D T A 1a 5 Naimon

Details

Detail Category Entry
Designation: D-Titan-A 1st Auxiliary Command "Naimon"
Class: D-Titan Assault-Type
Pilot: Remy Fabien Awala

Characteristics

D-Titan Characteristics
Name Value Bonus Upgrade Modifiers
Weapon Skill 40 4 -
Ballistic Skill 70 7 -
Strength 35 3 -
Toughness 40 4 -
Agility 55 5 Agility 3 -
Perception 40 4 -

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Body Parts

Body Parts
Body Part Hit Locations AP Wounds Qualities
Head 1 – 10 7 13
Right Arm 11 – 20 7 15
Left Arm 21 – 30 7 15
Body 31 – 50 9 17 Ablative (5)
Right Leg 71 – 85 7 15
Left Leg 86 – 100 7 15

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Movement Speed

Movement Speed
Movement Type Half Move Full Move Charge Run
Normal 10 20 30 60
Normal (Flight) 10 20 30 60
Strategic 2 5 7 10
Strategic (Flight) 2 5 7 10

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Traits

Trait Subtitle Effect
Ablative Shell - The unit possesses an Ablative (5) Quality on the Body Location.
AC Cockpit Core Block, Durable, Reliable The unit is designed to use an AC Suit as a Cockpit. This has multiple effects, detailed below. It is only killed if the body is destroyed. If the head is destroyed, then it is rendered blind; on the pilot's turn they may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km.
- Core Block The unit is only killed if the body is destroyed; removing the head merely blinds it. In this situation, on their turn the pilot may test Awareness as a Free Action to remove blindness penalties against targets within 30dm/3km.
- Durable Damage to the pilot from Cockpit breaches are halved.
- Reliable The unit never has any ejection problems; the pilot is always assumed to have ejected and landed 1d10km away. Assuming the unit has not been breached, it may then move under its own power; it counts as AB 2.
Booster Module - The unit possesses the Flight (AB) and Hoverer (AB) Traits.
Machine - This unit is a Machine. It does not suffer from the effects of a vacuum or extreme cold, does not need to breathe, and is unaffected by mind-influencing mental attacks, and its AP counts towards fire damage.
Modular Frame - This unit is designed for flexibility and modular construction; all Module Upgrades cost one SUP less.
Weapon Loadout Medium - This unit may equip any type of weapon except for Heavy Weapons. Furthermore, the unit has a small pool of free weapons. Every battle, the unit has access to one copy of each free weapon; this weapon may be deployed with the unit, or stored in a Port for mid-battle deployment.
- Close Combat This unit has free access to the following Melee Weapons: Hyper Knife.
- Primary This unit has free access to the following Basic Weapons: Masgun, Mascarbine, Rail Assault Rifle, Rail Carbine.
- Sidearm This unit has free access to the following Pistols: Hellpistol, Maspistol, Railpistol.

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Loadout

Advancements

Advancements
Advancement Level
Agility 3
Durability 3
Strength 0

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Head

Head
Component Slot Component
Sensor Package 1 T-Sat Network

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Body

Body
Component Slot Component
Tertiary Weapons Flash Cannon
Conventional Defense -
Esoteric Defense Kinetic Barriers
Pilot Computer Sniper-T System
AI Sniper AI

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Arms

Arms
Component Slot Component (Left Arm) Component (Right Arm)
Actuators -
Shoulders Bulk Container Bulk Container
Arms A Dock A Dock
Hands Grip Enhancer Grip Enhancer

