0% found this document useful (0 votes)
25 views66 pages

Frontier

Uploaded by

Colten Davis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
25 views66 pages

Frontier

Uploaded by

Colten Davis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 66

FRONTIER

A Fan-Made Tabletop Roleplaying Game in the Titanfall Universe

A 100DOS expansion to be used with the Mythic 6.0 Handbook.

This is, in no way, endorsed by EA Games or Respawn Entertainment.


All Rights of Titanfall, its Characters, Locations, and Terms are copyright of EA
This is a free product. If you paid for this product, you have been scammed Games.
and should seek to refund your money.

1
Contents
PLAYING FRONTIER ......................................................................................................................................................... 3
PLAYING PILOTS .............................................................................................................................................................. 3
TITAN WEAPONS [TW] .................................................................................................................................................... 3
MOUNTED WEAPONS [MW] ........................................................................................................................................... 3
PILOT ............................................................................................................................................................................... 4
GRUNT ............................................................................................................................................................................. 4
SPYGLASS......................................................................................................................................................................... 4
SPECTRE........................................................................................................................................................................... 5
SIMULACRUM ................................................................................................................................................................. 6
STALKER........................................................................................................................................................................... 6
SPECIALIZATION PACKS ................................................................................................................................................... 7
THE ARMORY................................................................................................................................................................... 8
OPTICS, SCOPES, SIGHTS ............................................................................................................................................... 18
RAILS.............................................................................................................................................................................. 18
WEAPON CONVERSION MODIFICATIONS ..................................................................................................................... 19
AMMUNITION ATTACHMENTS ..................................................................................................................................... 19
BARREL ATTACHMENTS AND MODIFICATIONS ............................................................................................................ 20
SENSORS ........................................................................................................................................................................ 21
COMPUTING AND COMMUNICATIONS ........................................................................................................................ 22
GENERAL ....................................................................................................................................................................... 22
SURVIVAL ...................................................................................................................................................................... 23
AERIAL GEAR ................................................................................................................................................................. 24
MEDICAL........................................................................................................................................................................ 25
DRONES ......................................................................................................................................................................... 28
TITANS ........................................................................................................................................................................... 30
TITAN GAMEPLAY .......................................................................................................................................................... 31
VEHICLES ....................................................................................................................................................................... 39
CHARACTER BESTIARY ................................................................................................................................................... 44
TITAN BESTIARY............................................................................................................................................................. 56

2
PLAYING FRONTIER PILOT EQUIPMENT AND TITANS
Frontier is a fan-made Tabletop Roleplaying Game set in the Titanfall Pilot Equipment includes Jump Kits, Titans, Pilot Utilities, and Boost
Universe. The system the game runs on is 100DOS, a D100 game Equipment. This Equipment is only available to Pilot Characters.
system designed by Brandon ‘Vorked’ Miller. However, Grunts and other Soldier Types can gain access to this
To properly play Frontier, you must use the Mythic 6.0 Equipment through the Black Market.
Tabletop Game Handbook for the game’s rules. This is effectively an
expansion of Mythic. BLACK MARKET
The Black Market is made of shady organizations who smuggle and
COMPATIBILITY create knockoff equipment from various governments, militaries, and
Frontier, alongside any 100DOS game, is fully compatible with any companies. Non-Pilot Soldier Types can illegally access these Black
other 100DOS game, splatbook, or expansion. There are many Markets to purchase illegal goods and services. This includes access
crossover options for players and GMs to use, as well as using rules to Pilot Equipment and Titans.
from other 100DOS games. For example, there is an additional Player Anything purchased through the Black Market is at double
Character system to make them feel more like the main character the price. If these Characters are caught by authorities with this
known as Utility in BLACKSITE, a fan-made XCOM 2 expansion for Equipment, they could be thrown in prison or sentenced to death.
Mythic 6.0. Using Utility alongside Frontier would offer for more
player-based experiences alongside the standard Frontier combat. TITAN WEAPONS [TW]
Titan Weapons [TW] are Weapons that are too heavy and large to be
PLAYING PILOTS used by standard Characters. These Weapons may be freely used by
Pilots are a very fast and very technical Soldier Type to play. This is Characters of at least 6 Meters in Height. Titan Weapons that have
not because of their Characteristics or their Traits, but because of the the Heavy Weapon [HW] Tag must still be Braced by the Titan before
Jump Kit Equipment they begin with. There are many types of firing. All Titan Weapons are able to deal normal Damage to the Heavy
Movement-based Actions that the Jump Kit allows a Character to Plating Special Rule.
perform, so Players and the GM will have more to track.
This is just a heads up, as it puts their capabilities on-par MOUNTED WEAPONS [MW]
with Spartans from the main Mythic Handbook. Not in terms of Mounted Weapons [MW] are Weapons that are mounted to a Titan
survivability or strength, but pure ability and options. and cannot be wielded normally. Mounted Weapons can only be
Reloaded by an Autoloader and the Reload Time cannot be decreased
BECOMING A PILOT unless specified otherwise.
Characters can become a Pilot through training. First, the Character
must have purchased the following Characteristic Advancements: PILOT UTILITIES
o +10 (Rookie) in Agility Pilot Utilities are heavy modifications of a Character’s Battle Dress
o +10 (Rookie) in Warfare Range Uniform (Armor). A Character can only install two of these Utilities at
o +5 (Simple) in Toughness a time into their Armor, which can also only be done between
o +5 (Simple) in Courage missions due to the amount of work that goes into this process.
The Character must also have a minimum of 2,600 However, if a Character were to bring multiple sets of Armor with
Experience total. When becoming a Pilot, the Character does not gain multiple different Pilot Utilities installed, they may switch them on
any new Soldier Type Traits and does not gain any new Skills, Abilities, the battlefield.
or Training. The Character gains the Jump Kit for free.
BOOSTS
BECOMING A PILOT IN CHARACTER CREATION Boosts are expensive, highly experimental versions of Pilot Utilities
Players can take the other Soldier Types like the Simulacrum and that are much more compact. However, a Character may only use one
Spectre and turn them into Pilots. All the Player must do is first gain Boost at a time and can only change them out between Missions.
GM approval and then follow the “Becoming A Pilot” rules listed However, if a Character were to bring multiple sets of Armor with
above. Players will need extra Experience than a normal Pilot to different Boosts installed, they may switch them on the Battlefield.
achieve this with most Soldier Types.
MULTI-LOCK SPECIAL RULE
BECOMING A SIMULACRUM The Multi-Lock Special Rule is a new addition currently only needed
A Simulacrum is a process that a dead Player Character can earn from for Titanfall’s weapon mechanics. Weapons with the Multi-Lock
their actions while being alive. Basically, if the GM allows it, a Player Special Rule do not take penalties when switching Targets during a
Character who died and had no Luck to Burn to survive can become a Turn.
Simulacrum, allowing them to keep their Character. The Character’s
brain would still need to be intact for this process. JUMP CAPABLE
To become a Simulacrum, the Character’s brain is installed A Vehicle that is listed as Jump Capable means it has a Jump Drive,
into a new robotic body. The Player will redo their Characteristics allowing it to enter Jump Space, the which is hyperspace travel. Jump
based on the Simulacrum Soldier Type’s Base Characteristics, and Drives take 5 Turns to completely charge, and then a Free Action to
then add on the Mythic Characteristics and the Robotic Trait. enter Jump Space. Once entering Jump Space, the vehicle cannot be
damaged or harmed. While charging, Jump-capable vehicles must be
protected during its duration.
Jump Space travel is millions of times faster than standard
aerospace and space travel, but cannot be done in short distances for
larger objects.

3
PILOT GRUNT

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25
TIER: 3 EXPERIENCE COST: 2,600 TIER: 2 EXPERIENCE COST: 1,800
UPBRINGING: Any TRAINING: Basic and Infantry UPBRINGING: Any TRAINING: Basic and Infantry
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal SIZE Normal
CHARACTERISTIC ADVANCEMENTS CHARACTERISTIC ADVANCEMENTS
STR TOU AGI WFR STR WFR PER CRG
+5 Simple +5 Simple +10 Rookie +10 Rookie +5 Simple +5 Simple +5 Simple +10 Rookie
PER -- -- CRG SOLDIER TYPE TRAITS
+5 Simple -- -- +5 Simple The Grunt begins with the Human Weaponry Racial Training at
SOLDIER TYPE TRAITS Character Creation.
The Pilot begins with the Human Weaponry Racial Training at The Grunt begins with two Skills of their choosing at +10 at Character
Character Creation. Creation.
The Pilot begins with three Skills of their choosing at +10 at Character SQUAD UP: When making Combined Actions with other members of
Creation. their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
SQUAD UP: When making Combined Actions with other members of Characters also gain a +10 Bonus to Warfare Melee and Warfare
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The Range Tests when taking Combined Actions.
Characters also gain a +10 Bonus to Warfare Melee and Warfare EQUIPMENT PACK: The Character gains 250 cR solely to buy their
Range Tests when taking Combined Actions. Equipment Pack based on the Equipment of their choosing. The
EQUIPMENT PACK: The Character gains 200 cR solely to buy their Character must buy Armor, a Primary Weapon, and a Secondary
Equipment Pack based on the Equipment of their choosing. The Weapon. Any other cR given to the Character does not go towards
Character must buy Armor, a Primary Weapon, and a Secondary creating the Equipment Pack. The Equipment Pack cannot be changed
Weapon. The Character gains the Jump Kit for free. Any other cR given after Character Creation.
to the Character does not go towards creating the Equipment Pack.
The Equipment Pack cannot be changed after Character Creation.

4
SPYGLASS SPECTRE

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
15 15 15 25 25 45 40 20 20 20 10 15 15 30 30 25 25 25 25 25
+2 +2 +2 MYTHIC CHARACTERISTICS +4 +2 +2 MYTHIC CHARACTERISTICS
TIER: 3 EXPERIENCE COST: 2,000 TIER: 2 EXPERIENCE COST: 1,750
UPBRINGING: None TRAINING: Basic UPBRINGING: None TRAINING: Basic and Infantry
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 188 Centimeters HEIGHT 188 Centimeters
WEIGHT 196 Kilograms WEIGHT 196 Kilograms
SIZE Normal SIZE Normal
CHARACTERISTIC ADVANCEMENTS CHARACTERISTIC ADVANCEMENTS
AGL INT PER LDR WFR WFM INT PER
+5 Simple +5 Simple +5 Simple +5 Simple +10 Rookie +5 Simple +5 Simple +5 Simple
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
The Spyglass begins with the Human Weaponry Racial Training at The Specter begins with the Human Weaponry Racial Training at
Character Creation. Character Creation.
The Spyglass begins with four Trained Skills of their choosing at The Specter begins with two Skills of their choosing at +10 at Character
Character Creation. Creation.
ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like
Flashbang (X). Repair Kits must be used on Robotic Characters instead Flashbang (X). Repair Kits must be used on Robotic Characters instead
of Medical Foam and other medical tools. Robotic Characters are of Medical Foam and other medical tools. Robotic Characters are
immune to Medical Effects such Special Damage. Instead, if a Robotic immune to Medical Effects such Special Damage. Instead, if a Robotic
Character were to take Special Damage, they take +1D10 Damage. Character were to take Special Damage, they take +1D10 Damage.
SQUAD UP: When making Combined Actions with other members of SQUAD UP: When making Combined Actions with other members of
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions. Range Tests when taking Combined Actions.
EQUIPMENT PACK: The Character gains 250 cR solely to buy their EQUIPMENT PACK: The Character gains 250 cR solely to buy their
Equipment Pack based on the Equipment of their choosing. The Equipment Pack based on the Equipment of their choosing. The
Character must buy Armor, a Primary Weapon, and a Secondary Character must buy Armor, a Primary Weapon, and a Secondary
Weapon. Any other cR given to the Character does not go towards Weapon. Any other cR given to the Character does not go towards
creating the Equipment Pack. The Equipment Pack cannot be changed creating the Equipment Pack. The Equipment Pack cannot be changed
after Character Creation. after Character Creation.

5
SIMULACRUM STALKER

CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
15 15 15 25 25 25 30 25 25 25 35 30 10 25 25 25 30 25 15 15
+3 +3 +2 MYTHIC CHARACTERISTICS +6 +6 -- MYTHIC CHARACTERISTICS
TIER: 2 EXPERIENCE COST: 1,750 TIER: 2 EXPERIENCE COST: 2,050
UPBRINGING: None TRAINING: Basic UPBRINGING: None TRAINING: Basic and Infantry
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT 180 Centimeters HEIGHT 200 Centimeters
WEIGHT 190 Kilograms WEIGHT 345 Kilograms
SIZE Normal SIZE Normal
CHARACTERISTIC ADVANCEMENTS CHARACTERISTIC ADVANCEMENTS
WFM WFR PER CRG STR AGI WFR PER
+5 Simple +10 Rookie +5 Simple +5 Simple +5 Simple +5 Simple +10 Rookie +5 Simple
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
The Simulacrum begins with the Human Weaponry Racial Training at The Stalker begins with the Human Weaponry Racial Training at
Character Creation. Character Creation.
The Simulacrum begins with two Skills of their choosing at +10 at The Stalker begins with one Skill of their choosing at +20 at Character
Character Creation. Creation.
ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like
Flashbang (X). Repair Kits must be used on Robotic Characters instead Flashbang (X). Repair Kits must be used on Robotic Characters instead
of Medical Foam and other medical tools. Robotic Characters are of Medical Foam and other medical tools. Robotic Characters are
immune to Medical Effects such Special Damage. Instead, if a Robotic immune to Medical Effects such Special Damage. Instead, if a Robotic
Character were to take Special Damage, they take +1D10 Damage. Character were to take Special Damage, they take +1D10 Damage.
SQUAD UP: When making Combined Actions with other members of WEIGHT: Stalkers are very heavy, which reduces their ability to use
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The Jump Kits by halving the distance a Jump Kit would allow them to
Characters also gain a +10 Bonus to Warfare Melee and Warfare move. The Stalker also gains a -20 Penalty to Camouflage and Athletics
Range Tests when taking Combined Actions. Tests if moving.
EQUIPMENT PACK: The Character gains 250 cR solely to buy their SQUAD UP: When making Combined Actions with other members of
Equipment Pack based on the Equipment of their choosing. The their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Character must buy Armor, a Primary Weapon, and a Secondary Characters also gain a +10 Bonus to Warfare Melee and Warfare
Weapon. Any other cR given to the Character does not go towards Range Tests when taking Combined Actions.
creating the Equipment Pack. The Equipment Pack cannot be changed EQUIPMENT PACK: The Character gains 250 cR solely to buy their
after Character Creation. Equipment Pack based on the Equipment of their choosing. The
Character must buy Armor, a Primary Weapon, and a Secondary
Weapon. Any other cR given to the Character does not go towards
creating the Equipment Pack. The Equipment Pack cannot be changed
after Character Creation.

6
SPECIALIZATION PACKS
BATTLEFIELD MEDIC HEAVY WEAPONS RECON/INFILTRATION
ABILITY SKILL ABILITY SKILL ABILITY SKILL
Cynical Investigation Always Ready Athletics Always Ready Athletics
Stabilization Medication Gather Senses Intimidation Eagle Eye Camouflage
Under Control Technology Heavy Preparation Survival Exceptional Hearing Investigation

CLOSE QUARTERS LOGISTICS RESOURCE/SUPPORT


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Disarm Athletics Chosen Education +5 Cryptography +2 Support Points Investigation
Evasive Maneuvers Investigation Exceptional Hearing Security Chosen Education +5 Security
Hand-To-Hand Basics Survival One Enemy Language Technology Quick Draw Technology

DEMOLITIONS MARKSMAN TECHNICIAN/COMMS


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Eagle Eye Athletics Clear Target Athletics Alien Tech Command
Gather Senses Demolitions Eagle Eye Camouflage Battle Mind Investigation
Under Control Investigation Marksman Navigation One Enemy Language Technology

DUELIST POINT MAN VEHICLE EXPERT


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Battle Mind Evasion Fast Foot Athletics Eagle Eye Navigation
Akimbo Stunting Gather Senses Investigation Gather Senses Pilot (Air or Ground)
Denial Survival Resilient Survival Mobile Fire Technology

LIMITED PACKS

COMMANDER MILITARY SPECIAL


ABILITY SKILL The Command Package is based on leading the party, and usually coming with a higher rank than the rest of the
Order of Things Appeal Party. E- 6 should be the commonly given Rank to be above the rest of the Party.
If the rest of the Party are already higher rank, or near the rank of what the base Commander Rank is,
Reliable Reputation Command the GM may promote the Commander. A general rule of thumb for Humans would be to allow the Character to take
an increased rank of O-5, but this is not completely common.
Under Control Investigation

MEDICAL PHYSICIAN MILITARY SPECIAL


ABILITY SKILL Those who specialize in Medical practices are joined into the Medical Corps of their respective Military. Those
Cynical Investigation currently enlisted and either in training or are still early within the ranks begin as an O-1. After completing 17
Months as the Medical Specialization Pack, the Character is ranked up to O-3.
Stabilization Medication These special ranks are not for commanding, but for paygrade bonuses. This gives no Command bonuses
or power over those of lesser ranks. A Medical Physician should be limited to one per Fireteam, Squad, or Player
Under Control Technology group. If the Character is outside of the Military, they are exempt from this rule. Civilians who are working under a
Military as a Medical Physician gain the rank of O-1 Ensign until discharge or moving on.

7
THE ARMORY

PISTOLS
[OH] B3 Wingman Semi Auto (2) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +10 4 6 30m-100m 12.7x40mm 22 4
Headshot Special Rule. WEIGHT (KG): 1.7

[DW] Hammond P2011 Semi Auto (3) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +7 3 12 25m-175m 11.4x23mm 29 4
Headshot Special Rule. WEIGHT (KG): 1.3

[DW] Hammond P2016 Semi Auto (3) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +7 3 12 25m-180m 11.4x23mm 29 4
Headshot Special Rule. WEIGHT (KG): 1.2

[DW] Hammond P2020 Semi Auto (3) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +7 3 12 30m-185m 11.4x23mm 30 4
Headshot Special Rule. WEIGHT (KG): 1.1

[DW] RE-45 Autopistol Auto (7) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +7 3 20 15m-80m 11.4x23mm 26 4
-5 Penalty To Hit. WEIGHT (KG): 1.6

[OH] SA-3 Mozambique Semi Auto (2) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +7 5 6 5m-35m 12 Gauge Shell 31 4
Spread Special Rule. WEIGHT (KG): 1.6

[DW] Smart Pistol MK5 Semi Auto (3) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +5 7 12 25m-100m 9x21mm 29 4
Homing and Multi-Lock Special Rule. WEIGHT (KG): 1.3

[DW] Smart Pistol MK6 Semi Auto (3) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Pistol 3D10 +5 7 12 30m-120m 9x21mm 30 4
Homing and Multi-Lock Special Rule. WEIGHT (KG): 1.4

RIFLES
[TH] G2A4 Battle Rifle Semi Auto (3) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +10 19 14 30m-670m 6.19x97mm 45 6
Headshot Special Rule. Comes with: Built-in Red Dot Sight. WEIGHT (KG): 4.6

[TH] G2A5 Battle Rifle Semi Auto (3) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +10 19 14 20m-690m 6.19x97mm 46 6
Headshot Special Rule. Comes with: Built-in Red Dot Sight. WEIGHT (KG): 4.5

[TH] Havoc Energy Rifle Auto (7) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +5 24 24 20m-500m Energy Cell 39 6
Cauterize Special Rule. WEIGHT (KG): 5.1

[TH] M1A3 Hemlok BF-R Semi Auto (3), Burst (5) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +4 15 24 25m-375m 5.56x45mm 43 6
The Burst (5) Rate of Fire can be adjusted to between 2 through 5 as a Half Action. WEIGHT (KG): 5.6

[TH] R-101C Carbine Compact Auto (8) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +7 11 24 20m-345m 8.19x51mm 34 5
WEIGHT (KG): 3.6

[TH] R-201 Assault Rifle Auto (8) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +9 12 24 30m-400m 8.19x51mm 38 6
WEIGHT (KG): 5.6

8
[TH] R-301 Carbine Auto (8) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +9 12 18 35m-385m 8.19x51mm 39 5
WEIGHT (KG): 4.0

[TH] V-47 Flatline Auto (6) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +7 13 20 25m-325m 7.62x45mm 25 5
WEIGHT (KG): 3.9

[TH] V-47 Flatline Auto (6) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Carbine 3D10 +7 13 20 30m-330m 7.62x45mm 25 5
WEIGHT (KG): 3.8

[TH] Fukuda Battle Rifle Burst (4) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +9 10 34 35m-550m 9.5x40mm 39 6
WEIGHT (KG): 4.6

SMGs
[OH] Alternator Auto (6) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +5 6 20 20m-250m 9x19mm 41 5
-10 Penalty To Hit. A dual-barreled SMG. For every round fired of Auto (6), deals its damage twice and takes up 2 rounds off the Magazine. WEIGHT (KG): 5.0

[TH] Combat Advanced Round SMG Auto (8) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +7 11 30 35m-400m 8.19x51mm 37 5
WEIGHT (KG): 3.0

[OH] Prowler Burst PDW Burst (5) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +1 11 20 20m-250m 5.8x33mm 37 5
WEIGHT (KG): 3.4

[TH] R-97 Compact SMG Auto (11) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +3 13 40 20m-200m 5.8x33mm 42 5
WEIGHT (KG): 3.4

[TH] R-99 Compact SMG Auto (10) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +3 13 20 35m-300m 5.8x42mm 40 5
WEIGHT (KG): 3.4

[TH] Volt SMG Auto (7) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
SMG 3D10 +10 5 19 30m-290m 11.4x23mm 28 5
WEIGHT (KG): 3.5

MARKSMAN RIFLES
[TH] D-101 Longbow DMR Semi Auto (2) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +10 13 6 50m-975m 8.19x51mm 27 6
Headshot Special Rule. WEIGHT (KG): 5.7

[TH] G7 Scout Semi Auto (2) or Burst (2) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +10 19 10 30m-750m 6.19x97mm 24 6
Headshot Special Rule. WEIGHT (KG): 5.5

[TH] 30-30 Repeater Semi-Auto (2) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 3D10 +8 13 6 35m-800m 7.8x51mm 22 6
Headshot Special Rule. WEIGHT (KG): 5.0

SNIPER RIFLES
[TH] [HW] Kraber-AP Sniper Rifle Semi Auto (1) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper 4D10 +21 13 5 50m-1,650m 14.5x114mm 108 8
Long Barrel, Penetrating, Kinetic, Headshot Special Rule. Comes with: 6x Scope, Built-in Bipod. WEIGHT (KG): 15

[TH] [HW] Double Take Semi Auto (1) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper 3D10 +11 16 5 40m-1,100m 8.61x93mm 103 8
Long Barrel, Penetrating, Kinetic, Headshot Special Rule. Comes with: 4x Scope. -10 To Hit. A dual-barreled Sniper Rifle. For every round fired of Semi Auto WEIGHT (KG): 18.3
(1), deals its damage twice and takes 2 rounds off the Magazine.

9
[TH] [HW] Triple Take Semi Auto (1) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper 3D10 +11 16 5 35m-900m 8.61x93mm 109 8
Long Barrel, Penetrating, Kinetic, Headshot Special Rule. Comes with: 4x Scope. -20 To Hit. A triple-barreled Sniper Rifle. For every round fired of Semi Auto WEIGHT (KG): 18.3
(1), deals its damage three times and takes 3 rounds off the Magazine.

