Saturday, June 21, 2025


Styxx's senary configuration is due to be deployed on Tabletop Simulator via the Steam Workshop. I'm warming up to it. I'm starting to think this is a well-balanced Titan, or at least it seems like it isn't hampered by too many high-powered weapons, or thrusters. They can consistently attack with either arms or weapons for the same cost, with a turret concentrating two or more attacks in the same round. Four cards for all four limbs can be two sensors and two deflector arrays. The thrusters and the third sensors support full operation by crew. The plasma howitzer would do best supported by the capacitor and two extra armour systems recovered from the capacitor. That leaves the vulcan gun, the buzz saw, the turret, a third extra armour system, and the Titan's force of personality. The turret is a given. This configuration can fire all of its weapons, attack with all of its limbs, fully operated by crew, with an activated turret, for a total between 23 and 28 points of damage, not assuming impact from limbs, which could conceivably get up to 38, assuming sufficient two and three habitat tall buildings (100m-150m tall buildings). 

That's in comparison to Rhea quaternary configuration with 21 to 29 points of damage, with limbs limited to bringing it up to 35 provided sufficient buildings to bust someone through. Rhea holds a massive edge in protection though, with a full five extra armour systems available to Styxx's two under maximum output conditions. Interestingly that can go up to three. The plasma howitzer helps reduce that, forcing a discard for shock. Styxx can also voluntarily slow down, as not using both arms means the limbs can still put out 8 damage, and not using any means still on par with Rhea's total cogs of 6 for all four limbs. Without the arms then deflectors or sensors can activate, protecting the Titan or detecting Titan targets. Maybe even thrusters. Sensors can also be used to scan, to capture the initiative, and control the fight. 

The question becomes then, can you maintain this pace when pressed for angles, ranges, and choice of targets? What if you need a third extra armour to soak three points of damage getting through your shields from crew-operated macro guns? What about recovering from impacts and grapples so that you can maintain those arcs and ranges, which trades off against distance and damage? Or hope that the turret will make up for it.


 

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