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Legs

Legs
Component Slot Component
Actuators -
Legs Enhanced Latency Facilitators

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Upgrades

STRUCTURAL UPGRADES
Name Subname Effect
Basic Upgrades
Agility 3 You increase your Agility by 5 for a total of +15 base.
Durability 3 'You increase your AP and Wounds by 1 in all areas, for a total of +3 base.
AC Suit mods Care Mod, Command Mod, Defense Locker, Enviroseal, OTIS II, Safe Port, Survival Mods Whenever you purchase this upgrade, choose one of the upgrades below. You may purchase this upgrade multiple times, although upgrades which may be taken multiple times will be marked with a number.
- Care Mod (1-2) The first X times your OD uses the Remote Care talent on you per battle, it becomes a Free Action instead.
- Command Mod You gain a free Half Action per round which may be used only to activate Formations, Tactics or issue orders (eg. The command skill).
- Defense Locker You gain a locker containing up to 6 RP worth of P-Scale Equipment. It is only large enough to accommodate one suit of unmodified armour, two unmodified weapons, 4 ammo clips and 2-3 other items.
- Enviroseal You gain an emergency secondary seal that deploys in the case of a cockpit breach in space or underwater.
- OTIS II (1-2) The first X times your OD uses the Precision Targeting talent on you per battle, it becomes a Free Action instead.
- Reference Mod You gain a comprehensive computer database that may be accessed through the AC Suit's systems. So long you're in the Suit, you're treated as being trained in all Common and Scholastic Lores, but using Lores that you're not trained in naturally takes one hour per use, minus 5 minutes per Degree of Success. If you are trained in the skill, then as normal but you gain a +10 bonus instead.
- Safe Port You gain a small, heavily reinforced compartment within your AC Suit, in which you may store one item no less than a metre long and wide. Items in this port are almost guaranteed to survive any damage to the Suit, and are useful for storing mementos or items to which you are highly attached.
- Survival Mods Your AC Suit is outfitted with an emergency supplies intended to keep you alive. It includes a two-week food and water ration, a portable solar generator, an emergency beacon, a UN Survival Kit, and a medikit with a single shot of biogel. Furthermore, assuming it is not damaged, your AC Suit systems can now sustain breathable atmosphere indefinitely.
Sensors
Raven Sensors - You gain +5 Perception, and reduce penalties to hit due to size by 10.
Scope Array - You gain +5 Perception; when using the Full Aim action, you may sacrifice your bonus to negate all penalties to your ranged attack.
T-Sat Network - you gain +10 to Awareness and Unnatural Perception (2) (expands vision radius).
True Sight System - You negate penalties from Low Light and Smoke/Fog. You halve penalties from Darkness.
Tertiary Defenses
Bakelite Sprayer - You gain a two-shot, assault (10dm/1km) range bakelite sprayer that may be fired as a Half Action; any target struck by the sprayer loses 1d5 Agility for 1d10 rounds, which stacks. This may be dodged as usual.
Harken Blades - You gain an assault (10dm/1km) range pair of Harken Blades. Harken Blades may ensnare an enemy limb with a half action Called Shot WS test; entangled arms may not be used, whilst entangled legs force the target to pass a free Strength test in order to move away from you; they also apply a -10 penalty to dodges (-20 for both legs). An entangled target may test Strength as a Half Action to break free. Harken attacks may be dodged as normal.
Flash Cannon - You gain a special one-use array which emits an Assault (10dm/1km) range cone flash as a half action. All enemies with the Machine trait or comparable reliance on electronics must test Toughness; on a failure they are blinded and deafened for 1d5 rounds.
M-Vulcans - You gain an Assault (10dm/1km) range mega vulcan embankment, which counts as a -/-/10 2d5+2I pistol with the Storm Quality. It may be fired as a Free Action, but does not restrict you from making other attack actions on your turn. The M-Vulcans have effectively unlimited ammo and may not Fury.
Smoke Launcher - You gain a single-use smoke launcher with a range of Medium (60dm/6km) and the Blind (5) Quality. It may be used as a Half Action.
Striker Missiles - You gain a Long (100dm/10km), -/-/10 1d10+3x Pen 2 pistol-class missile pack, which comes with five uses; it may be fired as a half action. If you have 2 or more uses left, you may perform a Missile Dump, granting the attack the Storm Quality, +1 damage per use remaining and the Blast (uses) Quality; however, all uses are then immediately expended.
Conventional Defenses
Esoteric Defenses
Kinetic Barriers - You gain a Deflection Rating of 40%, which may deflect any type of attack except for Blast attacks; you may test Deflection without sacrificing your opportunity to dodge or parry. As a Full Action, you may increase the Rating to 80%, or expand its bubble to cover all adjacent squares; in either case, the Barrier now works against Blast attack. Disruption, AT Penetration, Positron, Neutralisation and other effects which negate or affect Deflection work as normal on Kinetic Barriers.
Pilot Computer
Mk2 Core - You gain +5 WS and BS.
Pilot Map System - You gain +10 WS.
Sniper-T System - You gain +10 BS.
AI
Basic Thruster AI - AI with 40/40 WS/BS. Possesses only weapon skill talents, is trained in Athletics, Awareness, Parry, Dodge.
Enhanced Thruster AI - AI with 45/45 WS/BS. Possesses the Rapid Reload and Combat Master talents, is trained in Athletics, Awareness, Parry+10, Dodge+10.
Fencer AI - AI with 50/40 WS/BS. Possesses the Swift Attack and Wall of Steel talents, is trained in Athletics, Awareness, Parry+20, Dodge.
Sniper AI - AI with 40/50 WS/BS. Possesses the Marksman and Deadeye Shot talents, is trained in Athletics, Awareness, Parry, Dodge+20.
Arm Actuators
Shoulders
Sensor Dock MAGI-RMD, Mark Array Whenever you purchase this upgrade, choose one of the upgrades below. You may purchase one of each upgrade, but a Superheavy only has two Shoulder Slots at any given time.
- MAGI-RMD MAGI rolls made on a target within Medium Range (60dm/6km) of a MAGI-RMD take a +20 bonus. Furthermore, as a Full Action you may perform a MAGI scan on a target within Medium Range, but you do not gain the +20 bonus.
- Mark Array As a Half Action, you may hit an enemy body part of your choosing with a marker. All allies receive a +10 bonus to BS against that target until the start of your next turn. If a single body part is struck three times with a markerlight in the same turn, then Called Shots against that location are nulled, and any Horde attacks against that target automatically hit that body part.
Storage Dock A Dock, B Dock Whenever you purchase this upgrade, choose one of the upgrades below. Each upgrade may be purchased multiple times, but a Superheavy only has two Shoulder Slots at any given time.
- A Dock A Docks hold one Compact Weapon or a single clip of ammo. They may also hold items of comparable size such as an AC Suit or an Entry Plug safely.
- B Dock B Docks hold one Basic or One-Handed Melee Weapon, or up to two clips of ammo.
- Bulk Container Takes up both slots. The Bulk Container may hold a single Heavy or Two-Handed Weapon or four ammo clips. It may also instead hold one E-Scale Gear item from the Heavy List.
Weapon Dock Disposable Launcher, Impact Bolt, Smoke Launcher, Striker Missiles Whenever you purchase this upgrade, choose one of the upgrades below. Each upgrade may be purchased multiple times, but a Superheavy only has two Shoulder Slots at any given time.
- Disposable Launcher The Disposable Launcher acts as a one-shot Tactical Bazooka that may be fired as a Half Action.
- Impact Bolt The Impact Bolt requires a Full Action to charge, and must be fired immediately with a Reaction. It fires a Long (90dm/9km) 2d10+4E P6 attack with the Line, Positron and Shocking Qualities. If you are equipped with a pair of Impact Bolts, then you may expend the second one to add +4 damage and Penetration to the attack.
- Smoke Launcher You gain a single-use smoke launcher with a range of Medium (60dm/6km) and the Blind (5) Quality. It may be used as a Half Action.
- Striker Missiles You gain a Long (100dm/10km), -/-/10 1d10+3x Pen 2 pistol-class missile pack, which comes with five uses; it may be fired as a half action. If you have 2 or more uses left, you may perform a Missile Dump, granting the attack the Storm Quality, +1 damage per use remaining and the Blast (uses) Quality; however, all uses are then immediately expended.
Arm
Arm Dock - Holds 1 Compact weapon or ammo clip.
Arm Weapon Net Cannon Grants the arm an Assault Range (10dm/1km) ranged cannon that fires an electrified net as a half action. On a hit, the cannon reduces a target's agility by 5, and grants a +10 bonus to all attempts to hit the enemy until they pass an Agility-10 or Acrobatics-10 test.
Manipular Weapon - Replaces the arm and hand slots with a single basic or 1-handed melee weapon. The Superheavy cannot hold anything in that arm, but guns double their ammo capacity. These weapons cannot be disarmed, do not take one-handed penalties and can be used in melee (although ranged weapons do not benefit from Point Blank without the appropriate talents.)
Hand
Grip Enhancer - You gain a +10 to Grapples (+20 if on both hands)
Leg Actuators
Leg
Enhanced Latency Facilitators - Enemies no longer gain bonuses to hit you due to size, and you reduce Difficult Terrain Values by 2. On any turn where you charged or ran, enemy BS tests to hit you take a -10 penalty, which stacks with any other penalty caused by you charging or running.
Mesh Elasticity Re-bounders - You take a +20 bonus to Acrobatics tests and may reroll Acrobatics tests. When testing Acrobatics to disengage as a Half, on DoS of 4 or more it becomes a Free instead.