[TH] [HW] Sentinel Electromagnetic Sniper Rifle Semi Auto (2) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper 4D10 +13 13 5 75m-1,900m 10.4x83mm 91 8
Long Barrel, Penetrating, Kinetic, Headshot Special Rule. WEIGHT (KG): 15

LIGHT MACHINE GUNS


[TH] [HW] Lastimosa Armory Assault Rifle Auto (6) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
LMG 4D10 +15 24 96 25m-900m Energy Cell 40 11
Firing 12 shots within 2 Rounds gains the Overheat (2) Special Rule. WEIGHT (KG): 7.5

[TH] [HW] Spitfire LMG Auto (8) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
LMG 3D10 +8 13 80 40m-750m 7.62x51mm 49 11
WEIGHT (KG): 7.7

[TH] [HW] X-55 Devotion Auto (10) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
LMG 3D10 +5 15 55 30m-680m 5.56x45mm 53 11
WEIGHT (KG): 7.7

[TH] [HW] Rampage LMG Auto (5) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
LMG 3D10 +17 12 46 50m-1,100m 5.56x45mm 46 11
Long Barrel and Headshot Special Rule. WEIGHT (KG): 7.4

SHOTGUNS
[TH] EVA-8 Shotgun Semi Auto (3) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +7 5 6 10m-70m 12 Gauge Shell 52 6
Spread Special Rule. Built in Collapsible Stock. WEIGHT (KG): 5.0

[TH] M1901 Mastiff Pump-Action (2) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 4D10 +10 6 4 10m-80m 8 Gauge Shell 40 Single Loading
Spread Special Rule. WEIGHT (KG): 5.4

[TH] Peacekeeper Semi Auto (1) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 5D10 +12 17 5 5m-65m Energy Cell 25 8
Spread Special Rule. WEIGHT (KG): 4.6

MELEE WEAPONS
[DW] Combat Knife [SD] [PD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING REACH cR
Knife 2D10 Half Strength Modifier +6 Half Strength Modifier +6 -- 30
WEIGHT (KG): 0.4

[DW] Data Knife [SD] [PD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING REACH cR
Knife 2D10 Half Strength Modifier +6 Half Strength Modifier +6 -- 150
A Knife that is capable of hacking electronics that it is stabbed into. This is often used against Spectres, Turrets, and other robotics. The Data Knife takes WEIGHT (KG): 0.7
5 Rounds to hack into its victim. Once finished, the original User of the knife will have taken control of the victim until the Knife is removed.

[OH] Machete [SD] [PD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING REACH cR
One-Handed Sword 2D10 Half Strength Modifier +7 Half Strength Modifier +1 -- 34
WEIGHT (KG): 0.9

[TH] Sword [SD] [PD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING REACH cR
Knife 3D10 Strength Modifier +8 Strength Modifier +9 +1 43
WEIGHT (KG): 1.5

[DW] Firestar [PD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING THROWING RANGE cR
Knife 1D5 Half Strength Modifier +4 Half Strength Modifier +13 5m – (X)m 55
A multi-sided throwing knife. Range’s (X) is Strength Modifier multiplied by 2. On impact with a surface or Character, causes Flame (1D10) in Blast (1). WEIGHT (KG): 0.2
The Firestar can be reused but will no longer cause Flame Special Rule on impact.

10
[DW] Gravity Star [PD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING THROWING RANGE cR
Knife 1D5 Half Strength Modifier +4 Half Strength Modifier +13 5m – (X)m 55
A multi-sided throwing knife. Range’s (X) is Strength Modifier multiplied by 2. On impact with a surface or Character, causes Gravimetric (1) in Blast (3), WEIGHT (KG): 0.2
pulling anything the size of a Character or smaller towards it for a Half Action. The Gravity Star can be reused but will no longer cause the Gravimetric
Special Rule.

[DW] Arc Star [PD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING THROWING RANGE cR
Knife 1D5 Half Strength Modifier +4 Half Strength Modifier +13 5m – (X)m 55
A multi-sided throwing knife. Range’s (X) is Strength Modifier multiplied by 2. On impact with a surface or Character, causes Electrified (1D10) in Blast WEIGHT (KG): 0.2
(1). The Arc Star can be reused but will no longer cause Electrified Special Rule on impact.

[DW] Pulse Blade [PD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING THROWING RANGE cR
Knife 1D5 Half Strength Modifier +4 Half Strength Modifier +13 5m – (X)m 70
A multi-sided throwing knife. Range’s (X) is Strength Modifier multiplied by 2. A Pulse Blade is an incredibly sharp and dangerous kunai. Once it impacts WEIGHT (KG): 0.3
a surface, it will latch to it and launch a Sonar Pulse the next Turn. The Sonar Pulse lasts for the following Turn, allowing any Characters to appear on Radar
within 8 Meters of the Kunai. If retrieved, the Pulse Blade may be reused, but the Pulse Sonar takes 5 Rounds to Recharge.

GRENADES AND EXPLOSIVES


Frag Grenade [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 3D10 +9 12 Blast (8), Kill (2) 10
The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. WEIGHT (KG): 0.4

Satchel Charge [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 3D10 +15 15 Blast (9), Kill (3) 30
A mobile, throwable explosive. Comes with a trigger for detonation that works up to 180 Meters from the explosive. The trigger is 0.1 kg and can be tied WEIGHT (KG): 0.9
to any owned Satchel Charges. Satchel Charges are also able to lightly stick to surfaces, but not strong enough to warrant the Sticky Special Rule.

Arc Grenade [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D10 +9 30 Blast (14), Kill (2) 10
The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. Once detonated, causes EMP WEIGHT (KG): 0.4
(3) in the Blast Radius and EMP (5) in the Kill Radius.

Arc Mine [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D10 +9 30 Blast (14), Kill (2) 10
When a Character, Vehicle, or Titan is within 6 Meters of the Arc Mine, the Mine detonates. Once detonated, causes EMP (3) in the Blast Radius and EMP WEIGHT (KG): 0.4
(5) in the Kill Radius.

Flashbang Grenade [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 -- -- Blast (8) 6
Flashbang and Stun within Blast (8). The Flashbang Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the WEIGHT (KG): 0.3
Character’s next Turn.

Smoke Screen Grenade [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade -- -- -- Blast (15) 12
The Smoke Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. Comes in white, gray, WEIGHT (KG): 0.5
and black hues. Smoke (15) Special Rule. Lasts for 7 Rounds before beginning to dissipate.

Electric Smoke Grenade [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D10 +9 35 Blast (7) 22
The Smoke Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. Comes in a static white WEIGHT (KG): 0.5
hue. Smoke (7) Special Rule. Lasts for 7 Rounds before beginning to dissipate. For every Round a Character is in the Electric Smoke, the Character is dealt
the Damage of the Grenade. Cannot hurt Vehicles or Titans.

[UD] Concussion Grenade


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 2D10 +15 3 Blast (6), Kill (2) 12
Concussion Special Rule for anyone within 8 Meters of the Grenade’s detonation. The Concussion Grenade has a 6-second fuse. Once released, the WEIGHT (KG): 0.3
grenade will detonate at the beginning of the Character’s next Turn.

[UD] Tear Gas Grenade


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 -- -- Blast (9) 7
Stun, Blast (9) Special Rule. The Tear Gas Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next WEIGHT (KG): 0.5
Turn. Tear Gas Special Rule.

11
[UD] Satchel Door Charge
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Satchel Charge 5D10 +4 25 Blast (6), Kill (3) 11
Satchel Charge that explodes outward in one direction, only. Uses powerful adhesive to seal to any surface. Used to blow down doors and holes in walls. WEIGHT (KG): 1.6
Safe to stand behind even during detonation. Blasts outward in a 45-degree cone shape. Doubles Base Damage and Pierce against structures and surfaces.

[UD] Smoke Signal Grenade


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Grenade 1D5 -- -- Blast (4) Kill (1) 3
The Smoke Grenade has a 6-second fuse. Once released, the grenade releases smoke instantly. Comes in many color choices. Smoke (4) Special Rule. The WEIGHT (KG): 0.5
Signal Grenade lasts for 15 Rounds before beginning to dissipate. Raises high into the air, creating an easily visible signal for others.

ROCKET LAUNCHERS
[TH] [HW] Sidewinder Auto (5) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 3D10 +9 14 20 50m-200m 20mm Micro 83 11
Blast (5), Kill (2). WEIGHT (KG): 7.8

[TH] [HW] Archer Heavy Rocket Auto (1) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 5D10 +22 17 1 20m-750m Archer SGM 78 11
Vehicle Lock Special Rule. Blast (10), Kill (4). WEIGHT (KG): 9.1

GRENADE LAUNCHERS
[TH] [HW] EM-4 Cold War Burst (4) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +11 13 12 45m-425m CW Grenade 135 8
Blast (6), Kill (3). WEIGHT (KG): 9.1

[TH] [HW] Magnetic Grenade Launcher Semi-Auto (1) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 5D10 +11 13 5 30m-280m Mag Explosive 96 8
Sticky, Homing, and Vehicle Lock Special Rule. Blast (8), Kill (4). Explodes at the beginning of the Character’s next Turn. WEIGHT (KG): 9.4

[TH] [HW] R-6P Softball Anti-Armor Grenade Launcher Semi-Auto (1) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 4D10 +14 18 6 35m-150m Softball 98 8
Kinetic Special Rule. Blast (7), Kill (3). WEIGHT (KG): 9.7

ENERGY WEAPONS
[TH] [HW] Charge Rifle Charge (3) with Sustain (3) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy 4D10 +15 35 25 20m-4,000m Energy Cell 100 11
Cauterize and Kinetic Special Rule. Blast (5), Kill (2). WEIGHT (KG): 8.8

[TH] [HW] EPG-1 Auto (1) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy 6D10 +11 35 5 45m-425m Energy Cell 132 11
Blast (15), Kill (8). WEIGHT (KG): 11.5

[TH] [HW] LG-97 Thunderbolt Sustained (1) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy 4D10 +17 9 6 35m-315m Energy Cell 97 11
Electrified (10), Cauterize, and Kinetic Special Rule. Blast (4). Recharge (2). WEIGHT (KG): 10.2

12
TITAN WEAPONS

RIFLES
[TH] [TW] Splitter Particle Accelerator Rifle Auto (8) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 4D10 +20 20 40 25m-295m Cyclac Slugs 92 11
Kinetic Special Rule. WEIGHT (KG): 74.1

[TH] [TW] [HW] 40mm Cannon Auto (3) or Charge (1) with Burst (3) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 4D10 +25 19 12 25m-295m 40x365mm 102 11
Blast (4), Kill (2). WEIGHT (KG): 78.7

[TH] [TW] [HW] 40mm Tracker Cannon Auto (3) or Charge (1) with Burst (3) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rifle 4D10 +25 19 12 25m-295m 40x365mm 108 11
Vehicle Lock Special Rule. Blast (3), Kill (2). WEIGHT (KG): 78.7

MACHINE GUNS
[TH] [TW] [HW] Predator Cannon Auto (12) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +21 20 100 20m-230m 20x156mm 94 15
WEIGHT (KG): 100.1

[TH] [TW] [HW] Smart Cannon Auto (9) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +19 19 60 30m-255m 24x119mm 99 15
Homing Special Rule and Vehicle Lock Special Rule. WEIGHT (KG): 100.1

[TH] [TW] [HW] XO-16 Chaingun Auto (X) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +34 26 60 35m-415m 35x389mm 91 15
Auto (X) begins at 6. With each Round Fired, the weapon’s Rate of Fire is increased by 1, to a maximum of 10. Not firing the weapon for a Turn resets the WEIGHT (KG): 87.4
Auto (X) Rate of Fire.

[TH] [TW] [HW] XO-16A2 Chaingun Auto (X) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +34 26 40 35m-415m 35x389mm 102 15
Auto (X) begins at 8. With each Round Fired, the weapon’s Rate of Fire is increased by 1, to a maximum of 10. Not firing the weapon for a Turn resets the WEIGHT (KG): 87.4
Auto (X) Rate of Fire.

[TH] [TW] [HW] The Avenger Rotary Cannon Auto (14) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +13 23 600 15m-215m 13x167mm 125 15
WEIGHT (KG): 122.8

GRENADE LAUNCHERS
[TH] [TW] [HW] T-203 Thermite Launcher Semi-Auto (1) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 4D10 +32 15 1 35m-355m Scorch Grenade 161 8
Blast (8), Kill (3). WEIGHT (KG): 69.6

[TH] [TW] Triple Threat Grenade Launcher Semi Auto (2) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 3D10 +13 13 9 10m-70m 3 Gauge Shell 189 8
Blast (6), Kill (3). A triple-barreled Grenade Launcher. For every pull of the trigger, deals its damage three times and takes 3 rounds off the Magazine. WEIGHT (KG): 75.0

ROCKET LAUNCHERS
[TH] [TW] [HW] Quad Rocket Burst (4) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade Launcher 3D10 +28 19 20 30m-260m Cluster Grenade 172 8
Blast (5), Kill (2). WEIGHT (KG): 69.6

ENERGY WEAPONS
[TH] [TW] [HW] PR-01 Plasma Railgun Charge (X) with Semi-Auto (1) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Sniper Rifle (X)D10 +31 +30 4 85m-1,400m Tungsten Rod 122 11
Long Barrel and Kinetic Special Rule. Blast (4), Kill (2). The Weapon has a Charge of (X), up to 5. Each Charge adds +2D10 onto the Damage Roll of the WEIGHT (KG): 86.3
Weapon, up to 10D10.

[TH] [TW] [HW] Arc Cannon Charge (2) with Sustained (5) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy 6D10 +25 65 -- 85m-1,200m Tungsten Rod 132 11
EMP (2) Special Rule. The Magazine of the weapon is directly tied to the Core of the Titan wielding it. This effectively gives the Arc Cannon infinite ammo. WEIGHT (KG): 91.8

13
SHOTGUNS
[TH] [TW] Leadwall Semi Auto (2) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Shotgun 6D10 +19 9 12 10m-70m 3 Gauge Shell 134 8
Spread Special Rule. A triple-barreled Shotgun. For every pull of the trigger, deals its damage three times and takes 3 rounds off the Magazine. WEIGHT (KG): 75.0

MELEE WEAPONS
[TH] [TW] Broadsword [SD] [PD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING REACH cR
Sword 7D10 Strength Modifier +21 Half Strength Modifier +12 +5 91
WEIGHT (KG): 78.4

[TH] [TW] [HW] Maul [SD] [PD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING REACH cR
Hammer 8D10 Strength Modifier +40 -- +5 110
Slow Special Rule. When used as a Full Action, the Maul creates an explosive blast of fire in Blast (6), dealing its Melee Damage and Flame (1D10) to WEIGHT (KG): 140.4
everything within the radius. The Flame the Maul generates is able to damage Characters and Titans directly, ignoring Armor.

MOUNTED WEAPONS
[MW] [TW] Electric Smoke Countermeasure Semi Auto (1) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade 1D10 +9 35 1 1m-5m Smoke Cartridge 34 6
Detonates in Radius of Blast (8) and lasts for 5 Rounds. For each Half Action the Character is in the Electric Smoke, they take the Damage of the Weapon. WEIGHT (KG): 19.0
Electric Smoke Countermeasure deals no Damage to Vehicles.

[MW] [TW] Incendiary Trap Launcher Semi Auto (1) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Grenade -- -- -- 1 10m-70m Gas Canister 34 107
The Incendiary Trap Launcher fires out a Gas Canister. At the beginning of the Character’s next Turn, the Canister detonates dealing Flame (4D10) within WEIGHT (KG): 39.0
Blast (10), Kill (3). If in the Kill Radius, Targets will instead take Flame (5D10). Flame Special Rule is capable of damaging Vehicles and Titans.

[MW] [TW] Rocket Salvo Semi Auto (6) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 3D10 +19 28 12 30m-160m Salvo Rocket 197 10
Blast (5), Kill (2). Rocket Salvo are at a -10 Penalty To Hit. Once fired, all 6 Shots must be fired in the Half Action. WEIGHT (KG): 69.6

[MW] [TW] Tracking Rockets Launcher Semi Auto (5) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 3D10 +19 28 10 30m-160m Tracking Rocket 209 10
Blast (5), Kill (2). Homing Special Rule. Once fired, all 5 Shots must be fired in the Half Action. WEIGHT (KG): 69.6

[MW] [TW] Multi-Target Missile System Semi Auto (6) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 3D10 +19 28 10 30m-160m Tracking Rocket 220 10
Blast (5), Kill (2). Homing and Multi-Lock Special Rule. Once fired, all 6 Shots must be fired in the Half Action. The Attacks may be split between 1, 2 or 3 WEIGHT (KG): 77.9
Targets, where the Missile Attacks will be evenly split amongst these Targets.

[MW] [TW] Cluster Missile Semi Auto (1) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 3D10 +19 28 1 30m-160m Cluster Missile 89 10
Blast (8), Kill (6). A single Missile is fired forward. On impact, the missile’s Damage is dealt and the rear half of the missile launches dozens of explosives to WEIGHT (KG): 70.8
deal that Damage again at the beginning of the next Round.

[MW] [TW] Firewall Launcher Sustained (6) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Chemical Sprayer 1D10 +19 35 12 30m-160m Thermite 107 12
Spread Special Rule, Flame (2D10) Special Rule. Flame Special Rule is capable of damaging Vehicles and Titans. WEIGHT (KG): 80.1

[MW] [TW] Laser Shot Sustained (5) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy 2D10 +25 100 12 30m-160m Thermite 82 10
The Laser Shot will Pierce Through any Target without reducing its Pierce against the next Target struck. WEIGHT (KG): 72.1

OTHER
Tripwire Mine [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE cR
Mine 3D10 +13 15 Blast (15), Kill (8) 30
The Tripwire Mine is a half-a-meter tall mine. Any Tripwire Mines within 10 Meters of each other will have an infrared laser shine towards each other. WEIGHT (KG): 6.2
Once that path of that laser is broken or one is detonated, all of the connected Tripwires are detonated.

CORE WEAPONS
[TW] Flame Core Sustained (5) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Core Weapon 3D10 +25 55 -- 10m-30m -- -- --
Flame (3D10) and Spread Special Rule. The Damage is dealt to anything in its path in a 30 Meter distance, coming out 2 Meters wide. The fire it leaves WEIGHT (KG): --
behind will last for 4 Rounds after the Attack was made. During these 4 Rounds, anything that enters the fire will take Flame (1D10).

14
[TW] Laser Core Sustained (10) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Core Weapon 2D10 +15 55 -- 10m-30m -- -- --
Electrified (10) Special Rule. This weapon must fire for 3 Full Actions once activated. Attacks from the Laser Core will Pierce Through all Titans and Characters WEIGHT (KG): --
without losing Pierce against Targets behind the initially struck Target.

[TW] Salvo Core Burst (10) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Core Weapon 1D10 +15 25 -- 65m-1,200m -- -- --
Blast (10), Kill (5). Homing and Multi-Lock Special Rule. If the Titan has a Target Locked On, the Salvo Core can be fired to rain down on the Opponent, WEIGHT (KG): --
effectively removing the ability to take cover from the Attack unless indoors.

VEHICLE WEAPONS
CANNONS
Royale 150mm Cannon Auto (1) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Cannon 5D10 +57 23 1 250m-2,500m 150mm Shell 151 Autoloader (17)
Blast (13), Kill (4). Autoloader holds 15 shells.

AUTOCANNONS
.50 MG Turret Auto (10) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Autocannon 3D10 +18 13 200 70m-1,300m 12.7x99mm 103 Autoloader (15)
Has a forward-facing body Shield that covers all Body Locations of the user except for the Head.

Point-Defense Machine Gun Auto (5) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +35 27 400 275m-1,200m 40x199mm 106 Autoloader (15)

Hornet Autocannon Auto (6) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +24 22 500 500m-1,200m 30x173mm 143 Autoloader (15)

Phantom Autocannon Auto (7) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Autocannon 4D10 +18 21 400 500m-1,200m 30x173mm 143 Autoloader (15)

MISSILE LAUNCHERS
Goblin Missile Launcher Auto (1) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 3D10 +30 20 1 250m-2,500m GoM Missile 148 Autoloader (13)
Homing and Vehicle Lock Special Rule. Blast (12), Kill (6). Autoloader holds 4 Missiles.

FA-A Missile Launcher Auto (4) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 2D10 +15 14 4 250m-2,500m FA-A Missile 181 Autoloader (13)
Homing and Vehicle Lock Special Rule. Blast (20), Kill (7). Autoloader holds 4 Missiles.

Phantom Missile Launcher Auto (4) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Missile Launcher 3D10 +10 31 4 250m-2,500m PM Missile 182 Autoloader (13)
Homing and Vehicle Lock Special Rule. Blast (16), Kill (9). Autoloader holds 4 Missiles.

ENERGY
Sampson Laser Turret Auto (6) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING BELT RANGE AMMUNITION cR RELOAD
Energy 3D10 +9 14 36 45m-850m Energy Cell 91 11
Cauterize Special Rule. Blast (4), Kill (1).

OTHER
Bomber Bay Auto (10) [UD]
TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Ordinance 3D10 +19 14 10 500m-2,000m Carpet Bombs 298 Autoloader (8)
Blast (10), Kill (5). -20 Penalty To Hit. Autoloader holds 30 Bombs. Can only explode on impact.

15
AMMUNITION PURCHASING CHART

AMMUNITION COST PER 100 ROUNDS AMMUNITION COST PER 100 ROUNDS
12.7x40mm 10 cR 150mm Shell 650 cR
11.4x23mm 10 cR 20mm Micro 280 cR
9x21mm 5 cR Archer SGM 485 cR
6.19x97mm 10 cR CW Grenade 295 cR
5.56x45mm 10 cR Mag Explosive 395 cR
8.19x51mm 10 cR Softball 385 cR
7.62x45mm 10 cR Cyclac Slug 490 cR
9.5x40mm 10 cR 40x365mm 480 cR
9x19mm 5 cR Scorch Grenade 510 cR
5.8x33mm 5 cR 3 Gauge Shell Grenade 315 cR
5.8x42mm 10 cR Cluster Grenade 435 cR
11.4x23mm 10 cR Tungsten Rod 755 cR
8.19x51mm 10 cR 3 Gauge Shell 40 cR
6.19x97mm 10 cR Smoke Cartridge 10 cR
7.8x51mm 10 cR Gas Canister 20 cR
14.5x114mm 20 cR Salvo Rocket 395 cR
8.61x93mm 15 cR Tracking Rocket 395 cR
10.4x83mm 15 cR Cluster Missile 335 cR
7.62x51mm 10 cR Thermite Canister 300 cR
20x156mm 30 cR GoM Missile 280 cR
24x119mm 25 cR FA-A Missile 305 cR
35x389mm 60 cR PM Missile 355 cR
13x167mm 25 cR Carpet Bomb 360 cR
40x199mm 45 cR Energy Cell 10 cR per Cell
30x173mm 25 cR
12 Gauge Shell 5 cR 8 Gauge Shell 10 cR

*Cannot be used with Special Ammunition

16
INFANTRY ARMOR

ARMOR MASS PRICE ARMOR RATING SPECIAL CAPABILITY


Standard Battle Dress 11.9 kg 38 cR HEAD ARMS CHEST LEGS --
Uniform 17 18 19 18
Vacuum Battle Dress 11.2 kg 65 cR HEAD ARMS CHEST LEGS A sealed suit that holds 60 minutes of breathable oxygen.
Uniform 16 17 17 17
Mobility Battle Dress 19.7 kg 50 cR HEAD ARMS CHEST LEGS A small, powered lining across the legs and lower back, giving the
Uniform 16 17 18 17 Character a +10 Bonus to their Agility Characteristic.
EOD Battle Dress 29.0 kg 60 cR HEAD ARMS CHEST LEGS The Armor is Bulky, giving the Character a -10 Penalty to their
Uniform 17 18 19 17 Agility Characteristic. Ignores Kill Radius from explosives.
Heavy Battle Dress 18.9 kg 40 cR HEAD ARMS CHEST LEGS -10 Penalty to Evasion Tests.
Uniform 19 20 21 19
Superheavy Battle 24.9 kg 50 cR HEAD ARMS CHEST LEGS The Armor is Bulky, giving the Character a -10 Penalty to their
Dress Uniform 21 19 25 19 Agility Characteristic and a further -10 Penalty to Evasion Tests.

