13 (action / Cooling Sequence / one breath) / Firepower = Divine Artifact grade × 2 (separate reserve) |
| Control Art two-per-round cap | An explicitly borrowed gate from co-03-04 rule 3 (0-Energy two-per-round cap) |
| Two bypass exceptions | Enryōkan heart +1 (3 total · Enryōkan only) / ⑦ Shikigami Launch piloting 2 is summed with the two-per-round cap |
| 1.5-person compression | When serving double duty as a Self-Heart, Control Arts limited to once in a round the main is used (twice in a round the main is omitted) |
| Control Art cost | ① Energy 1 · ② Energy 2 · ③ transfer (Scholar 2×) · ④ Firepower 2 · ⑤ Firepower 2~3 · ⑥ 1 lull · ⑦ Energy 2 · ⑧ Energy 2 · ⑨ Firepower 3 · ⑩ Firepower = Divine Artifact grade |
| Firepower's 4 uses | ① overcharge (Pilot) · ② squad extra strike (Pilot) · ③ Finisher fuel · ④ temporary bonus (Controller) |
| Firepower recovery | Recovers next round if that round's end-of-round Cooling Sequence is executed intact (non-recovery + Qi-Exhaustion if Energy dries) |
| Finisher | [Kata] · Firepower 4↑ heavy expenditure · once per combat · charge 1 round → trigger next round (windup) |
| Finisher effect ceiling | "Big" within the no-new-damage-die principle (squad annihilation · area · single boss 3/4 Wounds · multi-core 4 total/max 3 per core · Critical-Hit extension) — no making-permanent / healing+extra-action / permanent +3 break |
| Innate Art | Always-on passive (free) — a giant-scale permanent translation of faction / heart / part |
| ④ Overload Assist | +1 Wound (not a Critical Hit; does not stack with a crit), next round's Cooling Sequence doubled |
| ⑨ Exorcism Discharge | Pure Divine Artifact heart only (yoma-core drive not allowed) |
| ⑩ Ignition | Proxy-activate a devotion technique, session / combat limits maintained. A Self-Heart substitutes with a power resource |
| Healing + extra action | Forbidden simultaneously in a single Control Art / single Finisher (Holy Grail guard) |
| 6 Self-Heart types | Arahitogami faith · Celestial curve · Heroic Spirit designated-sacred-object grade · Hanyo transformation · Tatarigami curse · Itako spirit-summon → standstill when dried (Firepower = (Dan ÷2) × 2) |