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Upgrade Points

SUP HISTORY
Increase Decrease Reason Total
2 0 Support Start 2
15 0 Support Class 17
0 3 Agility 3 14
0 3 Durability 3 11
0 1 Flash Cannon 10
0 4 Kinetic Barriers 6
0 1 Bulk Container 5
0 1 Impact Bolt 4
0 1 Disposable Launcher 3
0 1 Wing Smoke Launcher 2
0 1 Net Cannon 1
0 1 Enhanced Latency Facilitators 0
0 0 0
0 0 0

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Weapons

Favoured Weapons

Melee Weapons

Name Class Base Damage Real Damage Base Pen Real Pen Special Upgrades WUP Cost
Prog Knife Mk3 Melee 1d5+3R 1d5+6R 4 4 Hyper-Progressive, Compact, Fast, Nimble, Offhand, Proven (3) - Free

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Ranged Weapons

Name Class Range RoF Base Damage Real Damage Base Pen Real Pen Clip Reload Special Upgrades WUP Cost
Masgun Basic 100dm S/4/6 1d10+4E 1d10+4E 6 6 48 Half Maser, Proven (4), Reliable, Variable Dam Up, Pen Up Free
Positron Rifle Basic 80dm S/3/5 1d10+5E 1d10+5E 5 5 30 Half Burst, Positron, Maximal Dam Up, Pen Up, Clip Up 8

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