Frontier
Frontier
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
LIMITED PACKS
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
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] 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
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
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
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
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
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
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
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
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.
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.
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
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] 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
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] 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
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.
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.
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.
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.
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
16
INFANTRY ARMOR
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
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.
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
26
PILOT UTILITIES
TITAN EQUIPMENT
27
DRONES
SEARCH DRONE MAINTENANCE DRONE
28
WAR DOG
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.
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
33
STRYDER CHASSIS VANGUARD CHASSIS
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
CORE ABILITY
36
TACTICAL ABILITY
DEFENSIVE ABILITY
37
TITAN KITS
PLATING TYPE
38
VEHICLES
GREMLIN PALADIN TANK
39
SAMPSON TRUCK FORKLIFT
40
FLYING VEHICLES
CROW DROPSHIP GOBLIN DROPSHIP
41
WIDOW DROPSHIP HORNET FIGHTER
42
PHANTOM FIGHTER IMC Bomber
43
CHARACTER BESTIARY
Grunt EQUIPMENT PACKS
44
PILOT EQUIPMENT PACKS
45
SPYGLASS EQUIPMENT PACKS
46
SPECTRE EQUIPMENT PACKS
47
MRVN
48
SIMULACRUM EQUIPMENT PACKS
49
STALKER EQUIPMENT PACKS
50
TICK
51
REAPER EQUIPMENT PACKS
52
PILOT SENTRY EQUIPMENT PACKS
53
TITAN SENTRY EQUIPMENT PACKS
54
ROCKET SENTRY EQUIPMENT PACKS
55
TITAN BESTIARY
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