JUMP KIT PRICE


Jump Kits are small steerable multi-thruster jetpacks that are worn on the character’s waist and upper-body. Jump Kits provide brief 110 cR
bursts of speed used to make different types of maneuvers. All Pilots are given a Jump Kit. The Jump Kit weighs 10 kg.
MANEUVERS INFORMATION
Mythic Agility The Jump Jet gives +2 Mythic Agility to the User.
High Jumps When activated, the Jump Kit’s High Jump Maneuver doubles the Character’s Strength when figuring Jump Height.
Long Leaps When activated, the Jump Kit’s Long Leaps Maneuver triples the Character’s Agility when figuring Leap Length.
Wallrunning The Jump Kit’s Wallrunning Maneuver allows the Character to run across walls and other vertical surfaces for 2 Full Actions. The
Character is able to move up to their Run Speed while Wallrunning and cannot take Sprint Movement Actions. While Wallrunning,
the Character can use the Jump Kit to move the Character vertically for as many Meters as their Agility Modifier during a Round.
This takes 2 Turns to Recharge.
Falling The Jump Kit removes Fall Damage by performing strong downward bursts to stop momentum. This takes 2 Turns to Recharge.
Climbing The Jump Kit allows a Character to triple their Climb Speed and allow the Character to Climb on sheer surfaces for 2 Full Actions.
Run Speed The Jump Kit doubles the Character’s Charge, Run, and Sprint Movement Actions.
Burst Speed The Jump Kit’s Burst Speed Maneuver allows the Character to perform a Run Movement Action within a Half Action. This takes 2
Turns to Recharge.
Double Jump The Jump Kit’s Double Jump Maneuver allows the Character to perform a Jump Action while Midair. This takes 2 Turns to Recharge.
Evasive Burst Evasive Burst is a Maneuver that allows the Character to gain a +30 to Evasion for one Turn as they move 3 Meters in a chosen
direction. This takes 3 Turns to Recharge.
Jump Kick The Jump Kick Maneuver uses the Jump Jet’s thrusters to perform a Full Action Kick Attack. The Character moves up to their Full
Move in Meters during this Kick and performs one Kick against the Target. The Kick deals +1D10 Damage and adds the Character’s
Agility Modifier and Mythic Agility to the Damage and Pierce of the Attack.
Thrust Slide The Character is able to enter a Prone state and move at their Run Movement Speed as a Full Action. The Character must first
have been moving at a Full Action, Charge, Run, or Sprint Movement the Turn prior.
Air Control The Character is able to control their movement while falling. For every Half Action the character is in the air and falling, they can
move 10 Meters in a chosen direction.

17
OPTICS, SCOPES, SIGHTS
EQUIPMENT BENEFITS TYPE MOUNT WEIGHT CR
Holoscope 1x holographic scope. It is projected when the Character makes an Aiming Optic Upper, 0.1 15
Action. Takes up minimal space on the Rail it is mounted to, allowing for Side
another item to be mounted.
Red Dot Sight 1x sight for firearms. Uses an illuminated red dot on a transparent screen for Optic Upper, 0.1 8
close-combat and quick aiming. Side
Holographic Scope 1x/2x modular holographic scope sight. Uses an illuminated red dot that is Optic Upper, 0.1 20
projected onto a 1x/2x modular scope. The red dot is only illuminated during Side
aiming actions.
2x Scope 2x Scope. Optic Upper 0.1 12
3x Scope 3x Scope. Optic Upper 0.1 15
4x Scope 4x Scope. Optic Upper 0.2 18
5x Scope 5x Scope Optic Upper 0.2 21
6x Scope 6x Scope Optic Upper 0.3 24
S-C 8x Scope 8x Scope. Sniper Optic Upper 0.4 28
S-C 10x Scope 10x Scope. Sniper Optic Upper 0.4 31
2x/4x Scope 2x/4x Modular Scope. Optic Upper 0.1 24
3x/5x Scope 3x/5x modular scope. Optic Upper 0.2 25
4x/6x Scope 4x/6x modular scope. Optic Upper 0.4 20
Mod Scope V1 3x/6x/9x modular scope. Sniper Optic Upper 0.8 26
Mod Scope V2 4x/8x/12x modular scope. Sniper Optic Upper 0.8 28
Mod Scope V3 5x/10x/15x modular scope. Sniper Optic Upper 0.8 30

RAILS
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
Angled Grip An Angled Grip is added to the bottom rail in front of the Brace Lower None 0.4 15
weapon, giving a +5 Bonus To Hit.
Bayonet A bayonet with the stats of the Combat Knife. Gives +1 Melee Underslung Any None 1.7 25
Reach. Counts as having Slow Special Rule when used. weapon
Bipod Deployed and undeployed as a Half Action. Any Attacks made Brace Lower [TH] and [HW] 1.4 12
with the weapon will count as being Braced as long as it is Weapons
resting against a surface and the weapon isn’t being moved.
While deployed, if the weapon is not resting against
a surface, a -5 Penalty To Hit is gained from the weight of the
bipod/tripod, even if the weapon is being Braced by the user.
Canted Irons A small 45-degree offset Rail mount is added to the top of the Modification Upper Rifle, Carbine, 0.1 15
weapon for the use of a secondary Ironsight, Optic, Aiming Pistol, PDW,
Module, or Flashlight. The new rail is diagonally facing, Machine Guns
allowing for one extra non-intrusive attachment.
When using a secondary scope or Ironsight on this
new rail, the weapon must be held diagonally to use. This rail
cannot be used with Sniper Optics.
Flashlight Lowers any Darkness Penalties by 30, while also lowering Flashlight Any None 0.1 10
Low-Light Penalties by 15.
-20 to Aim Actions if mounted on Top Rail.
Laser Aiming Gives a +5 Bonus To Hit when not using Aim Actions, while Aiming Any None 0.1 10
Module also giving the Opponent being aimed at a +5 Bonus to Module
Evasion from attacks made with this weapon. The Opponent
only gains this Evasion Bonus if they notice the laser.
-20 to Aim Actions if mounted on Top Rail.
Tactical Flashlight Lowers any Darkness Penalties by 40, while also lowering Flashlight Any None 0.2 15
Low-Light Penalties by 10. When in Darkness, Opponents gain
a -20 Penalty To Hit and a -30 Penalty to Visual Perception
Tests. When in Low-Light, Opponents gain a -10 Penalty To
Hit and a -15 Penalty to Visual Perception Tests.
-20 to Aim Actions if mounted on Top Rail.

18
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
Tripod Deployed and undeployed as a Full Action. As long as the Brace Lower Sniper Rifles, 5.4 18
Tripod is resting against a surface and the weapon is not being Machine Guns,
moved, all Attacks made have a +5 Bonus To Hit and the Explosive Launchers
weapon is considered Braced. Tripods can also be detached
and reattached as a Half Action, keeping the Tripod deployed
in-place until needed, again.
If the user attempts to move with the weapon with
the Tripod still deployed, the Character’s Movement Action
distances are halved. If the weapon is being moved or not
being braced with the Tripod deployed, all Attacks with it are
at a -30 Penalty To Hit.
Underslung Attaches an underbarrel grenade launcher. Shares the stats Underslung Lower Rifle, Shotgun, or 1.4 45
Grenade Launcher with EM-4 Cold War, but only holds one shot with Auto (1). weapon Flamethrower
Underslung Attaches an underbarrel shotgun. Shares the stats with the Underslung Lower Rifle, Shotgun, or 1.4 30
Shotgun EVA-8 Shotgun but only holds two Shots. weapon Flamethrower
Vertical Grip When making any Charge or Run Movements, the Penalty Brace Lower, None 0.6 15
gained To Hit is lessened by 10. Side

WEAPON CONVERSION MODIFICATIONS


EQUIPMENT BENEFITS TYPE RESTRICTION WEIGHT CR
Belt-Fed Weapons that take normal magazines can be modified to be belt-fed Modification Any Ranged (X) (X)
Conversion weapons. The MAG of the weapon becomes that of the belt being used with Weapon that
it, and the Reload becomes 15. uses standard
The Weight of the weapon is increased by 25% and the cost is 60 bullet
cR. However, a second option can be taken that allows the weapon to also ammunition.
use standard magazines, still. This increases the weapon’s weight by 50%
and the cost is 100 cR.
Collapsible/ Replaces the rear of the weapon with a Collapsing or Foldable stock. The Modification Must have N/A 15
Folding Stock weapon can be folded into a smaller package. Allows [HW] weapons to be Stock,
Concealed as [TH] Weapons, [TH] weapons to be Concealed as [OH] No Heavy
weapons, and [OH] weapons to be Concealed as [DW] weapons. Gives [DW] Weapons
weapons an extra +10 to Camouflage and Concealing.
Lightweight Halves the weapon’s weight by removing plating and installing lighter Modification None N/A 20
Weaponry Kit pieces. Halves the weapons Break Points and Weight.
Shotgun The user modifies the shotgun to fire as Automatic instead of Pump Action. Modification Shotgun 0.1 (X)
Automatic This cost double the cR of the Shotgun to perform.
Conversion The weapon’s Rate of Fire becomes Automatic (X), where (X) is
the original Pump Action Rate of Fire multiplied by 2, and then an extra +1
added after. For example, a weapon with Pump Action (2) becomes
Automatic (5).
Weapons that gain the Automatic Conversion gain the general
Rifle Reload Time, instead of Pump Action. This also replaces the Shotgun’s
ammo feed with a Magazine of the same base Ammunition count.
Weapon The weapon is given a camouflage of the user’s choice. Can be traded in Modification None N/A 15
Camouflage without cost between missions. This does not stack with the bonuses given
from Weapon Ghillie Cover.
Weapon Ghillie Weaponry can get a Ghillie Cover, which gives the weapon a +20 to Modification None 1.1 20
Cover Camouflage, meaning that an Opponent trying to spot it in the proper
Camouflage and background, will have a -20 Penalty to spot it. This does not
stack with bonuses given from Weapon Camouflage.

AMMUNITION ATTACHMENTS
EQUIPMENT BENEFITS TYPE RESTRICTION WEIGHT CR
Bullet Loop A Loop that holds up to six Shotgun Shells, allowing the Character to use a Misc. Shotguns 0.1 10
Reaction to reload one extra Shell in a Round.
Drum Magazine A Drum Magazine that offers triple the ammunition in the weapon’s Magazine Weapons that use (X) (X)
Magazine. Any weapon’s Magazine is tripled, increasing the weapon’s Magazines and
weight by 0.05 KG per round, multiplied by 2, in the original Magazine. The Clips
price is 1/4th the rounds in the Magazine in cR.

19
EQUIPMENT BENEFITS TYPE RESTRICTION WEIGHT CR
Dual-Sided Two linked Magazines at opposing ends. The Magazines each empty as Magazine Weapons that use (X) (X)
Magazine usual, but when reloading from one of the linked Magazines to another Magazines and
lower the weapon’s Base Reload Time by -2. The price is 1/3rd the cost of Clips
how many rounds are in the Dual-Sided Magazine in cR.
Due to the longer Magazine size, firing the weapon Prone gives
a -5 Penalty To Hit.
Extended Belt The belt of any belt-fed weapon is doubled in size. This increases the Magazine Belt-Fed Weapons (X) (X)
weight of the weapon by 0.05 KG per round in the belt. The price is 1/4th
the rounds in the new sized Belt.
Extended Extended Magazine that offers double the weapon’s ammunition. This Magazine Weapons that use (X) (X)
Magazine increases the weapon’s weight by 0.05 KG per round in the original Magazines and
Magazine. The price is 1/4th the rounds in the Magazine in cR. Clips
Due to the larger Magazine size, firing the weapon Prone gives a
-5 Penalty To Hit.
Reduced-Capacity A reduced-capacity magazine that halves the weapon’s Magazine count. Magazine Weapons that use (X) (X)
Magazine This reduces the weapon’s weight by 0.02 KG per each round less than the Magazines and
original magazine and reduces the weapon’s Reload Time by 2, to a Clips
minimum of 1. The price is 1/4th the rounds in the Magazine in cR, to a
minimum of 2.

BARREL ATTACHMENTS AND MODIFICATIONS


EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
Extended barrel The weapon has an extended barrel that increases the Modification Barrel Rifle, Pistol, PDW, (X) 40
weapon’s Long Range by 10% and increases Pierce by 2. The LMG, MG, HMG
length of the weapon is increased, and the weapon’s base
weight is increased by 15%, or 30% of the weapon’s weight if
combined with Heavy Barrel.
Gives a -20 Penalty for concealing the weapon.
Flash Suppressor Gives a -20 Penalty to Visual Perception to anyone that could Suppressor Barrel None 0.1 20
see the weapon fire by suppressing the weapon’s flash.
Heavy Barrel The weapon’s heavier barrel decreases the amount of Modification Barrel Any Ranged (X) 40
kickback the user receives when firing. The Heavy Barrel adds Weapon
(X) kg, which is 15% of the weapon’s base weight, or 30% of
the weapon’s base weight, if combined with Extended Barrel.
When making a Move Action, the User reduces the
To Hit Penalties by 10. For example, a Full Action Move will
only be at a -10 Penalty To Hit.
Muzzle Brake Reduces the recoil of a weapon when firing but increases the Muzzle Barrel None 0.2 25
ability to spot the weapon firing. When fired while unbraced,
the Muzzle Brake gives the Character a +10 Bonus to Strength
Tests as to not drop the weapon.
All Opponents within range to see the weapon fire
or hear it gain a +10 Bonus to Perception to spot the weapon
firing.
Sawed-Off Barrel Halves the weapon’s barrel length and removes extensions Modification Barrel Any Ranged (X) 0
that give accuracy for better concealment. Reduces the range Weapon
and weight by 50% and gives a -10 Penalty To Hit. Weapons
with the [TH] tag can be concealed as [OH] weapons. When
used with the Collapsible/Folding Stock, this weapon gains a
+20 Bonus to Concealing.
Cannot be stacked with other Barrel Modifications.
Short Barrel Heavily reduces weapon’s barrel length to give better Modification Barrel Any Ranged (X) 40
concealment. Reduces the weight and range by 25%. Weapons Weapon
with the [TH] tag can be concealed as [OH] weapons. When
used with Collapsible/Folding Stock or is a [OH] or [DW]
weapon, this weapon gains a +20 Bonus to Concealing.
Cannot be stacked with Extended Barrel Modification.
Sound Dampener Advanced Sound Suppressing System. Gives a -30 Penalty to Suppressor Barrel None 0.5 20
Hearing Perception Tests to anyone that could hear the
weapon fire.

20
EQUIPMENT BENEFITS TYPE MOUNT RESTRICTION WEIGHT CR
Sound Suppressor Gives a -20 Penalty to Hearing Perception Tests to anyone Suppressor Barrel Not used with (X) 15
attempting to spot or find the weapon’s User. Increases High-Velocity
weapon’s Range by 10% and gives a +1 to Pierce. Ammo
Increases the weapon’s weight by 25% and cannot
have its Aim Action time reduced by Abilities or Equipment.
Cannot work with HV and HYV ammo variants.

CARRYING DEVICES
EQUIPMENT BENEFITS WEIGHT COST
Ammunition Bandolier A bandolier that is worn over armor/clothing that can hold up to 100 shotgun shells, 150 rifle and pistol 0.5 10
Rounds, 50 Sniper Rounds, and 10 Grenades, railgun, and 40mm Grenades. Must choose ammunition
type at purchase.
Armored Hard Case Blast-Proof backpack. 16 Armor. Carries 12 magazines or Grenades, or the size equivalent. 2 30
Blastproof Clear Casing Blast-proof casing for electronic devices. 16 Armor Rating and 40 Break Points. 0.2 10
Hard Case A briefcase-like armored carrying device. Capable of carrying up to 14 Magazines, Grenades, and Clips, 4.2 9
or anything of equivalent size. The Hard Case has 50 Break Points and an Armor Rating of 12 that does
not stack with the Armor on the Character if struck.
Hard Case Pouch Armored ammunition pouch. Carries 3 standard size Magazines or Grenades, or size equivalent. Has 1.4 13
an Armor Rating of 12 that does not stack with the Armor on the Character if struck.
Medical Rucksack A Medical extension to the Armored Hard Case. Can hold up to two Medical Kits, 10 Medical Foam 0.9 10
Canisters, and 10 sets of medication of the Player’s choice.
Pouch Ammunition pouch. Carries 3 standard size Magazines or Grenades, or the size equivalent. 0.5 2
Softcase Soft bagged Carrying Device similar to a briefcase or backpack. Carries 24 Magazines or Grenades, or 0.5 2
the size equivalent.
Tactical Hard Case A pouch-like armored carrying device. The Tactical Hard Case has an Armor Rating of 11. Capable of 1.3 10
carrying up to 6 Magazines, Grenades, and Clips, or anything of equivalent size.
Tactical Softcase Soft bagged carrying pouch. Carries 7 Magazines or Grenades, or size equivalent. 0.3 3
Utility Webbing Holds 6 Hard Cases, Tactical Softcases, Tactical holsters, pouches, and casings to the Character’s body 0.4 8
if they’re not wearing Armor. If worn with Armor, use the Utility Webbing Permutation.
Weapon Sling A small sling that is worn over Armor and clothing that can be used to add an extra Weapon Hardpoint 0.3 13
to the Character. Any weapon being held in a Weapon Sling cannot be used with the Quick Draw Ability.

SENSORS
EQUIPMENT BENEFITS WEIGHT COST
CBRN Unit This unit detects and gives information on chemical and radioactive materials, or any other airborne or 0.7 15
grounded contaminant.
Doppler Radar Uses advanced multi-directional Microphones to process and report surroundings of up to 200 Meters. 3.5 75
The Doppler Radar will detect the speed and distance of any objects, vehicles, or Characters within the
200 Meter radius and can send the information to any tethered electronics. Must be stationary for 3
Full Actions before it works properly. If used while moving, the Doppler Radar will incorrectly report
locations by scattering them 2D5 Meters.
Explosive Detection An always-active device for detecting explosives within 5 Meters of the unit. Will list what kind of 1.9 32
System explosive is detected but cannot show direction of device.
Fiber Optic Probe A small camera on the end of a 4-meter electronic wire. The wire is controllable, moving similar to a 0.4 44
snake. Smartlink capable.
Interrogator Translator Auto- translation laptop for any human languages. 1.6 25
Microtail Miniature tracking device that uses M-Waves. Small as a tack and flat as a coin, and able to 0.1 40
communicate with devices up to 1 Kilometer.
MPD Scanner Tracking device that can be tethered to Microtails to increase the range of the device to 5 Kilometers. 0.3 40
Only the MPD Scanner gains the increased range of the Microtail.
Roadware Advanced GPS-reading hardware that assists Pilots at by giving a +20 Bonus to driving Tests and Stunting 0.2 10
Tests on planets that have a surveillance grid or a scanned UGPS map.
Spotter Assist Targeting A hand-held scoped spotting system that has multiple zoom variants. X10, x15, x20, x25, x30, and x40 1.0 69
System scopes that allow a Spotter to assist a sniper in extreme-ranged combat.
Stationary Motion Scans movement of the environment up to 50 meters and sends it to tether devices. Must be stationary 1.4 24
Tracker for 2 Full Actions to calibrate and work. If moved, the Stationary Motion Tracker must be re-calibrated
for 1 Full Action.

21
COMPUTING AND COMMUNICATIONS
EQUIPMENT BENEFITS WEIGHT COST
COM Pad A futuristic cellphone. COM Pads can record video and audio, play games, communicate via video and 0.1 35
audio, store information, work as a calendar, clock, distance measuring device, connect to networks,
and share data. This comes standard to Civilians and Police.
Data Pad Small, Hand-held computing device used by Civilians and Military. This device has a touch screen and is 0.6 25
capable of recording, sharing, and receiving audio, text, video, and imagery. Is able to transmit data over
wireless and wired networks. Data Pads can be password protected and secured with biometrics.
They’re also Smartlink capable and can display HUD information of friendly IFF Tags. Data Pads have
access to many apps and has a massive storage capacity.
Ear Comms Emergency Communicator that fits in the ear. Useful for when helmets and other tech no longer work. 0.1 12
Small, untraceable communication ranged at 5 Kilometers.
Emergency Locator Automated four-legged signal device for emergency EVAC. An emergency beacon unit used for creating 4.1 30
Beacon distress signals. Able to send a signal up to 15,000 Kilometers.
Military Hard Case A portable Military Hard Case Computer. Heavy and bulky, while similar to the Data Pad and TACPAD. 2.7 70
Computer The Military Hard Case Computer has 16 Armor and 100 Break Points, alongside stronger processing
power and powerful networking capabilities. This Computer is able to create its own data network,
allowing it to connect to, send, and receive information to any other connected device within 1
Kilometer. Strong enough to run Dumb AI.
NAV Marker Transmitter Small Tracking device and location transmitter for non-emergency situations. Able to communicate to 0.2 18
IMC devices up to 2 kilometers.
Panic Button An emergency beacon unit the size of a quarter. Used for creating distress signals. Able to send a signal 0.1 15
up to 1,500 kilometers.
Radio Backpack An armored backpack-carried Radio that can transmit any kind of data up to 5,000 KM in clear 4.5 25
conditions. The Radio Backpack also has powerful encryption, giving any Hacking attempts a -30
Penalty. The Radio Backpack is Armored, giving the Radio 15 Armor for protection and keeps it immune
to EMP.
Remote Detonator A small hand-held device that can be synced up to Demolition and Satchel Charge explosives. Has a 0.1 27
range of 400 Meters. At the press of a button or an input of a 6 digit chosen pen number, the chosen
synced explosives will detonate. Can also be set to timed detonation.
TACPAD Similar to a Data Pad but is considered to have 11 Armor and 50 Break Points. 1.2 45
UGPS A Universal Global Positioning System used to find the current location on any Planet already visited. 0.4 20
The UGPS also contains a Rapid Mapping System (RMS) that uses advanced echolocation and laser
mapping to create new GPS maps for unexplored locations.
Wrist COM Small wrist-mounted COM Pad. 0.1 35

GENERAL
EQUIPMENT BENEFITS WEIGHT COST
Camping Stool A stool for sitting that has a setting that allows the stool to fit any size. 1.0 2
Cigarette Carton A tobacco product much like current-day cigarettes, but no longer risk dangerous health hazards when 0.2 1
used. Each Pack has 200 Cigarettes.
Climbing Kit A climbing harness kit that offers the Character a +50 Bonus to climbing tests. Contains a Harness, 4.8 12
rappelling kit, and other various climbing hooks and tools.
Duct Tape Simple tool that has been in use for over 500 years. A strong water-proof tape. 0.1 1
Earplugs A set of Military-Grade earplugs that allow Characters to ignore the hearing-based Penalties given by 0.1 1
Flashbangs or other loud noises. Gives a -40 Penalty to Hearing-based Investigation and Perception Tests.
Emergency Food A food cart that stores 45 liters of food and water that is automatically cooked and prepared when 55.3 66
Preparation Station dispensed. Supports higher-quality food than the MREs. MK71 Food Kits refill the Station and cost 15 cR,
each. The MK71 Food Kit stores 45 meals.
Fire Extinguisher Puts out any fire using cartridge-activated dry chemicals. Has 10 uses. 3.2 3
Flashlight Lowers any Darkness Penalties by 30, while also lowering Low-Light Penalties by 15. 0.1 5
Ghillie Cloak The Ghillie Cloak offers a +20 Bonus to Camouflage when used in matching surroundings. The Ghillie 2.0 16
Cloak does not offer Camouflage to any large weapon, like Launchers, Machine Guns, and Sniper Rifles.
The Ghillie Cloak covers the body from head to toe. It takes 7 Full Actions to remove or equip the Ghillie
Cloak. The Ghillie Cloak overrides any worn Camouflage underneath it.
Metal Detector A metal detection unit that is a small metallic plate on an adjustable pole. The Metal Detector has a 2.1 20
screen at the top of the pole that displays the types of metal found underneath, within 3 Meters
underground, and how far underground the object is.
Military Grade Used to bind an individual’s hands or ankles. To escape, a character must roll a -40 Security Test or a -60 1.4 12
Handcuffs Strength Test. The Handcuffs have an Armor Rating of 10 and 200 Break Points.
Military Shovel A Standard issue sharpened shovel for entrenchment and other uses. Folds down to the size of the 1.3 15
shovel’s head. Rust-proof, reinforced Titanium-A for a near unbreakable shovel. For use as a melee
weapon, look under Human melee weaponry.

