Thursday, May 7, 2026

Titanomachina: The Rate of Inflation


These three configurations of Styxx all exhibit different optimal behaviour because of the weapons with which they are armed. These weapons not only put out different amounts of damage in different ways, but they have differences in cost. 

In Styxx's senary configuration, on the left, the Titan has two weapon systems that cost one other system's power to activate, and one that costs two others. To fire at full effect, Styxx would need to put aside 7 cards, the weapons and the other systems intended to charge them. That's on top of powering all four limbs, moving each round, with each limb and one other system's power for 8. That leaves 7 for crew, sensors, the turret, thrusters, and shields. Maximizing crew is six cards, with the turret makes 7 cards. That leaves the personality or perhaps extra armour being used to block an attack. That's full-on face-to-face engagement though. It could do 23 points of damage. More like 6 though, at close range. Still, that is potentially a lot of damage. 

Styxx's primary configuration has two weapons requiring the charge of two more, and one requiring only one more. You're seeing 10 damage merely from weapons, not counting Shield Breaker, going up to 27 including limbs and crew to direct them to maximum effect. At point blank though it affords no defense at all. Inside of rounds you're going to find running a victim to ground much harder, making that 27 sound much higher than Styxx will be able to eke out. 

Styxx's secondary configuration is much more agile, primarily because of the gun battery. A worthless pop-gun on its own, it clears habitats, hits reasonably hard with crew operating it, and complements the claw for close-range bullying. Its weapons do 6 points of damage, blowing up to 23 points of damage again at the top-end.