22
EQUIPMENT BENEFITS WEIGHT COST
Mine Detector Mine Detector that is able to detect working explosives 5 meters away. Tells the direction, distance, and 1.5 50
depth of the explosive. Must be actively used by the Character.
Mobile Cover Device A drivable Cover Shield that even Giant size Characters can take cover behind. They are considered to 700 50
have Armor of 60, a speed of 15 Meters Per Turn, and a Maneuverability of 5.
MRE “Meals, Ready to Eat.” Military prepackaged foods that do not go bad as long as they stay packaged. One 0.2 per 1
meal is enough to fill a Normal Sized Character. Comes with 5 meals.
Multi-Tool Kit A briefcase-sized kit with 280 sets of tools for repair and building. 6.3 12
Musical Instrument A musical instrument that can be kept with a Character, even during travel. Weight depends on the (X) 10
weight of the chosen instrument in real life.
Nanotube Rope A metallic-like rope that can withstand up to 6,750 KG of weight without breaking. 3 cR per 5 Meters of (X) (X)
Rope. Each Meter of Rope weighs 0.1 KG.
Police Equipment This package includes two pairs of Military Grade Handcuffs, Pepper Spray, the Police Baton, and the -- 80
Package Taser Gun.
Portable Electricity A water-fed portable generator that is capable of powering IMC equipment, even structures like Food 24.1 79
Generator Preparation Stations and Mobile AI Docking Station. One liter of water will last 12 hours.
Tactical Flashlight Lowers any Darkness Penalties by 40, while also lowering Low-Light Penalties by 10. When in Darkness, 0.2 10
Opponents who are being shined in the face gain a -20 Penalty To Hit and a -30 Penalty to Visual
Perception Tests. When in Low-Light, Opponents gain a -10 Penalty To Hit and a -15 Penalty to Visual
Perception Tests.
Vacuum Adhesive A strong, sticky substance used to patch rips and tears in Vacuum-sealed suits and equipment. Contains 0.2 20
Sealant 5 uses per tube and takes 1 Half Action to dry once being applied.
Weapon Cleaning Kit A kit that can be used to clean weapons and remove any adverse Penalties gained from the weapon 1.0 5
being dirty. Comes with 20 uses.

SURVIVAL
EQUIPMENT BENEFITS WEIGHT COST
Animal Snare A snare kit to entrap small animals. 0.4 5
Area Heater A small heater that can heat an area large enough to fill a large dome tent. Can run for 15 hours on one 2.1 30
liter of water.
Blowtorch A blowtorch that can be used in any atmosphere and underwater. This blowtorch is plasma-based and 1.4 20
will sear through any metal, given enough time. For every 2 points of Armor or Cover Points something
gives, it takes 1 Half Action to cut through a small portion of it. The Blowtorch deals 1D10 +10 Damage,
with a 35 Pierce.
Cable Cutters Common pair of large-scale cable cutters. Able to cut large chain links and other pieces of metal. More 2.2 15
than strong enough to cut off a finger of any race. On Helpless or Stunned Characters that cannot fight
back, Melee Attacks with Wire Cutters deal 2D10 +9 Damage, with 15 Pierce. If not against a Helpless or
Stunned Character, Melee Attacks with this weapon gain a -30 To Hit.
Camouflage Netting A fireproof netting that can be purchased in any Camouflage Environment, which gives +30 to 3.1 8
Camouflage Tests. Camouflage Netting is a large 5 by 5 Meter netting that can be draped or set up over
objects.
Chemical Light Sticks A Chemical Light Stick is a bendable tube, that when bent, begins to glow. Gives a +10 in any Dark or 0.1 2
Pitch-Black scenarios. Lasts for 8 hours. 10 comes in a single pack.
Duffle Bag Soft bagged Carrying Device like a briefcase or backpack. Carries 25 Magazines or Grenades, or the size 0.9 5
equivalent.
Field Rations Packages of canned and sealed food that have up to 6 years shelf life. One package has enough food to 10 2
nourish and last a Character 5 days of 3 full meals.
Fishing Equipment Kit A fishing kit that contains a folding fishing rod that can withstand up to 100 KG of tension, ten hooks and 4.5 15
bobbers, a spool of 1550 meters of fishing line that can withstand up to 60 kg of tension, 50 pieces of
bait, and a fishing net that can hold up to 60 kg of weight.
Flare Gun A small firearm that fires a 40mm Parachute Flare up to 150 meters. It deals 1D10 damage, with 0.3 15
Flame(1D5) on impact.
Flint and Steel A string with two ends, one with flint, and the other steel. When hit against each other, it creates sparks 0.1 2
that can start fires. 100 uses per each Flint and Steel set. Can take up to 4 Rounds to start a fire.
Floatation Vest An adjustable floatation vest that allows up to 210 KG float in water. 1.2 5
Fuel Canister A 5-liter fuel can for water or any other fuel. 2 5
Geiger Counter A radiation detector that can track radioactive material from up to 10 meters away. 0.3 10
Grappling Hook A metal rod with hooks on them that allow for easier climbing when attached to a rope. +10 to Climbing 0.9 5
Tests.
Group Dome Tent A weather-proof tent for five people to fit in. When staked down, the tent can resist up to 80 KP/H winds. 6.0 18
Heavy Duty Bolt Cutters Powerful bolt cutters, 1.3 meters long. Strong enough to cut through even the hardest metals and locks 7.6 20
and can even lop off the fingers of any known Race. On Helpless or Stunned Characters that cannot fight
back, Melee Attacks with Bolt Cutters deal 2D10 +14 Damage, with 18 Pierce. If not against a Helpless or
Stunned Character, Melee Attacks with this weapon gain a -30 To Hit.
23
EQUIPMENT BENEFITS WEIGHT COST
Hy-Crank Generator Generator that can function by either hydrogen or hand-cranking. Hand Cranking can power lights and 16.0 100
other lightweight pieces of electrical equipment, while the Hydrogen generator is able to power most
any equipment. Hydrogen generator is able to run for 8 hours per 1 liter of water.
Large Dome Tent A weather-proof tent for ten people to fit in. When staked down, the tent can resist up to 80 KP/H winds. 16.9 28
Lighter A lighter with a flip-off top that is able to produce flame. Has enough fuel for 100 uses. 0.1 3
Magnetic Compass A standard magnetic compass that is not affected by EMP or any other sort of digital or electrical attack. 0.1 1
Mess Kit Silverware set: Spoons, knives, forks, plates, and other pieces of silverware for eating. 0.2 5
Polypropylene Rope A Polypropylene rope that can hold up to 1,200 KG. Comes in a bundle of 220 meters. 8.9 10
Portable Food Stove A small stove that can prepare food. Can run for 20 hours on one liter of water. 1.4 25
Rain Poncho Protects the user from rain. Comes in a small pack of 10. 5.0 5
Sandbag Stackable sandbag used to hold back water and even ammunition. Sandbags are .5 Meters long, .3 12 1
Meters wide, and .2 Meters tall.
Signal Flare Bright A bright flare that is activated by snapping the top off. Flame (1D5). Can be seen from 2 KM away and 0.2 5
lasts up to 1 hour.
Signal Flare Smoke A smoke-based signal Flare that is activated by snapping the top off. Can be seen from 6 KM away and 0.1 5
lasts up to 10 Rounds.
Signal Mirror A small mirror for reflecting light like a small warning beacon. 0.1 1
Singles Tent A weather-proof tent for a single person to fit in. When staked down, the tent can resist up to 120 KP/H 1.8 8
winds.
Sleep Cot A cot bed for two Normal sized Characters, can hold up to 320 KG before tearing. 5.4 5
Sleeping Bag A weather-proof sleeping bag that fits a user of up to a Large Character. Paying an extra 3 cR will let 0.9 3
Characters up to Giant use the Sleeping Bag.
SOS Knife Kit A special multi-tool knife that contains the following tools: Screwdriver, corkscrew, small blade, 0.2 15
sharpening stone, toothpick, tweezers, wood saw, large blade, metal saw, scissor.
Stove Canteen A pot-like canteen for cooking and storing food. Contains a lock top and a 3-liter capacity. 0.3 2
Survival Blanket A weather-proof blanket that uses a thermal lining to keep the user in a more comfortable temperature, 1.6 5
closer to their body-heat.
Toolbox A metal toolbox that can hold several tools and other items. Has an Armor of 13. 1.6 4
Traxus Emergency Lamp A bright lamp that can run for 200 hours on one liter of water. 0.3 20
Water Canteen A leak-proof survival canteen with a lock top and 2-liter capacity. 0.2 2
Water Purification A portable multi-tank water purification system. It can process 1 liter of water every two hours. Must be 2.1 20
System cleaned after each use, else the water will not be purified.
Waterproof Fire Starter Small dark-green cubes that when cracked open, begin to spark and get hot. After 12 Seconds (2 Rounds), 0.1 10
it begins to burn. Works in wind and in rain. Comes with 8 cubes.
Whistle A small whistle. 0.1 1
Windproof Storm Match Strong matches that can be used in even the heaviest of downpours. Allows for the lighting of fire even 0.1 10
in rain and harsh wind. The set comes with 25 Matches. Each last for 18 Seconds (3 Rounds), when being
used in harsh weather.

AERIAL GEAR
EQUIPMENT BENEFITS WEIGHT COST
Aerial Descent Standard issue military parachute. Commonly considered to be the safest kind of chute, the Descent Unit consists 14 12
Unit of a light pack with a black chute inside, and two straps the wearer can use to maneuver to their target at a +20
Bonus.
The Descent Unit has a carrying capacity of 480 kg, including its own weight, and is ideal for atmospheric
operations. The chute has integrity of 40, reducing this to 20 only halves falling damage. At 0, the Descent Unit is
destroyed, and the wearer takes falling damage as normal. Striking the chute counts as a Called Shot.
Reentry Pack The Reentry Pack is a device similar to a Parafoil/Airfoil Carapace issued as a standard safety feature in many 25 25
orbital craft. The pack uses a variety of foils, heat-sinks and chutes to safely bring a pilot from orbit to the ground.
The Reentry pack can decelerate a large amount of weight, up to 750kg, not counting its own weight.
The Reentry Pack, being an emergency device, is not intended to drop soldiers with their equipment, but does
have a special holster to hold a Sidearm securely without losing it in the drop.
Parafoil The Parafoil is a special aerial-insertion tool for Airborne Infantry. Parafoils use a collapsible “foil”, like a glider, 20 45
made of resilient metals to allow it to carry heavy loads safely to the ground. The Parafoil can be used to insert
from Low Orbit or Atmosphere. The Parafoil has a carrying capacity of 750 kg, including its own weight.
Deployment of a Parafoil reduces all falling damage a character takes to zero so long as it is opened at
or above 60 meters from the ground. The Parafoil has an integrity of 10, though reducing this to 0 only
compromises it, causing it to half whatever falling damage is rolled against the wearer. At double its Integrity, the
Parafoil is destroyed, and the wearer takes falling damage as normal. Striking the foil counts as a Called Shot.

24
MEDICAL
EQUIPMENT BENEFITS WEIGHT COST
Artificial Robotic Bionic limb replacement. If this limb takes 50 damage, it is destroyed. Has a natural Armor Rating of 5, which 2 60
Limb stacks with the armor that is being worn. It has no Toughness Modifier and cannot gain any benefits from
Mythic Characteristics. For every 10 points of damage the arm takes, Actions with the arm are at a -5. If
destroyed, the limb is useless or gone, depending on the severity of the damage taken.
Artificial Robotic Limbs can be upgraded or received with a skin-mimicking layering. It mimics
natural muscle and skin dynamics, while still being easily discerned as an artificial limb at an extra 40 cR.
Bone-Knitting Seals broken bones over the course of 24 hours. Able to be used to heal brokens. Extended Medical Tests will 0.7 15
Polymer reduce this by 4 hours per Degrees of Success, to a minimum of 1 hour.
Bone-Knitting Bone-Knitting Polymer will heal any Broken Bone with an Extended Medical Test. Single-use. 0.3 14
Polymer
CBRN Suit CBRN Suits are hefty and useful tools against radiation, heat, and other dangerous effects. CBRN Suits ignores 3.7 75
the Acid Special Rule and reduces the effects from Radiation Levels by 5 levels.
Combat Stimulant A “Stim-Pack” cocktail of multiple drugs that allow a Character to go a day without sleep and gain no Fatigue 1.5 40
from sleep-related issues. The Stim-Pack can be used three times, allowing a Character to not need sleep for
4 total days straight, until debilitating effects kick in. Comes with 4 uses.
When on a Stim-Pack, Characters take -10 to Intellect and Charisma Tests. When on Stim-Packs for
a second day in a row, the Character also gains a -10 Penalty to Leadership Tests. On the third day, the
Character is at -20 to Intellect, Charisma, and Leadership Tests. The Character also has difficulty discerning
what needs to be done, causing them to become focus-locked on a specific and pointless goal. The Character
will still attempt to protect themselves and others but are not suicidal to complete whatever strange goal
they might set out to do. On the fourth day, the Character is at a -30 Penalty to Intellect and Charisma Tests,
and a -40 to Leadership Tests. They are still focus-locked on their obsession from the third day. If the Character
takes another dose on the fourth, they take 10D10+10 Fatigue that cannot be reduced by Toughness.
Once 20 hours have passed and the Character has not taken more of the Stim-Pack, they take (X)D10
Fatigue. (X) is +3 for each Stim-Pack used without rest, and then subtracted by their Toughness Modifier, to a
minimum of 5 Fatigue.
Dermacortic Standard steroid drug that doubles the Natural Healing of wounds per one day, including bonuses given by 0.5 20
Steroids medics and Medical Tests. Dangerous when used with other medication. If used with other Medication,
wounds are still removed, but the character gains 3D10 - Toughness Modifier levels of Fatigue. Effects last
one day per use. Each bottle of Dermacortic has 10 uses.
Flash Clone A user can get flash-clone replacements of limbs and organs. It takes 1 day for an organ and 30 days for a -- Free
Replacement limb, due to building a structural and working bone and muscle layer. The Character must undergo surgery to
have the limb properly attached, and a two-week healing process so the limb is not damaged. If the healing
process is ignored, the arm will be at a constant -20 for any Actions, until repaired via second surgery.
A Flash-cloned replacement takes a DNA sample to be cloned and runs no risk of transplant
rejection.
HAZMAT Suit A HAZMAT Suit is used to reduce the amount of harmful chemicals and radiation that reach the user. HAZMAT 3.2 20
Suits are an enclosed suit that reduces the effects of Acid Special Rule by half, as well as reduce the effects
from Radiation Levels by 3 levels.
Limb Splint Reduces any Movement or Attack penalties from a broken limb by half. 2.3 10
Medical Kit A kit that offers all needed tools to perform medical actions on the battlefield. Comes with syringes, scalpels, 1.7 10
gauze, tapes, gloves, bandages, scissors, and more.
Medical Scanner Scans bodies to allow a Medic to see the character’s Wounds, Fatigue, and any Special Damage. 1.1 15
Medigel A specialized rubbing-gel that heals minor injuries. Takes a Full Action to apply and does not come into effect 0.1 5
until the beginning of the Character’s next Turn. Heals 1 Wound. Medigel also increases the Character’s
Natural Healing by 1 for the next day, to a maximum of 3, only if the Character is already injured. Medigel no
longer heals Wounds after a Character has used it 10 times in a day. Any further use will instead inflict 1D5
Fatigue.
Morphine Removes penalties from Special Damage for 1D5+Toughness Modifier in hours. Used as a Half Action. While 0.1 5
on Morphine, the Character gains a -20 Penalty To Hit and Perception Tests. Each dose given to the Character
while still under the effects of Morphine will give the Character 2 degrees of Fatigue. Each purchase comes
with 5 uses.
Nano-Medical Used as a Full Action, Medical Foam is an expanding antiseptic foam that removes 3D5 Fatigue and heals 4D10 0.7 10
Foam Canister Wounds. Using Medical Foam removes the Character’s ability to naturally heal any Wounds or recover Fatigue
until they receive an Extended Medical Test. Each time a Medical Foam Canister is used, any Medical Foam
used after will heal one less dice roll for both Fatigue and Wounds, to a minimum of 0.
Neuroglasgomycin Neuroglasgomycin, otherwise known as the Counter-Glasgow Treatment, treats brain damage and counters 0.7 10
the effects of being in a coma. Every dose given to a Character in a Coma will have their Coma reduced by the
Character’s Toughness Modifier + 1D5 in hours. A Character that takes more than 3 Doses in one day will have
to make a Toughness Characteristic Test or gain 2D5 levels of Fatigue, instead. Comes with 15 uses.
Ocular Implant Replaces the eye with a bionic neutrally connected system. Can be used with Smartlink devices. Destroyed if 0.2 40
it takes 50 or more Damage, does not offer natural Armor or Toughness if struck.

25
EQUIPMENT BENEFITS WEIGHT COST
Polypseudo- Removes all of the Character’s Fatigue but makes the user unconscious for 1D10-Toughness Modifier in Hours. 0.1 4
morphine Comes with 10 uses.
Potassium Iodide After an hour of being taken, the Potassium Iodide pill reduces the effects from Radiation Levels by 1 level. 0.1 20
Tablets The effect lasts for 15 hours. Comes with 25 uses.
Radiation Suit Offers the user complete immunity to Radiation, regardless of Radiation Levels the Character is in. 4.1 75
Repair Kit The Repair Kit is essentially a Nano-Medical Foam Canister for Characters with the Robotic Trait. When used 0.7 10
as a Full Action, the Repair Kit will repair 2D10 in Wounds on the Character. If used with an Extended Test,
the Repair Kit will repair 4D10 + Intellect Modifier in Wounds on the Character. Single-Use.
Respirator Pack Standard-issue emergency gear for IMC naval personnel. This unit contains breathable oxygen for situations 4.5 30
when the atmosphere is no longer breathable, such as contamination, hull breach or deliberate venting of
atmosphere. Contains 2 hours of Oxygen.
While this gear is not a full pressure suit, and thus will not protect against direct exposure to
vacuum, it does contain a reservoir of oxygen that lasts an average of four hours and can replenish itself in
contact with breathable oxygen. A respirator pack supply air directly to a wearer or features an adaptor to
feed air to rebreather-equipped armor.
Self-Adhering A special antiseptic bandage wrap that will adhere to flesh and hold wounds shut. Reduces the Medic’s 0.7 5
Antiseptic Battle Extended Actions for recovering wounds by 1D5 hours, to a minimum of 25 minutes if at 0 or lower. Can also
Dressings be used to reduce Wound Aid time by 5D5 Minutes, to a minimum of 1 minute. Each purchase comes with 5
uses, and only one can be used on a Character per day.
Sterile Field Creates a sterile field in a radius of 2 meters. Stops possible infections and radiation. Gives +5 to medical rolls 1 40
Generator within the field. Only works if immobile.
Stim Stim is a powerful and quickly temporary drug that increases the Character’s Agility Modifier by 50% for 3 Full 0.4 15
Actions. The effects of multimer Stim do not stack, and if used multiple times between within 3 Turns, the
Character gains 3D10 Levels of Fatigue. Single-Use.
Thermal Blanket Allows characters to stay warm in harsh colds. Treats Extreme Heat as up to 20 degrees cooler, and Extreme 0.2 3
Cold as up to 20 degrees warmer, as close to the users’ body temperature as possible.
Trauma Kit As a Full Action, reduces a Character’s existing Bleedout to 2 Wounds per Turn. Single use. 0.4 15

BOOST EQUIPMENT

BOOSTS INFORMATION WEIGHT PRICE


Amped Weapons The weapon deals +1D10 Damage for one Full Action. This Boost has a Recharge of 10 Rounds. 2.4 75
Map Hack The Map Hack Boost will send out a series of Radar Pulses in a 20 Meter Radius. This shows any Characters 2.5 75
within the Radius and their current location. Map hack lasts for the Turn after it is activated. This Boost has a
Recharge of 8 Rounds.
Radar Jammer The Radar Jammer will stop any and all Radars, scanners, and Radar Pulses in a 20 Meter Radius. Radar Jammer 2.4 75
lasts for the Turn after it is activated. This Boost has a Recharge of 8 Rounds.
Phase Rewind Phase Rewind enters the player into Phase Shift and reverses the last Turn of their Actions, including all 2.9 75
Damage and Effects taken. Phase Rewind is a Full Action that must be used only within one Turn. Using this
will place the Character roughly where they were during the beginning of their previous Turn. Once the
Character is where they were prior, their Turn ends. This Boost has a Recharge of 15 Rounds.
Hard Cover Hard Cover is a large silver disk that’s placed down. It will create a 2 Meter tall, 4 Meter wide energy barrier. 6.2 75
The side where the Character is at can be shot through, but the other side will offer 50 Cover Points to anyone
behind it. The Hard Cover lasts for 6 Full Actions or until it takes 400 Breakpoints in Damage. This Boost has a
Recharge of 8 Rounds.
Holo Pilot Nova Used as a Free Action, 4 Holograms of the User are projected, which can either move forward at the desired 5.5 75
Move Speed of the Character or stand still. The Character may also decide how far off the Holograms move.
Any Character with a friendly IFF Tag or Thermal-based vision can identify the Holograms. The Holograms can
last up to 10 Rounds or until deactivated manually. The Holograms may be set to mimic the Character’s current
movement. This Boost has a Recharge of 8 Rounds.
The Holograms are projected by a Multi Camera Micro Drone (MCMD), which is at a -70 To Hit, and
takes a -40 Perception Test to even be able to see due to its small size. If destroyed, it costs 40 cR to replace
between missions. A Character may take multiple MCMDs, but only one may be used at a time.

26
PILOT UTILITIES

EQUIPMENT INFORMATION WEIGHT PRICE


Grapple The Grapple Tool deploys a grappling hook that attaches to surfaces, ledges, Titans, or even other Characters. 2.4 45
It is positioned on the Character’s wrist.
Heavier objects will draw the User towards its, while Users will pull lighter objects to them. It takes
a Half Action to use the Grappling Hook and the Hook can travel 20 Meters out. The speed at which the
Grappling Hook can pull objects is (X), where (X) is 10 Meters per Half Action. (X) can be increased by the
Character’s Strength Modifier and Mythic Strength, or Agility Modifier and Mythic Agility if the User is being
pulled. This can be used with Jump, Leap, Swim, and Climb Movement Actions.
To break free of the Grappling Hook, the Character must make a -40 Strength Test at a Half Action.
The Grappleshot may be used alongside a single Charge Melee Action that doubles the distance moved when
figuring Pierce from the Charge Attack.
Cloak The Cloak allows the User to become nearly invisible for 3 Full Actions. This provides the Character with a 2.4 45
+50 Bonus to Camouflage and has a 5 Round Recharge once used. The Cloak does not mask or hide weapon
firing effects and sounds.
Active Radar The Active Radar sends pulses in a 10 Meter Radius that shows the location of all Enemy, Allied, and Neutral 2.4 45
Character locations within the radius. If the Character is Cloaked, they will not appear. The Pulse lasts until
the beginning of the Character’s next Turn, The Active Radar has a 3 Round Recharge once used.
A-Wall A-Wall is a small silver disk that’s thrown. When it lands, it will create a 2 Meter tall, 4 Meter wide energy 3.1 45
barrier. The side where the Character is at can be shot through, but the other side will offer 20 Cover Points
to anyone behind it. The A-Wall lasts for 6 Full Actions or until it takes 300 Breakpoints in Damage. The Disk
can be reused but takes 10 Rounds to Recharge.
Phase Shift Phase Shift causes the Character to physically enter another dimension, leaving them impervious to Damage 2.9 45
and Effects caused during use. When the Character uses it, it will become active at the beginning of the
Character’s next Turn. In doing so, for the first Half Action of all Characters in the Initiative, the User cannot
be harmed as it is considered active. When active, only Characters using a Phase Shift can see each other. If
the Character exits out of a Phase Shift where another Character is standing, they both take 200 Damage,
ignoring Damage Resistance and dealing Special Damage to all Body Locations. Phase Shift takes 10 Rounds
to Recharge.
Holo-Pilot Used as a Free Action, a Hologram of the User is projected, which can either move forward at the desired 4.2 45
Move Speed of the Character or stand still. The Character may also decide how far off the Hologram moves.
Any Character with a friendly IFF Tag or Thermal-based vision can identify the Hologram. The Hologram can
last up to 10 Rounds, or until a new one is created. The Hologram may be set to mimic the Character’s current
movement. Once used, the Holo-Pilot takes 5 Rounds to Recharge.
The Hologram is projected by a Micro-Drone, which is at a -80 To Hit, and takes a -40 Perception
Test to even be able to see due to its small size. If destroyed, it costs 10 cR to replace between missions. A
Character may take multiple Micro-Drones, but only one may be used at a time.
Quick Reload Kit The Quick Reload Kit increases the Character’s Agility Modifier by 4 when figuring Reload Times. 1.1 45

TITAN EQUIPMENT

EQUIPMENT INFORMATION WEIGHT PRICE


Titan Battery Titan Batteries are the source of power for a Titan. Without a Battery, Titans only have enough power to 5.1 60
move for 10 Rounds before shutting down. While one Titan Battery always comes with your Titan at creation,
it never hurts to have a backup.

27
DRONES
SEARCH DRONE MAINTENANCE DRONE

COST EXPERIENCE COST EXPERIENCE


125 cR 25 Exp 120 cR 25 Exp
CHARACTERISTICS CHARACTERISTICS
MOVEMENT EVASION PERCEPTION HULL MOVEMENT EVASION HULL
30 Meters 40 50 40 20 Meters 25 60
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT SIZE HEIGHT WIDTH LENGTH WEIGHT SIZE
1.5 M 1.0 M 1.0 M 95 KG Normal 2.5 M 1.8 M 1.6 M 215 KG Large
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
17 17 17 15 15 18 18 18 20 15
DRONE TRAITS DRONE TRAITS
Scanner: The Drone has a scanning unit that reaches out in a 6 Meter Repair: The Drone is able to repair Titans, Vehicles, and other technology
cone. Any enemy Characters within this are automatically spotted by the at a rapid pace. Able to repair 5 Break Points a Turn and can work on a
Drone, even if cloaked. The Drone will signal an alarm when this happens. single Titan or Vehicle with up to 4 other Maintenance Drones.

CAMO DRONE AIR ATTACK DRONE

COST EXPERIENCE COST EXPERIENCE


185 cR 30 Exp 165 cR 30 Xp
CHARACTERISTICS CHARACTERISTICS
MOVEMENT EVASION HULL MOVEMENT WFR PER EVASION HULL
35 Meters 50 30 30 Meters 45 40 40 40
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT SIZE HEIGHT WIDTH LENGTH WEIGHT SIZE
2.0 M 1.5 M 1.5 M 85 KG Normal 1.5 M 1.0 M 1.0 M 95 KG Normal
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
17 17 17 12 15 17 17 17 15 15
DRONE TRAITS DRONE TRAITS
Cloak Projection: The Drone has a Cloak Projection System that cannot Armed: The Air Attack Drone can be equipped with Drone Variants of
cloak itself but will fly over and Cloak 1 Titan or up to 6 Characters within Ranged Infantry Weapons. Weapons like this include Havoc Energy Rifle,
15 Meters from it. This leaves the Titan or Character nearly invisible with Sidewinder, and the Charge Rifle. These variants are at no up-cost but
a +60 Bonus to Camouflage. can only be used by the Drone.

28
WAR DOG

WAR DOG ARMOR


STR TOU AGI WFR WFM INT PER CRG CHA LDR A Dog is able to be given Armor based on Standard Battle Dress Uniforms.
20 25 50 1 35 1 35 25 1 5 These cost the same as the normal armor but weighs 1/3rd of the armor they
-- -- +5 MYTHIC CHARACTERISTICS are given.
WOUNDS 45 LUCK 1
55 centimeters (1’8 ft.) – 65 centimeters (2’1 ft.) A Dog will act on its own, but with incredible loyalty to its master. A
22 kilograms (49 lb.) – 40 kilograms (88 lb.) Dog will follow its master as much as possible and will heed most
SIZE: Small orders given. If a Dog understands that something would cause major
The Dog has the Outstanding Olfactory Ability. harm to it, such as being ordered to jump across a gap it couldn’t
DOG CARRY WEIGHT possibly cover, a Dog will not obey such an order.
The average War Dog should never carry more than 30% of their body weight. Dogs are knowledgeable in multiple commands, which are
The Average War Dog can safely carry up to 10.5 KG. Anymore and the Dog will
shown in the list below.
begin taking Fatigue for every Kilometer traveled.
DOG WALKING AND RIDING DISTANCE
The average Dog is able to travel upwards of 90 Kilometers a day. After this, COMMAND ACTION TAKEN
Fatigue begins to set into the dog, 1D5 Fatigue every Kilometer traveled after. Watch The Dog will watch the location it’s in for any
The average Dog can Run for 6 hours straight without the need of intruders or known Opponents.
rest. After the first 6 hours, Fatigue begins to set in, causing 1D5 levels of Drop It The Dog will drop whatever it is holding.
Fatigue for every hour without rest. Stay The Dog will stay in its current position.
WAR DOG ATTACKS
Fetch The Dog will fetch a thrown item, or an item pointed
War Dogs are trained for takedown and killing blows. The average War Dog is
at by the master.
able to jump high enough to reach the throat of any Human or even Jiralhanae.
EXPERIENCE Attack The Dog will perform the most useful move it can
The War Dog is able to gain Experience the same as any other Character. The think of with a given circumstance. If the Dog has
GM must approve any possible Characteristic Advancement, Skill, or Ability proper distance, the Dog will open with a Rush
taken. The Dog cannot take Educations. Dogs gain half the normal Experience Attack, else the Dog will most likely use a Takedown
gained. or Bite.
PRICE Specified Saying “Attack” and then an Attack name, the Dog
100 cR Attack will perform that specified Attack.
Heel The Dog stops moving and will generally join up with
RUSH the master if nearby.
During a Charge or Run, the Dog leaps into the air, grabbing an Opponent’s
Bark or The Dog will bark.
arm to jerk their entire body downward. The Dog performs a Warfare Melee
Attack. Once connected, the Attack deals 2D10 + Strength Modifier Piercing
Speak
Damage, with 4 Pierce. Here or The Dog will rush to the master.
Even if Damage was not made, the Dog may still attempt to pull Come
the Opponent down with an Opposed Strength Test. If the Dog succeeds, the Up or Jump The Dog will Jump up to a specified location or to the
Opponent is dropped to the ground. master or stop laying down.
The Rush Attack is a Full Action that can only be made if Charging No The Dog will usually understand that the master is
or Running.
displeased with the Dog’s current actions.
Pay Saying this, or the Dog’s name, will cause the Dog to
TAKEDOWN Attention pay attention to the master.
Without Charging or Rushing, the Dog attempts to latch onto and pull down Shame The Dog understands that whatever it was doing is
an Opponent. This Attack is like Rush, but deals 1D10 + Strength Modifier bad, will usually attempt to not do those actions
Piercing Damage, with 4 Pierce. anymore.
Even if Damage was not made, the Dog may still attempt to pull Down The Dog will jump down from wherever it is at, if at
the Opponent down with an Opposed Strength Test. If successful, the Dog an elevated position.
will drop their Opponent to the ground.
Sit The Dog will sit in place.
Lay Down The Dog will lay down in place.
BITE Search If given a specified object with a smell, the Dog will
A Dog’s Bite is their standard Attack, dealing 1D10 + Strength Modifier begin tracking for the whereabouts of the smell’s
Piercing Damage, with 4 Pierce. The average Dog is able to deal 2 Attacks per source.
Half Action. Go On The Dog will perform a blind search, where it will
If the Dog is facing an Opponent who Is prone or knocked down, it alert its master of anything the Dog may view out of
is able to attack the jugular, a neck Sublocation, without Penalty. The Dog is the ordinary or other Humans.
able to deal 3D10 + Strength Modifier Piercing Damage, with 4 Pierce.
Go Forward The Dog will begin to run ahead of the master in the
general direction traveled and scout ahead.
PULL
Crawl The Dog begins to crawl.
The Dog attempts to latch onto its Opponent with a Warfare Melee Test. If
Successful, the Dog will deal 1D10 + Strength Modifier Pierce Attack, with 4 Shake The Dog will shake hands.
Pierce. Go Over The Dog will jump over and clear obstacles ahead of
If the Dog landed the Attack, they’re able to do a +10 Strength Test it.
to Pull their Opponent 1 Meter in the direction of their choosing. The Dog may Good The Dog understands that what it did pleased their
choose to keep hold of the Opponent to attempt another Pull next Round, master.
while the Opponent may attempt to escape or attack one-handed.
Dig The Dog will begin digging in a specified location.

29
TITANS
INTRODUCTION TO TITANS BUILDING YOUR TITAN
Titans are the main powerhouses of Titanfall. Titans are massive Building a Titan takes some time, as you first pick your Titan Chassis
bipedal mechs armed with large and devastating armories. Titans and then several Titan Abilities and Titan kits. At Character Creation,
work as a natural extension of the Pilot’s body when stationed in the all Pilot Player Characters gain one Titan for free. The Character may
cockpit. Once the Pilot leaves the Titan, the Titan’s Artificial decide if other Soldier Types receive one. If not, the GM should work
Intelligence will take over and continue defending itself on the alongside other players to decide a proper equivalent that they could
battlefield. work with. This could be tanks or other large-scale equipment.

MOUNTED WEAPON SLOTS STEP 1: SELECTING YOUR CHASSIS


All Titans have two Mounted Weapon Slots. These slots are at the top Your Titan’s Chassis is the first and main step in creating your Titan.
of the Chassis of the Titan, which are designed to holster specialized The Titan’s Chassis gives you your Titan’s Characteristics, Mobility,
weapons such as rocket silos and grenade launchers. Physical Attributes, Melee, Breakpoints, and Armor. There are four
Titan Chassis types to choose from: Atlas, Ogre, Stryder, and
TITANFALL Vanguard. Once you choose your Chassis, you choose the Titan Core
Titanfall is the action of launching a Titan from orbit onto the that will be installed.
battlefield. When calling in a Titan for Titanfall, Pilots have two
options available to them: Dome Shield and Warpfall. The Pilot must ATLAS:
select which type of Titanfall to use when they call in their Titan. Atlas is an all-rounder Titan Chassis that excels more in a mix of speed
and sturdiness of its hull, instead of armor and power. The Atlas is
ABILITY SLOTS recommended for beginners but has proven itself on the field as the
Titans are modular in nature. Ability Slots are divided into categories mainstay Titan Chassis.
that fill the needs of both the Titan and the Pilot. The Ability Slots of
a Titan are the Core Ability, Tactical Ability, and Defensive Ability. Only VANGUARD:
one may be taken for Core and Defensive Abilities, while the Titan Vanguard is the second all-rounder Titan Chassis. Instead of a focus
takes two Tactical Abilities. A Titan must have all of these Ability Slots on speed and power, the Vanguard has its sights on strength and
filled before being allowed into combat. armor. Vanguard is a good option for Pilots looking to excel in mid-
range combat.
TITAN KITS
Titan Kits are small modular enhancement suites that can be installed OGRE:
into the Titan. Each Titan Chassis can have two Titan Kits installed at Ogre is the heaviest and slowest Titan Chassis available. The Ogre
once. Titan Kits cannot be installed more than once. Titan kits are not excels in its ability to tank damage and survive in extreme combat
free and must be paid for by the Pilot. scenarios. Pilots seek out the Ogre for heavy-weapon engagements
These can be purchased at any time and does not need to thanks to the Ogre’s ability to take damage in the frontline.
be done at Titan Creation. Installed Titan kits may be replaced
between Missions. Titan Kits that were purchased and removed do STRYDER:
not need to be purchased again when being placed back into a Titan. Stryder is the fastest and smallest Titan Chassis option. The Stryder
As a heads up for first-time Titan builders, there is a Titan outclasses all of the other Titan Chassis options when it comes to
Kit that allows you to install a third Mounted Weapon Slot. speed and maneuverability. Stryder Chassis are the go-to option for
Pilots who want speed and evasion over trusting armor to keep them
TITAN PLATING safe.
Titan Plating are optional Armor Plating Types that the Pilot may
choose for their Titan. These are not free and must be paid for by the BISON:
Pilot. Bison is a slow Titan that focuses on armor and hull robustness. The
Plating can be purchased at any time and does not need to Bison Chassis is chosen when a Pilot is concerned with survival on the
be done at Titan Creation. Plating Types may be replaced between battlefield and during dangerous close-quarters Titan combat.
Missions. Titan Kits that were purchased and removed do not need to
be purchased again when being placed back into a Titan. STEP 2: TITAN CORE CLASSIFICATION
Titan Cores are the main Ability that is installed, which creates the
TITAN BATTERIES classification of the Titan. Even if you’ve chosen the Ogre Chassis for
Titans run on large, powerful industrial batteries that power the your Titan and then installed the Upgrade Core, your Titan is classified
Titans. If a Titan’s Battery is removed, they’ll only have 10 Rounds of as a Monarch Titan.
Actions before they power down. All Titans have a Battery Port and
come with one Battery during Titan Creation. STEP 3: CHOOSING A WEAPON
The next step is to choose your Primary and Secondary Weapons.
ELECTRIFIED SPECIAL RULE AND TITANS There are Titan Abilities that are reliant on types of weapons, so you
The Electrified Special Rule has a different outcome when against must first make sure your weapon and Abilities are something that
Titans. Instead of stunning Characters, when used against Titans, can create synergy together. Titans can only carry two Titan Weapons
these Attacks deal extra Damage based on Electrified (X). that aren’t mounted weapons.
Your Titan’s Primary Weapon is free, while you’ll need to
foot the bill for the Secondary Weapon. This can be purchased at any
time and does not need to be done at Character or Titan Creation.

30
STEP 4: SELECTING TWO TACTICAL ABILITIES TITAN DETONATION
After selecting your Weapon, you’ll select two Tactical Abilities. Titans Detonation is based on the main Mythic Handbook’s Doomed
Tactical Abilities are various enhancements to a Titan that offer a mix State and Vehicle Detonation Rules. However, Titans Detonate in a
of mobility and combat-oriented Abilities. Most of these Abilities will much more violent fashion thanks to their Fusion Generators. Titans
use your Titan’s Mounted Weapon Slots. detonate, at base, with Blast (10) and Kill (7). The Damage dealt is
5D10+20, with a Pierce of 40.
STEP 5: SELECTING A DEFENSIVE ABILITY
The Defensive Ability offered to a Titan is important for survival, as ATTACKING AS A TITAN
it’s the leading decider in how the Titan can defend itself in combat. When a Pilot is controlling a Titan, the Pilot’s Warfare Melee and
Defensive Abilities are Titan’s capability of forming different types of Warfare Range Characteristics will be used to make Attacks. When
Energy Shields to stop oncoming fire in different ways. the Titan is Attacking using its Artificial Intelligence, the Titan Chassis’
listed Warfare Melee and Warfare Ranged Characteristic will be used.
STEP 6 (OPTIONAL): SELECTING TITAN KITS
Titan Kits are modular upgrades that a Titan can install. The final and TITAN PUNCH AND STOMP ATTACKS
optional step in building your Titan is selecting Titan Kits. Titans can Titans have two base Melee Attacks: Unarmed Melee and Stomp. The
only have two installed at a time. Unarmed Melee is a standard Punch Melee Attack, while the Stomp
is a slow and heavy Stomp made against ground targets. To figure the
STEP 7 (OPTIONAL): SELECTING TITAN PLATING Stomp Characteristic listed under a Titan Chassis’ Melee Stomp Attack,
There are multiple types of Armor Plating modifications that are you add the Titan Chassis’ Weight in Tonnes, Strength Modifier, and
available to choose from. Titans can only have one type installed at a Mythic Strength together. For example, an Atlas’ would be 25
time. (Tonnes) + 5 (Strength Modifier) + 10 (Mythic Strength) to become a
Stomp of 40.
TITAN GAMEPLAY
TITAN MELEE ATTACK RATE
PILOTING A TITAN Titans make an amount of Melee Attacks based on their own
Titans have a cockpit in which Pilots enter to begin piloting. A Titan Characteristics and not the Characteristics of the Pilot.
has its own set of Characteristics, but when a Pilot is in control, only
the Titan’s Strength and Agility Characteristics will be used. TITAN MOVEMENT
Titans move the same way as Characters do, having a Half Move, Full
AUTOTITAN Move, Charge, and Run Movement option based on their Agility
Titans have an onboard AI known as AutoTitan. AutoTitan can be Characteristic. Titans can’t use the Sprint Movement option.
activated and deactivate as a Half Action. AutoTitans do not often
move and will fire at the closest enemies. It will attack enemy Titans STEPPING ON CHARACTERS
before other Characters. Though it can be set to follow the Pilot. A Titan will deal Damage against Characters they step on based on
AutoTitan has a set of Warfare Melee, Warfare Range, their Weight in Tonnes. A Titan stepping on an Character or Vehicle
Perception, and Intellect Characteristics. These Characteristics will be will deal its Weight in Tonnes as Damage, ignoring Armor and Mythic
used instead of the Pilot’s Characteristics. Toughness. For example, if a Character were stepped on by an Ogre
Chassis Titan, they will take 53 Damage only reduced by Toughness.
ENTERING A TITAN Stepping on Characters will happen when a Titan moves
When entering a Titan, the Titan will assist to speed up the process. If over or shares the same location as a Character. The Character may
the Character is at the Titan’s waist or higher, it is only a Half Action make an Evasion Test at +20 Bonus to avoid being stepped on. If a
to enter the Titan. If the Character is on the ground at the Titan’s feet, Titan is making a Charge or Run Action, the +20 Bonus is lost.
it is a Full Action to enter the Titan.
EVADING AS A TITAN
EXITING A TITAN Titans are able to Evade Attacks the same way a Character can. The
Exiting a Titan normally has the Titan opening up, which creates a only difference is that the Characteristic used will be the lowest Agility
platform for the Pilot to stand on as they exit. This takes a Full Action Characteristic between the Pilot and the Titan. If the Titan is Evading
to leave the Titan. while using its Artificial Intelligence, the Titan’s Agility Characteristic
will be used regardless.
EJECTING FROM A TITAN
Ejecting from a Titan launches the Pilot 100 Meters above the Titan in JUMPING AND LEAPING AS A TITAN
just a Half Action. If the Titan senses a ceiling above them, it will adjust Titans do not use Characteristics to figure Jump height or Leap
its Ejection speed and distance to make sure the Pilot is not injured or distance. These are listed based on the Titan Chassis that was chosen.
killed from the impact. From this height, it will take one Full Action for Due to the size of a Titan and the distance they can travel, all Jumps
the Character to land. and Leaps are a Full Action.
When Ejecting from a Titan, the Character has the option to If a Jump or a Leap were to land on a Character or Vehicle,
set their Titan into Self-Destruct Mode as a Free Action. it will deal the Stomp Attack as a Free Action.

SELF-DESTRUCT
Self-Destruct is where the Pilot commands the Titan to detonate itself.
The Pilot calling for the Titan to Self-Destruct is a Free Action, while
the Titan takes a Full Action to complete this task.

31
DASHING BATTERY PORTS AND RODEO
A Dash is a Half Action Movement available to Titans. Depending on When a Character is Rodeoing a Titan, they can steal or place Titan
the Titan Chassis chosen, a Titan will have a set amount of Dashes Batteries in the Battery Port. Both stealing and placing in a Titan
available and a distance the Titan can cover while using it. Battery is a Full Action.
A Dash is made using large thrusters installed into the Titan
Chassis. When a Dash is used, the Titan will move the listed distance BATTERY PORTS AND GRENADES
based on the Chassis and all Attacks made against the Titan will be at If a Grenade or any other Explosive is placed inside an empty Battery
a -10 Penalty To Hit until the beginning of the Titan’s next Turn. Port, that Explosive will deal its Damage to the Titan’s Hull, ignoring
Regardless of Titan Chassis chosen, a Dash takes 4 Full Actions to Armor. Alongside dealing extra Damage to the Titan, this process also
recharge. destroys the Titan’s Battery Port. Until repaired, the Titan will no
longer be able to charge itself or stop from shutting down.
DASH MELEE
A Titan’s Dash can be used with a Melee Attack that acts as a small TITAN PHYSICAL OPPOSED TESTS
Charge Attack when used. A Dash Melee increases the Damage of the Opposed Tests when dealing with Titans has one of two outcomes.
Attack by the Meters Dashed. The first outcome is a standard Character having an Opposed Test
against a Titan using Physical Characteristics. Regardless of the
LOCK ON Character’s Test outcome, they will automatically fail. It’s best to
Lock On is a targeting feature that certain Weapons and Cores can multiply the Titan’s Physical Characteristics by 10 when compared to
make use of in different ways. To Lock On to a Target, the Target must a normal Character’s Physical Characteristics in terms of sheer
first be in the Titan’s line of sight. Lock On is a Free Action and can strength.
only be used once a Turn. A Lock On will stay active for 2 Turns but The second outcome would be Titans making an Opposed
may be refreshed or changed Targets at any time during this. Even if Test against another Titan using Physical Characteristics. These would
the Locked On Target moves behind cover or inside and out of view, be rolled normally with the Character with the most Degrees of
the Lock On will persist for the allotted time. Success winning the Opposed Test.
This same outcome will happen between Characters vs.
DESTROYED TITANS Reapers, and between Reapers vs. Titans.
Destroyed Titans can be redeployed in Combat after a new one is
prepared. This process takes 10 Minutes. TITAN MELEE ATTACKS AGAINST CHARACTERS
A Titan’s Melee Attack double the damage dealt against Characters
RODEO before Damage Resistance is figured.
A Rodeo is when a Character climbs on top of an active Titan, whether
it is an ally catching a ride, or an enemy attempting to cause Damage
to the Titan. When a Character is performing a Rodeo, they are
climbing to the top of the Titan’s Chassis and using built-in handles to
keep themselves steady.

RODEO SENSORS
All Titans have a Rodeo Sensor that will alert the Pilot whether an
Enemy or an Ally has Rodeoed the Titan.

STARTING TO RODEO
Using the Jump Kit, a Pilot is able to begin a Rodeo Action as a Full
Action. This is the combined action of using the Jump Kit to reach the
Titan’s top and then grabbing the handles to steady themselves. If the
Titan performed a Dash Action prior to the Rodeo Attempt, the Pilot
will need to make a Strength Test. If Failed, the Character will begin
to fall.
Once Successfully Rodeoed, the Character will not need to
make Strength Tests if the Titan is using Dash Actions. This is only
during the Rodeo process.
For Characters who do not have a Jump Kit, this process will
take longer or have extra steps. If a Character does not have a Jump
Kit, they will need a way to climb the Titan. If the Character is
attempting to climb the Titan normally, it should be a Climb Test. If
the Titan is active and moving, the Climb Test’s Penalty should be the
Titan’s Agility Characteristic.
The Character may also drop down onto the Titan from
above. This could be done from an aerial vehicle or a nearby building
or bridge. If the Titan is active and moving, then the Character will
need to make a Strength Test. If Failed, the Character will not have
properly grabbed the handles and will begin to fall.

32
ATLAS CHASSIS OGRE CHASSIS

PRICE EXPERIENCE PRICE EXPERIENCE


1,245 cR 250 Exp 1,465 cR 295 Exp
CHARACTERISTICS CHARACTERISTICS
STR AGI WFR WFM INT PER STR AGI WFR WFM INT PER
55 45 55 65 35 45 65 25 55 65 35 45
+10 +4 MYTHIC CHARACTERISTICS +13 +2 MYTHIC CHARACTERISTICS
MOBILITY MOBILITY
DASH JUMP LEAP DASH JUMP LEAP
10 Meters, 2 Dashes 7 Meters 15 Meters 8 Meters, 1 Dash 5 Meters 10 Meters
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8M 2.7 M 2.1 M 25 Tonnes +5 Massive 8.5 M 2.9 M 2.2 M 53 Tonnes +5 Massive
MELEE MELEE
UNARMED PUNCH STOMP UNARMED PUNCH STOMP
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule 3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule
BREAKPOINTS BREAKPOINTS
WEP MOB ENG OP HULL WEP MOB ENG OP HULL
100 150 150 120 135 100 180 180 120 165
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
50 50 50 47 45 55 55 55 52 50
ENERGY SHIELD ENERGY SHIELD
SHIELD INTEGRITY DELAY RECHARGE RATE SHIELD INTEGRITY DELAY RECHARGE RATE
200 5 50 200 5 50
TITAN TRAITS TITAN TRAITS
Neural Interface and All-Terrain Special Rules. Neural Interface and All-Terrain Special Rules.

33
STRYDER CHASSIS VANGUARD CHASSIS

PRICE EXPERIENCE PRICE EXPERIENCE


1,175 cR 235 Exp 1,285 cR 255 Exp
CHARACTERISTICS CHARACTERISTICS
STR AGI WFR WFM INT PER STR AGI WFR WFM INT PER
35 65 55 65 35 45 65 35 55 65 35 45
+5 +10 MYTHIC CHARACTERISTICS +8 +6 MYTHIC CHARACTERISTICS
MOBILITY MOBILITY
DASH JUMP LEAP DASH JUMP LEAP
12 Meters, 3 Dashes 9 Meters 20 Meters 10 Meters, 2 Dashes 7 Meters 15 Meters
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
7.3 M 2.4 M 1.8 M 21 Tonnes +5 Massive 8.2 M 2.8 M 2.3 M 40 Tonnes +5 Massive
MELEE MELEE
UNARMED PUNCH STOMP UNARMED PUNCH STOMP
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule 3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule
BREAKPOINTS BREAKPOINTS
WEP MOB ENG OP HULL WEP MOB ENG OP HULL
100 120 120 120 100 100 135 135 120 120
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
45 45 45 42 40 52 52 52 49 47
ENERGY SHIELD ENERGY SHIELD
SHIELD INTEGRITY DELAY RECHARGE RATE SHIELD INTEGRITY DELAY RECHARGE RATE
200 5 50 200 5 50
TITAN TRAITS TITAN TRAITS
Neural Interface and All-Terrain Special Rules. Neural Interface and All-Terrain Special Rules.

34
BISON CHASSIS

PRICE EXPERIENCE
1,455 cR 295 Exp
CHARACTERISTICS
STR AGI WFR WFM INT PER
45 25 55 65 35 45
+10 +3 MYTHIC CHARACTERISTICS
MOBILITY
DASH JUMP LEAP
8 Meters, 1 Dash 5 Meters 10 Meters
PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8M 3.0 M 2.5 M 48 Tonnes +5 Massive
MELEE
UNARMED PUNCH STOMP
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule
BREAKPOINTS
WEP MOB ENG OP HULL
100 180 180 120 180
ARMOR
FRONT BACK SIDE TOP BOTTOM
57 57 57 54 52
ENERGY SHIELD
SHIELD INTEGRITY DELAY RECHARGE RATE
200 5 50
TITAN TRAITS
Neural Interface and All-Terrain Special Rules.

35
DROP TYPE

DROP TYPE INFORMATION


Dome Shield The Titan is readied and dropped from orbit in 2 Full Actions from when the request was received. The Titan emits a Dome
Shield when it lands, which is a dome Energy Shield with a 9 Meter Radius. The Titan is placed into Standby Mode directly after
it is dropped.
Warpfall The Titan is readied and dropped from orbit in 1 Half Action from when the request was received. The Titan is placed into
Standby Mode directly after it is dropped.

CORE ABILITY

CORE ABILITY CLASS INFORMATION


Burst Core Expedition The Titan is installed with a Burst Core, an electronic powerhouse that electrically charges the weapons being
used by the Titan. When active, the Burst Core gives all Attacks the Electrified (1D10) Special Rule. Burst Core
lasts for 7 Full Actions. The Burst Core has a recharge of 10 Turns.
Damage Core Globe The Titan is installed with a Damage Core, which supercharges the weapons used by the Titan for 5 Full Rounds.
While active, the Base Damage and Pierce of the weapons are increased by 25%. The Damage Core has a
recharge of 10 Turns.
Dash Core Ambler The Titan is installed with a Dash Core, allowing the Titan to Dash further and to perform Dashes more often.
The Dash Core lasts for 6 Full Actions and while active, there is no limits to the amount of Dashes the Titan can
take. Each Dash is able to travel +5 Meters. When a Dash is paired with a Melee Attack, the Attack gains +10
extra Damage.
Flame Core Scorch The Titan is installed with a Flame Core, a powerful flame-based cannon that sets fire to anything in its path. The
Flame Core activates as a Full Action where the Titan slams its fists to the ground and the Core opens up and
fires. The Flame Core Damage can be found in the Titan Weapon Armory under Core Weapons. The Flame Core
has a Recharge of 10 Turns.
Flight Core NorthStar The Titan is installed with a Flight Core, a powerful vertical thruster system. The Flight Core allows the Titan to
hover in place during a Jump. Hovering lasts for 5 Full Actions and the Titan must jump to activate it. While
active, the Titan’s standard thruster systems allows for it to move up to the Titan’s Agility Modifier in Meters in
any desired direction during a Turn. Once used, the Flight Core has a Recharge of 10 Turns.
Laser Core Ion The Titan is installed with a Laser Core, a very powerful, long lasting Laser that takes multiple Turns to fire. The
Laser Core mounts its emitter on the front of the Titan’s chest. When used, the Titan is forced to fire this Laser
Core weapon for 3 Full Actions. While the Laser Core is active, the Titan can only move at half speed. The Laser
Core Damage can be found in the Titan Weapon Armory under Core Weapons. The Laser Core has a Recharge
of 12 Turns.
Salvo Core Tone The Titan is installed with a Salvo Core, a powerful rapid-fire rocket salvo system. When used, the Salvo Core’s
rapid-fire rocket salvo is ejected and fired in a quick burst as a Half Action. The Salvo Core Damage can be found
in the Titan Weapon Armory under Core Weapons. The Salvo Core has a Recharge of 15 Turns.
Shield Core Destroyer The Titan is installed with a Shield Core, a core that supercharges the Titan’s Energy Shields for 10 Full Actions.
While active, the Titan’s Shield Integrity is increased by 100 and instantly increases the current Shield Integrity
by 100, to a maximum of the Energy Shield’s currently higher Shield Integrity. The Energy Shield’s Delay is
reduced to 2 and the Recharge Rate is doubled. The Shield Core has a recharge of 12 Turns.
Smart Core Legion The Titan is installed with a Smart Core, a technical marvel that improves the likelihood of landing Attacks on
Targets. When used, the Smart Core will give any weapon being used the Homing Special Rule alongside a +20
Bonus To Hit against any Targets that have been Locked On. This is active for 2 Full Rounds. The Smart Core has
a recharge of 5 Turns.
Sword Core Ronin The Titan is installed with a Sword Core, a Core that runs its stored energy through the Titan’s Melee Weapon
or through its Unarmed Attacks. When used, the Sword Core will empower any Melee Weapons and Unarmed
Attacks with +2D10 Damage for two Full Actions. The Sword Core has a recharge of 5 Turns.
Upgrade Core Monarch The Titan is installed with an Upgrade Core, a core that overcharges chosen aspects of the Titan’s systems. Once
activated, the Pilot may choose two of the following Armaments to boost: Primary, Defensive, and Tactical.
Primary boosts the Titan’s weapons with +1D10 Damage. Defensive increases the Titan’s Shield Integrity by 100
and gives +100 to the current Shield Integrity, alongside making the Delay 1 and Recharge Rate +100. Tactical
refreshes all current cooldowns the Titan may have and halves the Reload Time of weapons until the weapon is
reloaded. The Upgrade Core stays active for 5 Full Actions. The Upgrade Core has a recharge of 12 Turns.

36
TACTICAL ABILITY

TACTICAL ABILITY INFORMATION


Arc Wave Installs an Arc Wave into one of the two Mounted Weapon Slots of the Titan. Arc Wave supercharges the Melee Weapon or
fist of the Titan, allowing them to displace this energy forward in a 4 Meter tall wave of energy. The Arc Wave travels 15 Meters
forward before dispersing and deals its Melee Attack against any Target it strikes. Arc Wave can be used once a Turn.
Cluster Missile Installs a Cluster Missile into one of the two Mounted Weapon Slots of the Titan.
Electric Smoke An Electric Smoke Launcher is installed into one of the Titan’s Mounted Weapon Slots. The Electric Smoke Launcher is used as
an anti-Pilot deterrent when Pilots Rodeo the Titan. The Electric Smoke Launcher’s recharge is based on its Reload Time.
Firewall Installs a Firewall Launcher into one of the two Mounted Weapon Slots of the Titan.
Incendiary Trap Installs an Incendiary Trap Launcher into one of the two Mounted Weapon Slots of the Titan. The Incendiary Trap Launcher
can be found in the Titan Weapon Armory under Mounted Weapons.
Laser Shot Installs a Laser Shot into one of the two Mounted Weapon Slots of the Titan.
Multi-Target Installs a Multi-Target Missile System into one of the two Mounted Weapon Slots of the Titan.
Missile System
Phase Dash Phase Dash causes the Titan to enter another dimension during a Dash, utilizing Phase Shift, leaving them impervious to
Damage and Effects for the Half Action they used it. Meaning that if it was used during the Character’s first Half Action, it will
affect all Characters’ first Half Actions, and if used on the second Half Action, it will affect all Characters’ second Half Actions
until the beginning of the Titan’s next Turn.
During this Half Action, the Titan cannot take Damage or any Effects. Only other Characters and Titans using Phase
Shift can see each other during this Half Action. If the Titan exits Phase Shift where another Titan is standing, they both take
200 Damage. Any Characters will take 200 Damage, ignoring Damage Resistance. The Phase Dash takes 10 Rounds to recharge.
Rearm Reloads any Weapons in the Mounted Weapon Slots as a Full Action. Rearm takes 10 Turns to recharge.
Reinforced The Titan’s Particle Wall will last for 1 more Full Action and can stop 300 more Damage before shutting down. The Thermal
Shield Shield and Vortex Shield will last for 1 extra Full Action.
Rocket Salvo Installs a Rocket Salvo into one of the two Mounted Weapon Slots of the Titan.
Sonar Lock Installs a Sonar Launcher into one of the two Mounted Weapon Slots of the Titan. The Sonar Launcher fires a Sonar Beacon
up to 200 Meters as a Half Action. Once it impacts a surface, it will latch to it and launch a Sonar Pulse the next Turn. The Sonar
Pulse lasts for 3 Turns, allowing any Characters to appear on Radar within a 15 Meter Radius. The Sonar Launcher stores 25
Sonar Beacons.
Tracker Rockets Installs a Tracking Rocket Launcher into one of the two Mounted Weapon Slots of the Titan.
Tripwire Tripwire is an explosive drone launcher that is installed into one of the two Mounted Weapon Slots of the Titan. The Tripwire
Launcher fires as a Half Action to place 3 Tripwires on the ground up to 15 Meters from the Titan. The Tripwire Mine can be
found in the Titan Weapon Armory under Other. The Tripwire Tactical Ability can only hold 21 Tripwires and will have to be
reloaded between Missions due to their size.
VTOL Hover When paired with a Jump Action, the Titan is able to Hover for 2 Full Actions in midair. This has a recharge of 2 Turns.

DEFENSIVE ABILITY

DEFENSIVE ABILITY INFORMATION


Energy Siphon An Energy Siphon Unit is installed into one of the Titan’s Mounted Weapon Slots. Energy Siphons fire as a Weapon, used as
a Half Action. If the Attack lands, it will remove up to 50 Energy Shields from the Target and refill the User’s Energy Shields
by that the amount taken. This Unit has a recharge of 6 Turns.
Particle Wall As a Half Action, the Titan emits a Particle Shield that is 8 Meters tall and 8 Meters wide. The Particle Shield stops all oncoming
Attacks from in front of the Titan for 2 Full Actions. The Particle Shield can take up to 300 Damage before shutting down. The
Titan is able to fire through their end of the Gun Shield without issue. The Gun Shield has a recharge of 6 Turns.
Tether Trap The Tether Trap Launcher is installed into one of the Titan’s Mounted Weapon Slots. The Tether Trap Launcher fires as a Half
Action and will set traps that activate based on proximity. When a Target Titan enters within 5 Meters of the Tether Trap, it
activates and powerful tethers will grapple the Target. These will told down a Titan for two of it’s Half Actions. Once the
Target was unable to take 2 of its Half Actions, the Tethers are broken and the Target is freed. Tether Trap has a recharge of
10 Turns.
Thermal Shield Thermal Shield is a wave of heat-induced energy that is emitted by the Titan’s hand. The Thermal Shield can protect 3 Body
Locations and can be moved as a Reaction to protect other locations as a normal Physical Shield could. The Shield melts all
incoming ranged Attacks that strike it and will cause Flame (2D10) to any Targets that come into contact with it. The Thermal
Shield lasts for 4 Full Actions. If used as a Melee Weapon, the Thermal Shield has the Slow Special Rule. The Thermal Shield
has a recharge of 6 Turns.
Vortex Shield A Vortex Shield is a large Shield of vortex energy emitted by the Titan’s hand. The Vortex Shield can protect 4 Body Locations
and can be moved as a Reaction to protect other Locations as a normal Physical Shield could. The Shield will capture all
incoming ranged Attacks that strike it, holding them in place. The Vortex Shield lasts for 3 Full Actions. Once deactivated, the
Vortex Shield launches all caught projectiles forward. This deals 2D10 +5 with a Pierce of 15 and deals +3 extra Damage for
each projectile that struck the Shield. The Vortex Shield has a recharge of 6 Turns.

37
TITAN KITS

TITAN KITS INFORMATION PRICE


Advanced Increases the Titan’s Agility Characteristic by 10. 150 cR
Joints
Assault Chip Increases the AutoTitan’s Perception and Warfare Range Characteristics by 20. 150 cR
Counter Ready Increases the Magazine of the Electric Smoke Countermeasure to 2. 50 cR
Enhanced The Titan’s Rocket Salvo and Tracking Rockets Launcher gains +1 to its Rate of Fire and +2 to its Magazine. 90 cR
Payload
Entangled Melee Attacks made against other Titans will strip their Energy Shield by up to 10, increasing the User’s Energy Shield 100 cR
Energy by the amount taken.
Mounting Slot The Titan has a third Mounted Weapon Slot installed, allowing it to take up to 2 Tactical Abilities that use Mounted 35 cR
Weapon Slots, and a Defensive Ability that uses a Mounted Weapon Slot.
Nuclear Ejecting from the Titan while it is in Doomed State causes the Titan to detonate. When the Character is safely above 300 cR
Ejection the Titan after ejection, the Titan explodes, doubling its Damage Dice and increasing range to Blast (25), Kill (15).
Overcore Increases the Titan’s Autoloader speed by 3, to a minimum of 1. 100 cR
Piercing Shot The Titan’s weapons will Pierce Through Targets without having its Pierce reduced. 200 cR
Pile Bunkers Pile Bunker Servos are installed into the Titan’s arms, increasing Melee Damage by +5. 100 cR
Power Cell The Titan’s Energy Shield Delay is reduced by 1. 100 cR
Refraction Any Energy weapons used by the Titan will have the Spread Special Rule. 150 cR
Lens
Regen Booster Increases the Titan’s Energy Shield Recharge by 50. 300 cR
Shield Bolster Increases the Energy Shield’s Integrity by 50. 100 cR
Stealth Auto- Automatically ejects the Character when the Titan’s Hull reaches 0, protecting them from a possible explosion. Once 150 cR
Eject ejected, the Pilot has an Active Camouflage that gives them a +50 Bonus to Camouflage. This wears off in 2 Full Actions.
Even in the event that the Titan received enough Damage to explode instantly, the Character will still be Ejected safely.
Survivor When the Titan’s Hull is at half or lower, Armor is increased by 3 on all Locations. 150 cR
Threat Optics The Titan is able to make 3 Lock On Actions as a Free Action per Turn. 150 cR
Turbo Engine Adds 1 extra Dash to the Titan. 50 cR
Twin Traps Tether Traps are fired in pairs. 50 cR
Viper The Titan’s Dash is increased by +2 Meters. If the Titan has the Flight Core, the Titan can move up to 4 more Meters 100 cR
Thrusters per Turn while the Flight Core is active.

PLATING TYPE

PLATING TYPE INFORMATION PRICE


EMP Plating Specialized padded plating designed to disperse EMP Attacks. EMP Special Rule is halved. 75 cR
Heavy Plating A heavy Plating that trades some mobility for moderate defense. Increases Armor by 3 on all Locations. Reduces 100 cR
the Titan’s Mythic Agility by 2. Increases the Titan’s Weight by 5 Tonnes.
Light-Plating A lightweight Plating that trades some defense for moderate mobility. Increases the Titan’s Agility Characteristic 100 cR
by 15. Reduces the Titan’s Armor by 3 on all Locations. Reduces the Titan’s Weight by 4 Tonnes.
Scorch Plating Anti-heat Plating that halves the Damage from Flame Special Rule and environmental Fire. 50 cR
Standard Plating The default Titan plating. --
Super-Heavy A super-heavy Plating that trades mobility for defense. Increase Armor by 6 on all Locations. Reduces the Titan’s 125 cR
Mythic Agility by 3. Increases the Titan’s Weight by 10 Tonnes.
Ultra-Light A super-light Plating that trades defense for mobility. Increases the Titan’s Agility Characteristic by 30. Reduces the 125 cR
Armor by 6 on all Locations. Reduces the Titan’s Weight by 8 Tonnes.

38
VEHICLES
GREMLIN PALADIN TANK

PRICE EXPERIENCE PRICE EXPERIENCE


335 cR 70 Exp 1,385 cR 275 Exp
MOBILITY MOBILITY
ACCELERATE BRAKE TOP SPEED MANEUVER ACCELERATE BRAKE TOP SPEED MANEUVER
30 MpT 30 MpT 210 MpT (125 Km/H) 55 25 MpT 30 MpT 170 MpT (102 Km/H) 20
PHYSICAL ATTRIBUTES CUSTOMIZATION PHYSICAL ATTRIBUTES CUSTOMIZATION
LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON
4.6 M 2.2 M 1.9 M 2.7 Tonnes 1 2 12.3 M 8.4 M 5.0 M 62.7 Tonnes 4 10
CREW AND COMPLEMENT CREW AND COMPLEMENT
CREW COMPLEMENT CREW COMPLEMENT
1 Operator 3 Passengers 1 Operator 1 Gunner, 1 Loader, 2 Passengers
BREAKPOINTS BREAKPOINTS
WEP MOB ENG OP HULL WEP MOB ENG OP HULL
40 55 65 35 90 120 100 180 140 180
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
25 25 25 25 25 50 45 50 50 50
INFORMATION INFORMATION
All-Terrain. 4 Wheel Vehicle. All-Terrain and Continuous Track Special Rule. 2 Tread Vehicle.
STANDARD PACKHORSE PRICE STANDARD PACKHORSE PRICE
[C] .50 MG Turret 335 cR [G] Royale 150mm Cannon 1,385 cR

39
SAMPSON TRUCK FORKLIFT

PRICE EXPERIENCE PRICE EXPERIENCE


275 cR 55 Exp 25 cR 5 Exp
MOBILITY MOBILITY
ACCELERATE BRAKE TOP SPEED MANEUVER ACCELERATE BRAKE TOP SPEED MANEUVER
40 MpT 45 MpT 315 MpT (189 Km/H) 35 5 MpT 10 MpT 25 MpT (14 Km/H) 15
PHYSICAL ATTRIBUTES CUSTOMIZATION PHYSICAL ATTRIBUTES CUSTOMIZATION
LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON
6.8 M 3.8 M 3.0 M 5.3 Tonnes 3 2 6.1 M 2.1 M 2.4 M 4 Tonnes 2 --
CREW AND COMPLEMENT CREW AND COMPLEMENT
CREW COMPLEMENT CREW COMPLEMENT
1 Operator 4 Passengers 1 Operator --
BREAKPOINTS BREAKPOINTS
WEP MOB ENG OP HULL WEP MOB ENG OP HULL
50 50 60 40 90 -- 50 40 10 60
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
18 20 18 18 18 10 10 10 10 15
INFORMATION INFORMATION
6 Wheel vehicle. 4 Wheel Vehicle.
STANDARD PACKAGE PRICE The Forklift is able to carry 2,000 KG.
N/A 275 cR
ATTACK SAMPSON PRICE
[C] Sampson Laser Turret 365 cR

40
FLYING VEHICLES
CROW DROPSHIP GOBLIN DROPSHIP

PRICE EXPERIENCE PRICE EXPERIENCE


825 cR 165 Exp 955 cR 200 Exp
MOBILITY MOBILITY
ACCELERATE BRAKE TOP SPEED MANEUVER ACCELERATE BRAKE TOP SPEED MANEUVER
100 MpT 100 MpT 665 MpT (400 Km/H) 60 100 MpT 100 MpT 665 MpT (400 Km/H) 50
PHYSICAL ATTRIBUTES CUSTOMIZATION PHYSICAL ATTRIBUTES CUSTOMIZATION
LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON
33.4 M 22.2 M 10.9 M 130.7 Tonnes 10 6 33.4 M 22.2 M 10.9 M 130.7 Tonnes 10 6
CREW AND COMPLEMENT CREW AND COMPLEMENT
CREW COMPLEMENT CREW COMPLEMENT
1 Operator, 1 Gunner 12 Passengers 1 Operator, 1 Gunner 12 Passengers
BREAKPOINTS BREAKPOINTS
WEP MOB ENG OP HULL WEP MOB ENG OP HULL
120 115 150 135 150 100 100 135 130 140
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
35 35 40 40 30 40 40 40 40 35
INFORMATION INFORMATION
2 Jets, Jump Capable 2 Jets, Jump Capable
STANDARD CROW PRICE STANDARD GOBLIN PRICE
[G] .50 MG Turret 825 cR [G] 2 Goblin Missile Launchers 955 cR
[C] Point-Defense Machine Gun GOBLIN T2 PRICE
[G] .50 MG Turret 845 cR
[P] Point-Defense Machine Gun

41
WIDOW DROPSHIP HORNET FIGHTER

PRICE EXPERIENCE PRICE EXPERIENCE


1,035 cR 205 Exp 1,730 cR 345 Exp
MOBILITY MOBILITY
ACCELERATE BRAKE TOP SPEED MANEUVER ACCELERATE BRAKE TOP SPEED MANEUVER
100 MpT 100 MpT 335 MpT (200 Km/H) 40 200 MpT 120 MpT 835 MpT (500 Km/H) 75
PHYSICAL ATTRIBUTES CUSTOMIZATION PHYSICAL ATTRIBUTES CUSTOMIZATION
LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON
49.9 M 13.2 M 19.9 M 130.7 Tonnes 10 -- 18.0 M 11.5 M 5.3 M 19.7 Tonnes 5 12
CREW AND COMPLEMENT CREW AND COMPLEMENT
CREW COMPLEMENT CREW COMPLEMENT
1 Operator 8 Titans or 24 Passengers 1 Operator --
BREAKPOINTS BREAKPOINTS
WEP MOB ENG OP HULL WEP MOB ENG OP HULL
120 115 150 135 180 120 150 150 135 150
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
60 50 45 45 45 35 35 40 40 30
INFORMATION INFORMATION
Heavy Plating Special Rule. 3 Jets, Jump Capable 2 Jets, Jump Capable.
STANDARD HORNET PRICE
[P] 2 Linked Hornet Autocannons 1,730 cR
[P] 4 FA-A Missile Launchers

42
PHANTOM FIGHTER IMC Bomber

PRICE EXPERIENCE PRICE EXPERIENCE


1,775 cR 355 Exp 1,725 cR 345 Exp
MOBILITY MOBILITY
ACCELERATE BRAKE TOP SPEED MANEUVER ACCELERATE BRAKE TOP SPEED MANEUVER
200 MpT 120 MpT 835 MpT (500 Km/H) 65 100 MpT 60 MpT 665 MpT (400 Km/H) 30
PHYSICAL ATTRIBUTES CUSTOMIZATION PHYSICAL ATTRIBUTES CUSTOMIZATION
LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON LENGTH WIDTH HEIGHT WEIGHT SIZE WEAPON
18.6 M 9.2 M 5.8 M 20.2 Tonnes 5 12 19.2 M 20.8 M 7.6 M 71.3 Tonnes 8 12
CREW AND COMPLEMENT CREW AND COMPLEMENT
CREW COMPLEMENT CREW COMPLEMENT
1 Operator -- 1 Operator, 1 Gunner --
BREAKPOINTS BREAKPOINTS
WEP MOB ENG OP HULL WEP MOB ENG OP HULL
120 140 140 130 150 135 100 180 145 180
ARMOR ARMOR
FRONT BACK SIDE TOP BOTTOM FRONT BACK SIDE TOP BOTTOM
38 38 43 43 33 45 45 50 50 40
INFORMATION INFORMATION
2 Jets, Jump Capable. Heavy Plating Special Rule. 2 Jets
STANDARD PHANTOM PRICE STANDARD BOMBER PRICE
[P] 2 Linked Phantom Autocannons 1,775 cR [G] Phantom Autocannon 1,725 cR
[P] 4 Phantom Missile Launchers [P] 2 Bomber Bays

43
CHARACTER BESTIARY
Grunt EQUIPMENT PACKS

CHARACTERISTICS RIFLEMAN EQUIPMENT


BR STR TOU AGI WFR WFM INT PER CRG CHA LDR R-101C Carbine Hammond P2011
1 35 35 35 35 35 30 35 35 30 30 2 Frag Grenades Combat Knife
Standard Battle Dress Uniform
2 40 40 40 40 40 35 40 40 35 35
3 45 45 45 45 45 40 45 45 40 40 CQC EQUIPMENT
4 50 50 50 50 50 45 50 50 45 45 EVA-8 Shotgun Hammond P2011
5 60 60 60 60 60 55 60 60 55 55 2 Frag Grenades Combat Knife
-- -- -- -- MYTHIC CHARACTERISTICS Standard Battle Dress Uniform
PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.) ORDINANCE EQUIPMENT
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.) Archer Heavy Rocket Hammond P2011
SIZE Normal 2 Frag Grenades Combat Knife
SOLDIER TYPE TRAITS Standard Battle Dress Uniform
TRAINING: The Grunt has the Human Weaponry Racial Training at
Character Creation. LONG RANGE EQUIPMENT
Kraber-AP Sniper Rifle Hammond P2011
SQUAD UP: When making Combined Actions with other members of
2 Frag Grenades Combat Knife
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Standard Battle Dress Uniform
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions. HEAVY EQUIPMENT
Spitfire LMG Hammond P2011
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK 2 Frag Grenades Combat Knife
Easy 60 42 -- Standard Battle Dress Uniform
Normal 90 48 --
Heroic 120 52 1
Legendary 145 58 3 STANDARD BATTLE DRESS UNIFORM
Nemesis 185 64 6 HEAD ARMS CHEST LEGS
17 18 19 18

44
PILOT EQUIPMENT PACKS

CHARACTERISTICS RIFLEMAN EQUIPMENT


BR STR TOU AGI WFR WFM INT PER CRG CHA LDR R-101C Carbine Hammond P2011
1 35 30 40 40 40 30 30 30 30 30 Archer Heavy Rocket Combat Knife
2 40 35 45 45 45 35 35 35 35 35 2 Frag Grenades Cloak
3 45 40 50 50 50 40 40 40 40 40 Standard Battle Dress Uniform Jump Kit
4 50 45 55 55 55 45 45 45 45 45
5 60 55 65 65 65 55 55 55 55 55 CQB EQUIPMENT
-- -- -- -- MYTHIC CHARACTERISTICS EVA-8 Shotgun Hammond P2011
Sidewinder Combat Knife
PHYSICAL ATTRIBUTES
2 Frag Grenades Active Radar
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
Standard Battle Dress Uniform Jump Kit
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal
ASSASSIN EQUIPMENT
SOLDIER TYPE TRAITS
Smart Pistol MK5 RE-45 Autopistol
TRAINING: The Pilot has the Human Weaponry Racial Training at Sidewinder Combat Knife
Character Creation. 2 Frag Grenades Stim
SQUAD UP: When making Combined Actions with other members of Standard Battle Dress Uniform Jump Kit
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare LONG RANGE EQUIPMENT
Range Tests when taking Combined Actions. Kraber-AP Sniper Rifle Hammond P2011
Sidewinder Combat Knife
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK 2 Frag Grenades Holo-Pilot
Easy 60 42 -- Standard Battle Dress Uniform Jump Kit
Normal 90 48 --
HEAVY EQUIPMENT
Heroic 120 52 1
Spitfire LMG Hammond P2011
Legendary 145 58 3 Sidewinder Combat Knife
Nemesis 185 64 6 2 Frag Grenades A-Wall
Standard Battle Dress Uniform Jump Kit

STANDARD BATTLE DRESS UNIFORM


HEAD ARMS CHEST LEGS
17 18 19 18

45
SPYGLASS EQUIPMENT PACKS

CHARACTERISTICS RIFLEMAN EQUIPMENT


BR STR TOU AGI WFR WFM INT PER CRG CHA LDR R-101C Carbine Hammond P2011
1 20 20 20 35 30 55 50 30 30 30 2 Frag Grenades Combat Knife
2 25 25 25 40 35 60 55 35 35 35 Standard Battle Dress Uniform
3 30 30 30 45 40 65 60 40 40 40
4 35 35 35 50 45 70 65 45 45 45 CQC EQUIPMENT
5 45 45 45 60 55 80 75 55 55 55 EVA-8 Shotgun Hammond P2011
-- +2 +2 +2 MYTHIC CHARACTERISTICS 2 Frag Grenades Combat Knife
Standard Battle Dress Uniform
PHYSICAL ATTRIBUTES
HEIGHT 188 Centimeters
ORDINANCE EQUIPMENT
WEIGHT 196 Kilograms
Archer Heavy Rocket Hammond P2011
SIZE Normal
2 Frag Grenades Combat Knife
SOLDIER TYPE TRAITS
Standard Battle Dress Uniform
TRAINING: The Spyglass has the Human Weaponry Racial Training at
Character Creation. STANDARD BATTLE DRESS UNIFORM
ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like HEAD ARMS CHEST LEGS
Flashbang (X). Repair Kits must be used on Robotic Characters instead 17 18 19 18
of Medical Foam and other medical tools. Robotic Characters are
immune to Medical Effects such Special Damage. Instead, if a Robotic
Character were to take Special Damage, they take +1D10 Damage.
SQUAD UP: When making Combined Actions with other members of
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.

LEVEL EXPERIENCE PAYOUT WOUNDS LUCK


Easy 65 44 --
Normal 90 48 --
Heroic 125 54 1
Legendary 150 58 3
Nemesis 190 64 6

46
SPECTRE EQUIPMENT PACKS

CHARACTERISTICS RIFLEMAN EQUIPMENT


BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Volt Submachine Gun Hammond P2011
1 25 25 25 40 40 35 35 30 30 30 2 Frag Grenades Combat Knife
2 30 30 30 45 45 40 40 35 35 35 Standard Battle Dress Uniform
3 35 35 35 50 50 45 45 40 40 40
4 40 40 40 55 55 50 50 45 45 45 CQC EQUIPMENT
5 50 50 50 65 65 60 60 55 55 55 M1901 Mastiff Combat Shotgun Hammond P2011
-- +3 +2 +2 MYTHIC CHARACTERISTICS 2 Frag Grenades Combat Knife
Standard Battle Dress Uniform
PHYSICAL ATTRIBUTES
HEIGHT 188 Centimeters
ORDINANCE EQUIPMENT
WEIGHT 196 Kilograms
Archer Heavy Rocket Hammond P2011
SIZE Normal
2 Frag Grenades Combat Knife
SOLDIER TYPE TRAITS
Standard Battle Dress Uniform
TRAINING: The Spyglass has the Human Weaponry Racial Training at
Character Creation. LONG RANGE EQUIPMENT
ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like Double Take Sniper Rifle Hammond P2011
Flashbang (X). Repair Kits must be used on Robotic Characters instead 2 Frag Grenades Combat Knife
of Medical Foam and other medical tools. Robotic Characters are Standard Battle Dress Uniform
immune to Medical Effects such Special Damage. Instead, if a Robotic
Character were to take Special Damage, they take +1D10 Damage. HEAVY EQUIPMENT
SQUAD UP: When making Combined Actions with other members of Lastimosa Armory Assault Rifle Hammond P2011
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The 2 Frag Grenades Combat Knife
Standard Battle Dress Uniform
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.
STANDARD BATTLE DRESS UNIFORM
HEAD ARMS CHEST LEGS
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 60 44 17 18 19 18
--
Normal 90 50 --
Heroic 125 54 1
Legendary 150 60 3
Nemesis 185 66 6

47
MRVN

CHARACTERISTICS STANDARD PLATING


BR STR TOU AGI WFR WFM INT PER CRG CHA LDR HEAD ARMS CHEST LEGS
1 20 20 20 30 30 50 45 25 25 25 11 12 13 12
2 25 25 25 35 35 55 50 30 30 30
3 30 30 30 40 40 60 55 35 35 35
4 35 35 35 45 45 65 60 40 40 40
5 45 45 45 55 55 75 70 50 50 50
-- +2 +2 +2 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT 176 Centimeters
WEIGHT 176 Kilograms
SIZE Normal
SOLDIER TYPE TRAITS
ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like
Flashbang (X). Repair Kits must be used on Robotic Characters instead
of Medical Foam and other medical tools. Robotic Characters are
immune to Medical Effects such Special Damage. Instead, if a Robotic
Character were to take Special Damage, they take +1D10 Damage.

LEVEL EXPERIENCE PAYOUT WOUNDS LUCK


Easy 40 44 --
Normal 70 48 --
Heroic 105 54 1
Legendary 130 58 3
Nemesis 170 64 6

48
SIMULACRUM EQUIPMENT PACKS

CHARACTERISTICS RIFLEMAN EQUIPMENT


BR STR TOU AGI WFR WFM INT PER CRG CHA LDR R-101C Carbine Hammond P2011
1 25 25 25 35 30 35 40 30 35 30 2 Frag Grenades Combat Knife
2 30 30 30 40 35 40 45 35 40 35 Standard Battle Dress Uniform
3 35 35 35 45 40 45 50 40 45 40
4 40 40 40 50 45 50 55 45 50 45 CQC EQUIPMENT
5 50 50 50 60 55 60 65 55 60 55 EVA-8 Shotgun Hammond P2011
-- +3 +3 +2 MYTHIC CHARACTERISTICS 2 Frag Grenades Combat Knife
Standard Battle Dress Uniform
PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
ORDINANCE EQUIPMENT
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
Archer Heavy Rocket Hammond P2011
SIZE Normal
2 Frag Grenades Combat Knife
SOLDIER TYPE TRAITS
Standard Battle Dress Uniform
TRAINING: The Simulacrum has the Human Weaponry Racial Training
at Character Creation. LONG RANGE EQUIPMENT
ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like Kraber-AP Sniper Rifle Hammond P2011
Flashbang (X). Repair Kits must be used on Robotic Characters instead 2 Frag Grenades Combat Knife
of Medical Foam and other medical tools. Robotic Characters are Standard Battle Dress Uniform
immune to Medical Effects such Special Damage. Instead, if a Robotic
Character were to take Special Damage, they take +1D10 Damage. HEAVY EQUIPMENT
SQUAD UP: When making Combined Actions with other members of Spitfire LMG Hammond P2011
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The 2 Frag Grenades Combat Knife
Standard Battle Dress Uniform
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.
STANDARD BATTLE DRESS UNIFORM
HEAD ARMS CHEST LEGS
LEVEL EXPERIENCE PAYOUT WOUNDS LUCK
Easy 60 46 17 18 19 18
--
Normal 90 52 --
Heroic 120 56 1
Legendary 145 62 3
Nemesis 185 68 6

49
STALKER EQUIPMENT PACKS

CHARACTERISTICS RIFLEMAN EQUIPMENT


BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Volt Submachine Gun Hammond P2011
1 55 45 20 30 30 30 35 35 20 20 2 Frag Grenades Combat Knife
2 60 50 25 35 35 35 40 40 25 25 Standard Battle Dress Uniform
3 65 55 30 40 40 40 45 45 30 30
4 70 60 35 45 45 45 50 50 35 35 CQC EQUIPMENT
5 80 70 45 55 55 55 60 60 45 45 M1901 Mastiff Combat Shotgun Hammond P2011
-- +6 +6 -- MYTHIC CHARACTERISTICS 2 Frag Grenades Combat Knife
Standard Battle Dress Uniform
PHYSICAL ATTRIBUTES
HEIGHT 200 Centimeters
ORDINANCE EQUIPMENT
WEIGHT 345 Kilograms
Archer Heavy Rocket Hammond P2011
SIZE Normal
2 Frag Grenades Combat Knife
SOLDIER TYPE TRAITS
Standard Battle Dress Uniform
TRAINING: The Spyglass has the Human Weaponry Racial Training at
Character Creation. LONG RANGE EQUIPMENT
ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like Double Take Sniper Rifle Hammond P2011
Flashbang (X). Repair Kits must be used on Robotic Characters instead 2 Frag Grenades Combat Knife
of Medical Foam and other medical tools. Robotic Characters are Standard Battle Dress Uniform
immune to Medical Effects such Special Damage. Instead, if a Robotic
Character were to take Special Damage, they take +1D10 Damage. HEAVY EQUIPMENT
WEIGHT: Stalkers are very heavy, which reduces their ability to use Lastimosa Armory Assault Rifle Hammond P2011
Jump Kits by halving the distance a Jump Kit would allow them to 2 Frag Grenades Combat Knife
Standard Battle Dress Uniform
move. The Stalker also gains a -20 Penalty to Camouflage and Athletics
Tests if moving.
STANDARD BATTLE DRESS UNIFORM
SQUAD UP: When making Combined Actions with other members of
HEAD ARMS CHEST LEGS
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
17 18 19 18
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.

LEVEL EXPERIENCE PAYOUT WOUNDS LUCK


Easy 70 56 --
Normal 95 62 --
Heroic 130 66 1
Legendary 155 72 3
Nemesis 195 78 6

50
TICK

CHARACTERISTICS HEAVY EQUIPMENT


BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Tick Detonation
1 25 25 20 -- -- 30 55 30 -- -- Tick Armor
2 30 30 25 -- -- 35 60 35 -- --
3 35 35 30 -- -- 40 65 40 -- -- TICK ARMOR
4 40 40 35 -- -- 45 70 45 -- -- HEAD LEGS
5 50 50 45 -- -- 55 80 55 -- -- 17 19
-- +2 +2 +4 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT 120 Centimeters
WEIGHT 61.2 Kilograms
SIZE Small
SOLDIER TYPE TRAITS
CRAWLER: The Character quickly moves on four legs, ignoring
Penalties from Difficult and Dangerous Terrain.
DETONATION: The Tick is a pair of robotic legs carrying an explosive
payload. When within a few Meters from an Enemy, the Tick will
detonate. The Tick’s Detonation takes a Half Action to perform. The
Tick’s Detonation Damage can be found below.
BODY LOCATIONS: The Tick only has two Body Locations, Head and
Legs. Attacks that strike the Chest will hit the Tick’s Head and Attacks
that strike the Arms will hit the Tick’s Legs.
ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like
Flashbang (X). Repair Kits must be used on Robotic Characters instead
of Medical Foam and other medical tools. Robotic Characters are
immune to Medical Effects such Special Damage. Instead, if a Robotic
Character were to take Special Damage, they take +1D10 Damage.

LEVEL EXP PAYOUT WOUNDS LUCK COST


Easy 30 44 -- 140 cR
Normal 45 50 -- 160 cR
Heroic 70 54 -- 172 cR
Legendary 85 60 1 192 cR
Nemesis 105 66 2 211 cR

Tick Detonation [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE
Ordinance 4D10 +14 25 Blast (12), Kill (4)

51
REAPER EQUIPMENT PACKS

CHARACTERISTICS RIFLEMAN EQUIPMENT


BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Reaper Rocket Launcher
1 45 45 25 35 45 35 35 30 30 30 Reaper Armor
2 50 50 30 40 50 40 40 35 35 35
3 55 55 35 45 55 45 45 40 40 40 REAPER ARMOR
4 60 60 40 50 60 50 50 45 45 45 HEAD ARMS CHEST LEGS
5 70 70 50 60 70 60 60 55 55 55 19 21 24 21
-- +5 +3 +1 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT 400 Centimeters
WEIGHT 18 Tonnes
SIZE Hulking
SOLDIER TYPE TRAITS
STOMP: To figure the Melee Stomp Attack, you add the Reaper’s
Weight in Tonnes, Strength Modifier, and Mythic Strength together.
ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like
Flashbang (X). Repair Kits must be used on Robotic Characters instead
of Medical Foam and other medical tools. Robotic Characters are
immune to Medical Effects such Special Damage. Instead, if a Robotic
Character were to take Special Damage, they take +1D10 Damage.
SQUAD UP: When making Combined Actions with other members of
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.
MELEE
UNARMED PUNCH STOMP
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule

LEVEL EXPERIENCE PAYOUT WOUNDS LUCK


Easy 110 78 --
Normal 130 88 --
Heroic 165 92 1
Legendary 185 102 3
Nemesis 220 112 6

[TH] [HW] Reaper Rocket Launcher Auto (6) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Energy 3D10 +9 14 36 20m-200m Energy Cell 101 11
Cauterize Special Rule. Blast (4), Kill (1). WEIGHT (KG): 31.0

52
PILOT SENTRY EQUIPMENT PACKS

CHARACTERISTICS RIFLEMAN EQUIPMENT


BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Pilot Sentry Turret
1 25 25 15 45 -- 30 55 30 -- -- Sentry Armor
2 30 30 20 50 -- 35 60 35 -- --
3 35 35 25 55 -- 40 65 40 -- -- SENTRY ARMOR
4 40 40 30 60 -- 45 70 45 -- -- HEAD LEGS
5 50 50 40 70 -- 55 80 55 -- -- 19 21
-- +1 +1 +3 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT 122 Centimeters
WEIGHT 130 Kilograms
SIZE Small
SOLDIER TYPE TRAITS
TURRET: The Sentry is a walking turret. The Sentry is able to make
Attacks and take Movement Actions without receiving Penalties. The
weapon profile of the turret used can be found below.
BODY LOCATIONS: The Sentry only has two Body Locations, Head and
Legs. Attacks that strike the Chest will hit the Sentry’s Head and
Attacks that strike the Arms will hit the Sentry’s Legs.
CRAWLER: The Character quickly moves on four legs, ignoring
Penalties from Difficult and Dangerous Terrain.
ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like
Flashbang (X). Repair Kits must be used on Robotic Characters instead
of Medical Foam and other medical tools. Robotic Characters are
immune to Medical Effects such Special Damage. Instead, if a Robotic
Character were to take Special Damage, they take +1D10 Damage.
SQUAD UP: When making Combined Actions with other members of
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.

LEVEL EXP PAYOUT WOUNDS LUCK COST


Easy 45 42 -- 143 cR
Normal 60 48 -- 157 cR
Heroic 85 52 -- 166 cR
Legendary 105 58 1 180 cR
Nemesis 130 64 2 193 cR

[TH] [HW] Pilot Sentry Turret Auto (8) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION RELOAD
LMG 3D10 +8 13 80 40m-750m 7.62x51mm 11

53
TITAN SENTRY EQUIPMENT PACKS

CHARACTERISTICS RIFLEMAN EQUIPMENT


BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Titan Sentry Launcher
1 25 25 15 45 -- 30 55 30 -- -- Sentry Armor
2 30 30 20 50 -- 35 60 35 -- --
3 35 35 25 55 -- 40 65 40 -- -- SENTRY ARMOR
4 40 40 30 60 -- 45 70 45 -- -- HEAD LEGS
5 50 50 40 70 -- 55 80 55 -- -- 19 21
-- +1 +1 +3 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT 122 Centimeters
WEIGHT 130 Kilograms
SIZE Small
SOLDIER TYPE TRAITS
TURRET: The Sentry is a walking turret. The Sentry is able to make
Attacks and take Movement Actions without receiving Penalties. The
weapon profile of the turret used can be found below.
BODY LOCATIONS: The Sentry only has two Body Locations, Head and
Legs. Attacks that strike the Chest will hit the Sentry’s Head and
Attacks that strike the Arms will hit the Sentry’s Legs.
CRAWLER: The Character quickly moves on four legs, ignoring
Penalties from Difficult and Dangerous Terrain.
ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like
Flashbang (X). Repair Kits must be used on Robotic Characters instead
of Medical Foam and other medical tools. Robotic Characters are
immune to Medical Effects such Special Damage. Instead, if a Robotic
Character were to take Special Damage, they take +1D10 Damage.
SQUAD UP: When making Combined Actions with other members of
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.

LEVEL EXP PAYOUT WOUNDS LUCK COST


Easy 45 42 -- 195 cR
Normal 60 48 -- 209 cR
Heroic 85 52 -- 218 cR
Legendary 105 58 1 231 cR
Nemesis 130 64 2 245 cR

[TH] [HW] Titan Sentry Launcher Auto (6) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION RELOAD
Energy 3D10 +9 14 36 20m-200m Energy Cell 11
Cauterize Special Rule. Blast (4), Kill (1).

54
ROCKET SENTRY EQUIPMENT PACKS

CHARACTERISTICS RIFLEMAN EQUIPMENT


BR STR TOU AGI WFR WFM INT PER CRG CHA LDR Rocket Sentry Launcher
1 25 25 15 45 -- 30 55 30 -- -- Sentry Armor
2 30 30 20 50 -- 35 60 35 -- --
3 35 35 25 55 -- 40 65 40 -- -- SENTRY ARMOR
4 40 40 30 60 -- 45 70 45 -- -- HEAD LEGS
5 50 50 40 70 -- 55 80 55 -- -- 19 21
-- +1 +1 +3 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT 122 Centimeters
WEIGHT 130 Kilograms
SIZE Small
SOLDIER TYPE TRAITS
TURRET: The Sentry is a walking turret. The Sentry is able to make
Attacks and take Movement Actions without receiving Penalties. The
weapon profile of the turret used can be found below.
BODY LOCATIONS: The Sentry only has two Body Locations, Head and
Legs. Attacks that strike the Chest will hit the Sentry’s Head and
Attacks that strike the Arms will hit the Sentry’s Legs.
CRAWLER: The Character quickly moves on four legs, ignoring
Penalties from Difficult and Dangerous Terrain.
ROBOTIC: The Character is Robotic, treating EMP (X) Special Rule like
Flashbang (X). Repair Kits must be used on Robotic Characters instead
of Medical Foam and other medical tools. Robotic Characters are
immune to Medical Effects such Special Damage. Instead, if a Robotic
Character were to take Special Damage, they take +1D10 Damage.
SQUAD UP: When making Combined Actions with other members of
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.

LEVEL EXP PAYOUT WOUNDS LUCK COST


Easy 45 42 -- 184 cR
Normal 60 48 -- 190 cR
Heroic 85 52 -- 207 cR
Legendary 105 58 1 220 cR
Nemesis 130 64 2 234 cR

[TH] [HW] Sidewinder Semi-Auto (3) [UD]


TYPE DAMAGE ROLL BASE DAMAGE PIERCING MAGAZINE RANGE AMMUNITION cR RELOAD
Rocket Launcher 3D10 +9 12 36 35m-200m 20mm Micro 90 11
Blast (5), Kill (2).

55
TITAN BESTIARY

EXPEDITION-CLASS TITAN TITAN BUILD 1


CORE
Burst Core
CHASSIS

WEAPON
XO-16A2 Chaingun
TACTICAL ABILITY 1 TACTICAL ABILITY 2
Multi-Target Missile System Electric Smoke Launcher
DEFENSIVE ABILITY
Vortex Shield
TITAN KIT 1 TITAN KIT 2
Turbo Engine Regen Booster
TITAN PLATING
Standard Plating

PRICE EXPERIENCE
1,285 cR 255 Exp
CHARACTERISTICS
STR AGI WFR WFM INT PER
65 35 55 65 35 45
+8 +6 MYTHIC CHARACTERISTICS
MOBILITY
DASH JUMP LEAP
10 Meters, 2 Dashes 5 Meters 15 Meters
PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8.2 M 2.8 M 2.3 M 40 Tonnes +5 Massive TITAN BUILD 2
MELEE CORE
UNARMED PUNCH STOMP Burst Core
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule CHASSIS
BREAKPOINTS
WEP MOB ENG OP HULL WEAPON
100 135 135 120 120 40mm Cannon
ARMOR TACTICAL ABILITY 1 TACTICAL ABILITY 2
FRONT BACK SIDE TOP BOTTOM Tracker Rockets Firewall
52 52 52 49 47 DEFENSIVE ABILITY
ENERGY SHIELD Particle Wall
SHIELD INTEGRITY DELAY RECHARGE RATE TITAN KIT 1 TITAN KIT 2
200 5 50 Assault Chip Nuclear Ejection
TITAN TRAITS TITAN PLATING
Neural Interface and All-Terrain Special Rules. Standard Plating

56
GLOBE-CLASS TITAN TITAN BUILD 1
CORE
Damage Core
CHASSIS

WEAPON
XO-16 Chaingun
TACTICAL ABILITY 1 TACTICAL ABILITY 2
Rocket Salvo Reinforced Shield
DEFENSIVE ABILITY
Vortex Shield
TITAN KIT 1 TITAN KIT 2
Overcore Assault Chip
TITAN PLATING
Standard Plating

PRICE EXPERIENCE
1,245 cR 250 Exp
CHARACTERISTICS
STR AGI WFR WFM INT PER
55 45 55 65 35 45
+10 +4 MYTHIC CHARACTERISTICS
MOBILITY
DASH JUMP LEAP
10 Meters, 2 Dashes 5 Meters 15 Meters
PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8M 2.7 M 2.1 M 25 Tonnes +5 Massive TITAN BUILD 2
MELEE CORE
UNARMED PUNCH STOMP Damage Core
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule CHASSIS
BREAKPOINTS
WEP MOB ENG OP HULL WEAPON
100 150 150 120 135 40mm Cannon
ARMOR TACTICAL ABILITY 1 TACTICAL ABILITY 2
FRONT BACK SIDE TOP BOTTOM Tracking Rockets Launcher Laser Shot
50 50 50 47 45 DEFENSIVE ABILITY
ENERGY SHIELD Particle Wall
SHIELD INTEGRITY DELAY RECHARGE RATE TITAN KIT 1 TITAN KIT 2
200 5 50 Refraction Lens Turbo Engine
TITAN TRAITS TITAN PLATING
Neural Interface and All-Terrain Special Rules. Standard Plating

57
AMBLER-CLASS TITAN TITAN BUILD 1
CORE
Dash Core
CHASSIS
Atlas Chassis
WEAPON
Quad Rocket
TACTICAL ABILITY 1 TACTICAL ABILITY 2
Electric Smoke Rocket Salvo
DEFENSIVE ABILITY
Vortex Shield
TITAN KIT 1 TITAN KIT 2
Nuclear Ejection Power Cell
TITAN PLATING
Standard Plating

PRICE EXPERIENCE
1,245 cR 250 Exp
CHARACTERISTICS
STR AGI WFR WFM INT PER
55 45 55 65 35 45
+10 +4 MYTHIC CHARACTERISTICS
MOBILITY
DASH JUMP LEAP
10 Meters, 2 Dashes 5 Meters 15 Meters
PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8M 2.7 M 2.1 M 25 Tonnes +5 Massive TITAN BUILD 2
MELEE CORE
UNARMED PUNCH STOMP Dash Core
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule CHASSIS
BREAKPOINTS Atlas Chassis
WEP MOB ENG OP HULL WEAPON
100 150 150 120 135 Broadsword
ARMOR TACTICAL ABILITY 1 TACTICAL ABILITY 2
FRONT BACK SIDE TOP BOTTOM Phase Dash Reinforced Shield
50 50 50 47 45 DEFENSIVE ABILITY
ENERGY SHIELD Thermal Shield
SHIELD INTEGRITY DELAY RECHARGE RATE TITAN KIT 1 TITAN KIT 2
200 5 50 Pile Bunkers Advanced Joints
TITAN TRAITS TITAN PLATING
Neural Interface and All-Terrain Special Rules. Standard Plating

58
SCORCH-CLASS TITAN TITAN BUILD 1
CORE
Flame Core
CHASSIS
Ogre Chassis
WEAPON
40mm Tracker Cannon
TACTICAL ABILITY 1 TACTICAL ABILITY 2
Incendiary Trap Firewall
DEFENSIVE ABILITY
Thermal Shield
TITAN KIT 1 TITAN KIT 2
Threat Optics Overcore
TITAN PLATING
Standard Plating

PRICE EXPERIENCE
1,465 cR 295 Exp
CHARACTERISTICS
STR AGI WFR WFM INT PER
65 25 55 65 35 45
+13 +2 MYTHIC CHARACTERISTICS
MOBILITY
DASH JUMP LEAP
8 Meters, 1 Dash 5 Meters 10 Meters
PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8.5 M 2.9 M 2.2 M 53 Tonnes +5 Massive TITAN BUILD 2
MELEE CORE
UNARMED PUNCH STOMP Flame Core
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule CHASSIS
BREAKPOINTS Ogre Chassis
WEP MOB ENG OP HULL WEAPON
100 180 180 120 165 T-203 Thermite Launcher
ARMOR TACTICAL ABILITY 1 TACTICAL ABILITY 2
FRONT BACK SIDE TOP BOTTOM Firewall Rearm
55 55 55 52 50 DEFENSIVE ABILITY
ENERGY SHIELD Particle Wall
SHIELD INTEGRITY DELAY RECHARGE RATE TITAN KIT 1 TITAN KIT 2
200 5 50 Power Cell Shield Bolster
TITAN TRAITS TITAN PLATING
Neural Interface and All-Terrain Special Rules. Standard Plating

59
NORTHSTAR-CLASS TITAN TITAN BUILD 1
CORE
Flight Core
CHASSIS
Stryder Chassis
WEAPON
Quad Rocket
TACTICAL ABILITY 1 TACTICAL ABILITY 2
Cluster Missile VTOL Hover
DEFENSIVE ABILITY
Tether Trap
TITAN KIT 1 TITAN KIT 2
Survivor Viper Thrusters
TITAN PLATING
Standard Plating

PRICE EXPERIENCE
1,245 cR 250 Exp
CHARACTERISTICS
STR AGI WFR WFM INT PER
55 45 55 65 35 45
+10 +4 MYTHIC CHARACTERISTICS
MOBILITY
DASH JUMP LEAP
10 Meters, 2 Dashes 5 Meters 15 Meters
PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8M 2.7 M 2.1 M 25 Tonnes +5 Massive TITAN BUILD 2
MELEE CORE
UNARMED PUNCH STOMP Flight Core
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule CHASSIS
BREAKPOINTS Stryder Chassis
WEP MOB ENG OP HULL WEAPON
100 150 150 120 135 PR-01 Plasma Railgun
ARMOR TACTICAL ABILITY 1 TACTICAL ABILITY 2
FRONT BACK SIDE TOP BOTTOM Rocket Salvo Tripwire
50 50 50 47 45 DEFENSIVE ABILITY
ENERGY SHIELD Energy Siphon
SHIELD INTEGRITY DELAY RECHARGE RATE TITAN KIT 1 TITAN KIT 2
200 5 50 Piercing Shot Stealth Auto-Eject
TITAN TRAITS TITAN PLATING
Neural Interface and All-Terrain Special Rules. Standard Plating

60
ION-CLASS TITAN TITAN BUILD 1
CORE
Laser Core
CHASSIS
Atlas Chassis
WEAPON
Splitter Particle Accelerator Rifle
TACTICAL ABILITY 1 TACTICAL ABILITY 2
Laser Shot Tripwire
DEFENSIVE ABILITY
Vortex Shield
TITAN KIT 1 TITAN KIT 2
Refraction Lens Piercing Shot
TITAN PLATING
Standard Plating

PRICE EXPERIENCE
1,245 cR 250 Exp
CHARACTERISTICS
STR AGI WFR WFM INT PER
55 45 55 65 35 45
+10 +4 MYTHIC CHARACTERISTICS
MOBILITY
DASH JUMP LEAP
10 Meters, 2 Dashes 5 Meters 15 Meters
PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8M 2.7 M 2.1 M 25 Tonnes +5 Massive TITAN BUILD 2
MELEE CORE
UNARMED PUNCH STOMP Laser Core
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule CHASSIS
BREAKPOINTS Atlas Chassis
WEP MOB ENG OP HULL WEAPON
100 150 150 120 135 Arc Cannon
ARMOR TACTICAL ABILITY 1 TACTICAL ABILITY 2
FRONT BACK SIDE TOP BOTTOM VTOL Hover Rearm
50 50 50 47 45 DEFENSIVE ABILITY
ENERGY SHIELD Thermal Shield
SHIELD INTEGRITY DELAY RECHARGE RATE TITAN KIT 1 TITAN KIT 2
200 5 50 Refraction Lens Power Cell
TITAN TRAITS TITAN PLATING
Neural Interface and All-Terrain Special Rules. Standard Plating

61
TONE-CLASS TITAN TITAN BUILD 1
CORE
Salvo Core
CHASSIS
Atlas Chassis
WEAPON
40mm Tracker Cannon
TACTICAL ABILITY 1 TACTICAL ABILITY 2
Tracker Rockets Sonar Lock
DEFENSIVE ABILITY
Particle Wall
TITAN KIT 1 TITAN KIT 2
Nuclear Ejection Threat Optics
TITAN PLATING
Standard Plating

PRICE EXPERIENCE
1,245 cR 250 Exp
CHARACTERISTICS
STR AGI WFR WFM INT PER
55 45 55 65 35 45
+10 +4 MYTHIC CHARACTERISTICS
MOBILITY
DASH JUMP LEAP
10 Meters, 2 Dashes 5 Meters 15 Meters
PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8M 2.7 M 2.1 M 25 Tonnes +5 Massive TITAN BUILD 2
MELEE CORE
UNARMED PUNCH STOMP Salvo Core
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule CHASSIS
BREAKPOINTS Atlas Chassis
WEP MOB ENG OP HULL WEAPON
100 150 150 120 135 Leadwall
ARMOR TACTICAL ABILITY 1 TACTICAL ABILITY 2
FRONT BACK SIDE TOP BOTTOM VTOL Hover Rearm
50 50 50 47 45 DEFENSIVE ABILITY
ENERGY SHIELD Vortex Shield
SHIELD INTEGRITY DELAY RECHARGE RATE TITAN KIT 1 TITAN KIT 2
200 5 50 Threat Optic Advanced Joints
TITAN TRAITS TITAN PLATING
Neural Interface and All-Terrain Special Rules. Standard Plating

62
DESTROYER-CLASS TITAN TITAN BUILD 1
CORE
Shield Core
CHASSIS
Ogre Chassis
WEAPON
Quad Rockets
TACTICAL ABILITY 1 TACTICAL ABILITY 2
Rocket Salvo Tracker Rockets
DEFENSIVE ABILITY
Particle Wall
TITAN KIT 1 TITAN KIT 2
Overcore Shield Bolster
TITAN PLATING
Standard Plating

PRICE EXPERIENCE
1,465 cR 295 Exp
CHARACTERISTICS
STR AGI WFR WFM INT PER
65 25 55 65 35 45
+13 +2 MYTHIC CHARACTERISTICS
MOBILITY
DASH JUMP LEAP
8 Meters, 1 Dash 5 Meters 10 Meters
PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8.5 M 2.9 M 2.2 M 53 Tonnes +5 Massive TITAN BUILD 2
MELEE CORE
UNARMED PUNCH STOMP Shield Core
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule CHASSIS
BREAKPOINTS Ogre Chassis
WEP MOB ENG OP HULL WEAPON
100 180 180 120 165 Maul
ARMOR TACTICAL ABILITY 1 TACTICAL ABILITY 2
FRONT BACK SIDE TOP BOTTOM Cluster Missile Arc Wave
55 55 55 52 50 DEFENSIVE ABILITY
ENERGY SHIELD Tether Trap
SHIELD INTEGRITY DELAY RECHARGE RATE TITAN KIT 1 TITAN KIT 2
200 5 50 Advanced Joints Pile Bunkers
TITAN TRAITS TITAN PLATING
Neural Interface and All-Terrain Special Rules. Standard Plating

63
LEGION-CLASS TITAN TITAN BUILD 1
CORE
Smart Core
CHASSIS
Ogre Chassis
WEAPON
Predator Cannon
TACTICAL ABILITY 1 TACTICAL ABILITY 2
Electric Smoke Launcher Rocket Salvo
DEFENSIVE ABILITY
Particle Wall
TITAN KIT 1 TITAN KIT 2
Survivor Counter Ready
TITAN PLATING
Standard Plating

PRICE EXPERIENCE
1,465 cR 295 Exp
CHARACTERISTICS
STR AGI WFR WFM INT PER
65 25 55 65 35 45
+13 +2 MYTHIC CHARACTERISTICS
MOBILITY
DASH JUMP LEAP
8 Meters, 1 Dash 5 Meters 10 Meters
PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8.5 M 2.9 M 2.2 M 53 Tonnes +5 Massive TITAN BUILD 2
MELEE CORE
UNARMED PUNCH STOMP Smart Core
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule CHASSIS
BREAKPOINTS Ogre Chassis
WEP MOB ENG OP HULL WEAPON
100 180 180 120 165 PR-01 Predator Cannon
ARMOR TACTICAL ABILITY 1 TACTICAL ABILITY 2
FRONT BACK SIDE TOP BOTTOM Reinforced Shield Incendiary Trap
55 55 55 52 50 DEFENSIVE ABILITY
ENERGY SHIELD Vortex Shield
SHIELD INTEGRITY DELAY RECHARGE RATE TITAN KIT 1 TITAN KIT 2
200 5 50 Pile Bunkers Advanced Joints
TITAN TRAITS TITAN PLATING
Neural Interface and All-Terrain Special Rules. Standard Plating

64
RONIN-CLASS TITAN TITAN BUILD 1
CORE
Sword Core
CHASSIS
Stryder Chassis
WEAPON
Broadsword
TACTICAL ABILITY 1 TACTICAL ABILITY 2
Phase Dash Arc Wave
DEFENSIVE ABILITY
Tether Trap
TITAN KIT 1 TITAN KIT 2
Turbo Engine Viper Thrusters
TITAN PLATING
Standard Plating

PRICE EXPERIENCE
1,245 cR 250 Exp
CHARACTERISTICS
STR AGI WFR WFM INT PER
55 45 55 65 35 45
+10 +4 MYTHIC CHARACTERISTICS
MOBILITY
DASH JUMP LEAP
10 Meters, 2 Dashes 5 Meters 15 Meters
PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8M 2.7 M 2.1 M 25 Tonnes +5 Massive TITAN BUILD 2
MELEE CORE
UNARMED PUNCH STOMP Sword Core
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule CHASSIS
BREAKPOINTS Stryder Chassis
WEP MOB ENG OP HULL WEAPON
100 150 150 120 135 Triple Threat Grenade Launcher
ARMOR TACTICAL ABILITY 1 TACTICAL ABILITY 2
FRONT BACK SIDE TOP BOTTOM Tracker Rockets Sonar Lock
50 50 50 47 45 DEFENSIVE ABILITY
ENERGY SHIELD Particle Wall
SHIELD INTEGRITY DELAY RECHARGE RATE TITAN KIT 1 TITAN KIT 2
200 5 50 Threat Optics Power Cell
TITAN TRAITS TITAN PLATING
Neural Interface and All-Terrain Special Rules. Standard Plating

65
MONARCH-CLASS TITAN TITAN BUILD 1
CORE
Upgrade Core
CHASSIS
Vanguard Chassis
WEAPON
XO-16A2 Chaingun
TACTICAL ABILITY 1 TACTICAL ABILITY 2
Rearm Multi-Target Missile System
DEFENSIVE ABILITY
Energy Siphon
TITAN KIT 1 TITAN KIT 2
Regen Booster Entangled Energy
TITAN PLATING
Standard Plating

PRICE EXPERIENCE
1,285 cR 255 Exp
CHARACTERISTICS
STR AGI WFR WFM INT PER
65 35 55 65 35 45
+8 +6 MYTHIC CHARACTERISTICS
MOBILITY
DASH JUMP LEAP
10 Meters, 2 Dashes 5 Meters 15 Meters
PHYSICAL ATTRIBUTES
HEIGHT WIDTH LENGTH WEIGHT REACH SIZE
8.2 M 2.8 M 2.3 M 40 Tonnes +5 Massive TITAN BUILD 2
MELEE CORE
UNARMED PUNCH STOMP Upgrade Core
3D10 + (Strength Modifier *2) 4D10 + (Stomp), Slow Special Rule CHASSIS
BREAKPOINTS Vanguard Chassis
WEP MOB ENG OP HULL WEAPON
100 135 135 120 120 Arc Cannon
ARMOR TACTICAL ABILITY 1 TACTICAL ABILITY 2
FRONT BACK SIDE TOP BOTTOM Rocket Salvo Tripwire
52 52 52 49 47 DEFENSIVE ABILITY
ENERGY SHIELD Vortex Shield
SHIELD INTEGRITY DELAY RECHARGE RATE TITAN KIT 1 TITAN KIT 2
200 5 50 Power Cell Overcore
TITAN TRAITS TITAN PLATING
Neural Interface and All-Terrain Special Rules. Standard Plating

66

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy