D Titan Rules And Base Template

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The Defender-Titan (D-Titan) is a superheavy mechanized unit developed by the US Military. Its production and development have been a closely-guarded secret ever since the LN War. Unlike the T-RIDEN-T, which is a heavy gun platform designed for hunting Evangelion units, or the E-Destroyer, which is a rapid-moving hunter-killer made for ambush tactics, the D-Titan is built with the same design philosophy as the humble T-Dreadnought, except moreso. To this end, the D-Titan is not primarily an Evangelion hunter, but rather made to act as a line unit and let the Evas do the specialized work.

The D-Titan is an excellent machine. It is a marvel of modern engineering, being composed of peerless constructive materials using only the best methods, its technological suites are sophisticated and elegant, its piloting systems state of the art and its redundancies and protection systems superb. All of this presented in a brutalistic, hard design with the sole purpose of deploying sheer, overwhelming and unsubtle force against any target it wants, now. For this and other reasons, the D-Titan can be considered the pinnacle of American military development.

Special Rules and Notes

The D-Titan requires the Operate (Superheavy) skill.
The D-Titan comes in four variants, D-Titan-A, D-Titan-B, D-Titan-C and D-Titan-D. Each have their own rules and stats as noted below.
All variants start with a default load-out worth 2 or 3 WUP.
When a characteristic is noted with a plus or minus, such as "+5" or "+10" it uses the pilot's corresponding characteristic value and adds the modifier to it. If a characteristic is not listed, use the pilot's flat.

Variants

D-Titan-A(ssault)

Default Characteristics

Characteristic Rating Bonus
Weapon Skill +5 -
Ballistic Skill +5 -
Strength 35 3
Toughness 40 4
Agility 40 4
Perception +5 -

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Starting Wounds and Armour

Location Hit AP Wounds
Head 1-10 8 12
Right Arm 11-20 10 14
Left Arm 21-30 10 14
Body 31-70 12 18
Right Leg 71-85 10 14
Left Leg 86-100 10 14

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Traits

Name Effect
Ablative Shell The D-Titan is equipped with an ablative shell as standard. Gains the Ablative Carapace upgrade.
Battlesuit Cockpit The D-Titan's cockpit is actually an American-built AC Suit variant. This has multiple effects. If the D-Titan's head is destroyed, the D-Titan does not shut down but rather is treated as blind. It may test Awareness once per round to remove blindness penalties against enemies and attacks within 3dm. Furthermore, any Cockpit breaches deal damage to the Battlesuit first. Furthermore, the pilot never suffers problems with ejections.
Booster Module The D-Titan is equipped with a Booster Module, giving it the Flight(AB*2) and the Hoverer traits.
Machine The D-Titan is a Machine, rendering it susceptible to EMP attacks and the like, but immune to toxic-based or similar attacks. It uses the Machine Critical Damage table.
Modular Frame The D-Titan-A is designed for flexibility and versatility, and to that end all upgrades cost 1 SUP less.

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Weapon Loadout

The D-Titan-A emphasises a balance between speed, stopping power, close combat and ranged combat. It is designed to be adaptable to all situations. In regards to weapons, ergo, the D-Titan-A can equip and wield any weapon, except for Heavy Weapons. It has the following special weapon rules:

All costs pre-upgrade.
May take, for free, per deployment, one Concussive Shotgun or Rail Rifle Mk III or Masgun Mk2 Or Mas Carbine Mk2.
May take, for free, per deployment, one Mas Pistol Mk2
May take, for free, per deployment, one General Melee Weapon or a Mk III Prog Knife.

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D-Titan-B(ombardier)

Default Characteristics

Characteristic Rating Bonus
Weapon Skill +0 -
Ballistic Skill +10 -
Strength 35 3
Toughness 50 5
Agility 20 2
Perception +5 -

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Starting Wounds and Armour

Location Hit AP Wounds
Head 1-10 10 13
Right Arm 11-20 12 15
Left Arm 21-30 12 15
Body 31-70 14 20
Right Leg 71-85 12 15
Left Leg 86-100 12 15

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Traits

Name Effect
Ablative Shell The D-Titan is equipped with an ablative shell as standard. Gains the Ablative Carapace upgrade.
Battlesuit Cockpit The D-Titan's cockpit is actually an American-built AC Suit variant. This has multiple effects. If the D-Titan's head is destroyed, the D-Titan does not shut down but rather is treated as blind. It may test Awareness once per round to remove blindness penalties against enemies and attacks within 3dm. Furthermore, any Cockpit breaches deal damage to the Battlesuit first, which has TB 8 and 20 wounds. Furthermore, the pilot never suffers problems with ejections.
Booster Module The D-Titan is equipped with a Booster Module, giving it the Flight(AB*2) and the Hoverer traits.
Combat Artillery Mounting The D-Titan-B possesses a Combat Artillery Mounting, a free upgrade which takes up the Conventional Defense slot. On equipping the CAM, the D-Titan-B also reduces its AP in all areas by 3. The CAM allows for the D-Titan-B to carry a Heavy Weapon one-handed, one in both hands, although it may not take a Great Positron Cannon in this way. Heavy Railguns taken this way may not be fired unless the D-Titan-B possesses an Entrenchment Artillery System and is entrenched. If both weapons are of the same type, then the weapons are merged into a single weapon with the same qualities as both but doubling ammo. The weapon may then be given the Twin-Linked quality, or have its Semi/Full capacity doubled and given the Storm quality. If an arm is lost, the weapon attached to that shoulder is also lost (merged weapons halve remaining ammo and lose the Twin-Linked quality/Storm quality).
Heavy Frame The D-Titan-B is designed for heavy weapons, and so it has the Bulging Biceps trait. It does not suffer agility penalties for carrying heavy weapons or from heavy armour (its agility is low as it is!)
Machine The D-Titan is a Machine, rendering it susceptible to EMP attacks and the like, but immune to toxic-based or similar attacks. It uses the Machine Critical Damage table.
Size: Hulking The D-Titan is size: Hulking.

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Weapon Loadout

The D-Titan-B is designed for maximum firepower. Its size and cumbersome frame are built and reinforced to handle the extreme recoil and stresses caused by firing heavy weapons. It works best as an artillery unit or as a second line fire support unit. The D-Titan-B can equip and wield any weapon, except for the Great Positron Cannon. It begins with the following default weapon loadout:

May take, for free, per deployment, one Concussive Shotgun or Rail Rifle Mk III or Rocket Rifle or Masgun Mk2 Or Mas Carbine Mk2.
May take, for free, per deployment, one Mas Pistol Mk2 or Eva Pistol Mk2
May take, for free, per deployment, one Rocket Launcher.

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D-Titan-C(ommando)

Default Characteristics

Characteristic Rating Bonus
Weapon Skill +10 -
Ballistic Skill +0 -
Strength 40 4
Toughness 30 3
Agility 50 5
Perception +10 -

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Starting Wounds and Armour

Location Hit AP Wounds
Head 1-10 6 10
Right Arm 11-20 8 12
Left Arm 21-30 8 12
Body 31-70 10 16
Right Leg 71-85 8 12
Left Leg 86-100 8 12

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Traits

Name Effect
Ablative Shell The D-Titan is equipped with an ablative shell as standard. Gains the Ablative Carapace upgrade.
Battlesuit Cockpit The D-Titan's cockpit is actually an American-built AC Suit variant. This has multiple effects. If the D-Titan's head is destroyed, the D-Titan does not shut down but rather is treated as blind. It may test Awareness once per round to remove blindness penalties against enemies and attacks within 3dm. Furthermore, any Cockpit breaches deal damage to the Battlesuit first, which has TB 8, AP 10 and 20 wounds. Furthermore, the pilot never suffers problems with ejections.
Booster Module The D-Titan is equipped with a Booster Module, giving it the Flight(AB*2) and the Hoverer traits.
Machine The D-Titan is a Machine, rendering it susceptible to EMP attacks and the like, but immune to toxic-based or similar attacks. It uses the Machine Critical Damage table.
Size: Scrawny The D-Titan-C is size: Scrawny.
Speed Build The D-Titan-C takes a 1 SUP discount when purchasing Leg Upgrades and Agility Advancements.
Stealth Frame The D-Titan-C is equipped with a state-of-the-art Stealth Frame. The Stealth Frame can be activated as a Half and deactivated as a Free. Whilst active, the field grants a +30 bonus to Stealth and a -30 penalty to WS and BS rolls to hit the user. On any round in which the D-Titan-C attacks, they forfeit the Concealment bonus and the WS/BS penalty against them is reduced to -10. The Stealth Field does not hide a D-Titan-C from AT Ping or Angelic Senses.

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Weapon Loadout

The D-Titan-C is designed for infiltration and ambush tactics, getting close to its target and unleashing heavy force on its weak points. It is more designed for close combat offense than the other D-Titans, with stronger arms and a fast, nimble frame, but its armour and durability is considerably weaker than other D-Titan variants. The D-Titan-C can equip and wield any weapon, except for Heavy Weapons. It begins with the following default weapon loadout:

May take, for free, per deployment, one Bolt Pistol Mk2
May take, for free, per deployment, two Mas Pistols Mk2
May take, for free, per deployment, two of the following: General Melee Weapons, Mk III Prog Knife.

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D-Titan-D(enial)

Default Characteristics

Characteristic Rating Bonus
Weapon Skill +5 -
Ballistic Skill +5 -
Strength 35 3
Toughness 50 5
Agility 40 4
Perception +5 -

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Starting Wounds and Armour

Location Hit AP Wounds
Head 1-10 10 13
Right Arm 11-20 12 15
Left Arm 21-30 12 15
Body 31-70 14 20
Right Leg 71-85 12 15
Left Leg 86-100 12 15

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Traits

Name Effect
Ablative Shell The D-Titan is equipped with an ablative shell as standard. Gains the Ablative Carapace upgrade.
Battlesuit Cockpit The D-Titan's cockpit is actually an American-built AC Suit variant. This has multiple effects. If the D-Titan's head is destroyed, the D-Titan does not shut down but rather is treated as blind. It may test Awareness once per round to remove blindness penalties against enemies and attacks within 3dm. Furthermore, any Cockpit breaches deal damage to the Battlesuit first, which has TB 8 and 20 wounds. Furthermore, the pilot never suffers problems with ejections.
Booster Module The D-Titan is equipped with a Booster Module, giving it the Flight(AB*2) and the Hoverer traits.
Defense Build The D-Titan-D takes a 1 SUP discount when purchasing Durability Advancements and Conventional/Esoteric Defense Upgrades.
Machine The D-Titan is a Machine, rendering it susceptible to EMP attacks and the like, but immune to toxic-based or similar attacks. It uses the Machine Critical Damage table.

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Weapon Loadout

The D-Titan-D is designed for defense. Its weapons are designed to be adapted to close or ranged combat, but generally its layout prefers defensive melee combat. It may equip any type of weapon except Heavy Weapons. It begins with the following default weapon loadout:

May take, for free, per deployment, one Concussive Shotgun or Rail Rifle Mk III or Rocket Rifle or Masgun Mk2 Or Mas Carbine Mk2.
May take, for free, per deployment, one Mas Pistol Mk2 or Eva Pistol Mk2
May take, for free, per deployment, one General Melee Weapon or a Mk III Prog Knife.
May take, for free, per deployment, one Ablative Heavy Shield or Eva Shield.

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Critical Damage

Below is the Machine Critical Damage chart. Machines take critical damage somewhat differently to Evas or Angels. The Critical Damage they take changes slightly depending on hit location and damage type.

Head Critical Damage

Amount Basic Result With Impact With Energy With Explosive With Rending
1-4 -5 to Perception tests per point of damage. Toughness+10 or be knocked down Agility+10 or part catches fire Toughness+10 or be dazed for 1 round -1 to AP on part per hit
5-8 -10 to Perception tests per point of damage. Toughness or be knocked down Agility or part catches fire Toughness or be dazed for 1 round -2 to AP on part per hit
9+ Head is destroyed. Toughness-10 or be knocked down Target is stunned for 1 round Toughness or be dazed for 1d5 rounds Half damage dealt to another random body part

Body Critical Damage

Amount Basic Result With Impact With Energy With Explosive With Rending
1-4 -5 to Toughness tests per point of damage. Toughness+20 or be knocked down Agility+20 or part catches fire Toughness or be knocked down -1 to AP on part per hit
5-8 -10 to Toughness tests per point of damage. Toughness+10 or be knocked down Agility+10 or part catches fire -5 Toughness characteristic per hit -2 to AP on part per hit
9 Body is destroyed. roll 1d10; on a 1-3, Pilot takes 1d10+10 damage (dealt to AC Suit first). No effect Unit bursts into flame (10% chance of setting fire to pilot per turn) Pilot automatically hit, +10 pilot damage No effect outside of sweet samurai sword cut effect
10+ Body is destroyed. roll 1d10; on a 1-5, Pilot takes 1d10+10 damage (dealt to AC Suit first), +2 per point of damage beyond 10. No effect Unit bursts into flame (10% chance of setting fire to pilot per turn) Pilot automatically hit, +10 pilot damage No effect outside of sweet samurai sword cut effect

Arm Critical Damage

Amount Basic Result With Impact With Energy With Explosive With Rending
1-4 -5 to WS/BS tests with that arm per point of damage. Strength/Toughness+20 or lose grip on held object Agility+20 or part catches fire -5 Strength characteristic on arm per hit -1 to AP on part per hit
5-8 -10 to WS/BS tests with that arm per point of damage. Strength/Toughness+10 or lose grip on held object Agility+10 or part catches fire -10 Strength characteristic on arm per hit -2 to AP on part per hit
9+ Arm is destroyed, held objects dropped. Weapon goes flying, 25% chance of it hitting/firing at a random nearby object Any ammo/guns within arm explodes (deal 1d10+6X attack to wielder, +2 per extra gun/ammo) Toughness or be knocked down No effect

Leg Critical Damage

Amount Basic Result With Impact With Energy With Explosive With Rending
1-4 -5 to Agility tests per point of damage. Strength/Toughness+20 or be knocked down Agility+20 or part catches fire Toughness or be knocked down -1 to AP on part per hit
5-8 -10 to Agility tests per point of damage. Strength/Toughness+10 or be knocked down Agility+20 or part catches fire -5 agility characteristic per hit -2 to AP on part per hit
9+ Leg is destroyed. Target loses ability to dodge or walk. Knocked down and dazed for 1 round Agility+20 or part catches fire Knocked down and stunned for 1 round Deal half damage to other leg (or body if legless)

Advancements

Advancements are generic stacking purchases made to improve facets of your unit. You purchase them one at a time. They come in three qualities: Durability, Strength and Agility.

Durability

Durability increases the survivability of your unit through extra AP and wounds.
Upgrade Name Effect SUP Cost Unlocked?
Durability 1 +1 AP and +1 Wounds to all areas. 2 SUP Yes
Durability 2 +1 AP and +1 Wounds to all areas. 2 SUP Yes
Durability 3 +1 AP and +1 Wounds to all areas. 2 SUP Yes
Durability 4 +1 AP and +1 Wounds to all areas. 2 SUP Yes
Durability 5 +1 AP and +1 Wounds to all areas. 2 SUP Yes

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Strength

Strength boosts your unit's Strength characteristic.
Upgrade Name Effect SUP Cost Unlocked?
Strength 1 +5 Strength. 2 SUP Yes
Strength 2 +5 Strength. 2 SUP Yes
Strength 3 +5 Strength. 2 SUP Yes
Strength 4 +5 Strength. 2 SUP Yes
Strength 5 +5 Strength. 2 SUP Yes

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Agility

Agility boosts your unit's Agility characteristic.
Upgrade Name Effect SUP Cost Unlocked?
Agility 1 +5 Agility. 2 SUP Yes
Agility 2 +5 Agility. 2 SUP Yes
Agility 3 +5 Agility. 2 SUP Yes
Agility 4 +5 Agility. 2 SUP Yes
Agility 5 +5 Agility. 2 SUP Yes

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Upgrades

Every body part of the D-Titan is capable of being upgraded. Each upgrade has a cost in SUP. Furthermore, every body part is divided into a number of 'slots' that can only hold specific components, and can only hold one component each.

Head

Slots: 1 (Sensor Package)

Sensor Package

Sensor Package Slot. Sensors work on upgrading the D-Titan's ability to perceive its surroundings.
Upgrade Name Effect SUP Cost Unlocked?
Raven Sensors Extra +5 to Perception, +2 to Initiative, reduces penalty to hit smaller targets by -10 1 SUP Yes
Targeting Satellite Uplink Network Extra +5 to BS, +10 to Awareness 1 SUP Yes
True Sight System Not affected by darkness, fog, and can see through up to 20dm of obstacles 1 SUP Yes

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Body

Slots: 5 (Tertiary Weapons, Conventional Defense, Esoteric Defense, Pilot Computer, AI)

Tertiary Weapons

Tertiary Weapon Slot. Tertiary Weapons are very limited in their ability and will mostly prove ineffectual in damaging serious foes, but have their uses.
Upgrade Name Effect SUP Cost Unlocked?
Bakelite Sprayer Gives the Titan two cartridges that fire bakelite at nearby enemies. Can be fired as a half action, has a range of 5dm and only fired twice (once for each cartridge), but the enemy must test agility or lose 1d5 agility for 1d10 rounds. 1 SUP Yes
Harken Blades Gives the Titan a pair of Harken Blades. Harken Blades are hooked grappling blades attached to cables (10dm long) that react to electric impulses. On a half action Called Shot WS test, a Harken Blade can be used to ensnare a limb (arm or leg) which may be dodged like normal. Entangled arms are unable to be used. Entangled legs apply a -10 penalty to dodges (-20 for both legs), and force the user to make a Strength or Toughness test to move more than 10dm away from the wielder. Harken entanglements can be broken with a Strength or Toughness test, or automatically as a half action if an arm is free. Each pair of Harken Blades comes with 1 spare for each hook that loads automatically on the breaking of the first one. 1 SUP Yes
Flash Cannon Gives the Titan a specially-designed array that can be deployed as a half action. It emits a 10dm cone; all enemies that possess electronics and sensors must test Toughness or be struck blind and deaf for 1d5 rounds. One use only. 2 SUP Yes
Mega Vulcan Cannons Gives the Titan a 2d5+2I attack with range 10dm and -/-/10 RoF. Can by fired as a free action, can be fired in melee, has the Storm quality and has effectively unlimited ammunition. Does not Fury. 0 SUP Yes
Smoke Launcher Gives the Titan two cartridges that create smoke around it. Can be deployed as a half action, and creates smoke as per the 'smoke grenade' in a 5dm radius around the Titan for 1d5 rounds. 1 SUP Yes
Striker Missiles Gives the Titan a 1d10+3x Pen 2 attack with range 80dm and -/-/10 RoF. Can be fired as a half action, but cannot be fired in melee and only has five uses. If user has 2 or more uses left, user may perform a Missile Dump, which gives the attack the Storm quality as well as +1 damage per use remaining, and the Blast (X) quality, where X is equal to uses remaining, but all uses are immediately expended. 1 SUP Yes

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Conventional Defense

Conventional Defense Slot. Conventional Defenses are things such as heavier armour plating that use tried and true methods to improve a D-Titan's survivability. Expect nothing flashy.
Upgrade Name Effect SUP Cost Unlocked?
Athena-Pattern Superheavy Plating +3 AP and Wounds to all areas; body gains +6 wounds instead. Reduce Agility by 10. 6 SUP Yes
Hermes-Pattern Light Mesh Plating -3 AP to all areas, +10 Agility, and gain an extra reaction which may only be used to dodge. 6 SUP Yes

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Esoteric Defense

Esoteric Defense Slot. These involve defenses that work on bleeding edge technology. They are exotic and sophisticated methods that may nevertheless possess significant drawbacks.
Upgrade Name Effect SUP Cost Unlocked?
Kinetic Dispersal Energy Barriers You gain a Deflection Rating of 40% against all attacks except Blast attacks. As a Full Action, you may increase it to 80% until the start of your next turn, or expand it to cover all adjacent squares- either method means it now affects Blast attacks. Disruption, AT Penetration and Positron weapons operate as normal, although Positron Weapons double their Penetration for the purposes of breaching deflection. However, unlike AT Field Deflection, you may test Deflection against all attacks automatically; you do not need to sacrifice your chance to dodge or parry to use this field. 5 SUP Yes
Minerva-Pattern Pseudo-Ablative Gel Gives the D-Titan a temporary Gel 'body part'. Any attacks that hit the D-Titan hit the Gel body part instead. The Gel body part does not have wounds, AP or Toughness, but instead counts as Cover (12) that only affects the D-Titan. Gel's cover regenerates at the start of your round. 5 SUP Yes
Shimmer Barriers All Attacks that hit the D-Titan reduce their Degrees of Success by 2. If this would reduce the amount below 0, the attack fails. 5 SUP Yes

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Pilot Computer

Pilot Computer slot. Pilot Computers upgrade the D-Titan's WS and BS bonuses.
Upgrade Name Effect SUP Cost Unlocked?
Advanced System +5 to WS and BS. 1 SUP Yes
Fully Mapped Physical Pilot System +10 to WS 1 SUP Yes
Titan Sniper Module System +10 to BS 1 SUP Yes

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AI

AI Slot. Grants the D-Titan an emergency AI that takes over if the pilot is stunned, knocked unconscious, becomes helpless, is killed or dissolved- or in any other circumstance in which the pilot is mentally or physically unable to control the Titan. Activated remotely and can be given simple orders ('attack', 'retreat', 'defend' and so on).
Upgrade Name Effect SUP Cost Unlocked?
Basic Thruster AI AI with 40/40 WS/BS. Possesses only weapon skill talents, is trained in Athletics, Awareness, Parry, Dodge. 0 SUP Yes
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. 1 SUP Yes
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. 1 SUP Yes
Sniper AI AI with 40/50 WS/BS. Possesses the Marksman and Deadeye Shot talents, is trained in Athletics, Awareness, Parry, Dodge+20. 1 SUP Yes

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Arms

Slots: 4 (Actuators, Shoulder, Arm, Hand)
A note on arms: You need only purchase an upgrade once and it will apply to both arms, but they do not need to be enforced on both arms. You may if you so wish equip one arm with one upgrade and the other arm with a different upgrade.

Actuators

Actuator Slot. Actuators apply special upgrades modifying the D-Titan's hand-to-hand combat variables. Only one Actuator may be equipped at any given time (effectively taking up both arm 'slots').
Upgrade Name Effect SUP Cost Unlocked?
Blitz Actuators You increase the Degrees of Success of all melee attacks by 1. You also increase the maximum number of attacks dealt with Swift and Lightning Attack by 1. 2 SUP Yes
Lion-Class Actuators Twice per battle, you may use Lion Actuators. Until the start of your next turn, you count as having Unnatural Strength (4). 5 SUP Yes
Rapid Guidance Actuators Twice per battle, you may use Rapid Guidance Actuators. You instantly make the Feint action against a single target as a Free Action. 3 SUP Yes

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Shoulders

Shoulder Slot. Shoulders deal mostly with docks, which like the Eva docks, range from basic weapon holsters to elaborate one-shot weapons.
Upgrade Name Effect SUP Cost Unlocked?
A Dock Holds 1 weapon with the Compact quality such as knives or pistols or 2 clips of ammo. 0 SUP Yes
B Dock Holds either a 1-handed Melee weapon or a Basic ranged weapon. 0 SUP Yes
C Dock Holds a 2-handed melee weapon. 1 SUP Yes
Aerial Balancer Flight System You gain a +10 to dodge and the Hoverer trait. You no longer expend a Reaction in order to fly. However, if you take Critical Damage to the body, this upgrade ceases to function. This system may also be targeted by a Called Shot (-20 penalty), where it is treated as having 12 wounds and your body's AP, -2. 4 SUP Yes
Gunframe Attaches to a basic weapon as a half. The weapon is now treated as having the Burst and Pistol Grip qualities; it cannot be lost, dropped or disarmed; readied as a free action; ammo can be loaded into the Gunframe- if the clip is compatible with the gun to which it is attached the gun acts as though it has twice the usual ammo capacity. 1 SUP Yes
Integrated Weapon Mk 2 Build a Pistol or Compact weapon into wing dock. Weapon may be fired on a reaction, and may be aimed without needing to use the Aim action (although it takes the same amount of time). Auto-capable weapons become Burst. 2 SUP Yes
Markerlight System Select one enemy target and expend a half action. All allies gain a +10 bonus to BS tests made to hit the target. If a single body part is hit with 3 Markerlights in the same turn, then Called Shot penalties against the location disappear and all Horde/Mob attacks against the target hit the targeted location. 1 SUP Yes
Naval Thrusters You gain the Amphibious (AB*2) trait. Takes up both shoulder slots. 2 SUP Yes
Smoke Launcher Gives the Titan two cartridges that create smoke around it. Can be deployed as a half action, and creates smoke as per the 'smoke grenade' in a 5dm radius around the Titan for 1d5 rounds. 1 SUP Yes
Striker Missile Pack Gives the Titan a 1d10+3x Pen 2 attack with range 80dm and -/-/10 RoF. Can be fired as a half action, but cannot be fired in melee and only has five uses. If user has 2 or more uses left, user may perform a Missile Dump, which gives the attack the Storm quality as well as +1 damage per use remaining, and the Blast (X) quality, where X is equal to uses remaining, but all uses are immediately expended. 2 SUP Yes

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Arm

Arm Slot. Arms deal with a different slew of upgrades, from utility upgrades such as ammo docks to auxiliary cannons.
Upgrade Name Effect SUP Cost Unlocked?
Ablative Gauntlet Arm gains a single Ablative shell that is depleted after a single hit that deals damage after TB and AP. 3 SUP Yes
Arm Dock Holds 1 Compact weapon or ammo clip. 0 SUP Yes
Arm Replacement Weapon Frame Replaces the arm and hand slots with a single basic or 1-handed melee weapon. The D-Titan 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) 1 SUP Yes
Arm Sabre Models the arm with a Prog Sabre, which is a 1d10+3 P3 Balanced Hy-Prog Proven (3) weapon. 2 SUP Yes
Arm Shield Models the arm with a small shield that gives the arm +2 AP and the Defensive quality. 2 SUP Yes
Burst Cannons Grants the arm a small cannon with 3 shots. Each shot can be used in conjunction with a melee or point blank ranged attack to increase the attack's damage by +2. If used in conjunction with the Swift, Lightning, Semi or Full Actions, you may expend one shot to boost the damage of a single hit made as part of the attack. However, if you have a full three shots remaining, you may expend all of them to boost the damage of all hits made as part of the attack. 2 SUP Yes
Net Cannon Grants the arm a 5dm 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. 2 SUP Yes
Retractable Arms +10 to Athletics tests (+30 if equipped to both arms), grants the arm a 5dm range, and your unarmed attacks now count as flexible. 3 SUP Yes

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Hand

Hand Slot. Hands deal with improving the D-Titan's hand attack or other offensive purposes.
Upgrade Name Effect SUP Cost Unlocked?
Ambidexterity Compensator Grants the D-Titan the Ambidextrous talent. If you already possess the Ambidextrous talent, than you may reduce the dual-wielding penalty by a further -10. 2 SUP Yes
Energy Lash Tips Your unarmed attack gains +2 Damage, +4 Pen, and now deals Energy damage 3 SUP Yes
Fastening Blades You gain a +20 to climbing tests. Your unarmed attack gains +1 damage, +1 Pen, and you gain a +10 to tests to initiate a grapple. 2 SUP Yes
Grip Enhancer You gain a +10 to Grapples (+20 if on both hands) 1 SUP Yes
Recoil Suppressor Allows D-Titan to fire basic weapons one-handed without penalty. 2 SUP Yes
Rocket Fist You sacrifice your hand to deal a single attack to a foe. This attack counts as a normal unarmed attack, but you double your SB for the purposes of damage, and add your SB to Penetration. The attack also counts as Explosive Damage. The Hand is destroyed in attack. 2 SUP Yes
Secret Blade Equips D-Titan hand with a small arm blade. Whenever the D-Titan inflicts Critical Damage with an unarmed attack, it deals +2 extra. 2 SUP Yes

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Legs

Slots: 2 (Actuators, Leg)

Actuators

Actuator Slot. Actuators apply special upgrades modifying the D-Titan's speed.
Upgrade Name Effect SUP Cost Unlocked?
Anaheim Actuators Twice per battle, you may use Anaheim Actuators. Until the start of your next turn, you count as having Unnatural Agility (4). 5 SUP Yes
Nimbus Actuators Twice per battle, in response to an enemy attacking you, you may use Nimbus Actuators to grant yourself a free Dodge attempt against the attack. 4 SUP Yes
Shock Resistant Actuators You gain +10 Toughness but lose -10 Agility. 4 SUP Yes

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Legs

Leg Slot. Legs deal with special upgrades that improve the D-Titan's maneuverability or agility-related abilities.
Upgrade Name Effect SUP Cost Unlocked?
Aqua Solace Fin Jets You gain a free reaction per round when fighting in or under water. 3 SUP Yes
Auto-Stabilizers You gain the Auto-stabilised trait. 5 SUP Yes
Emergency Boosters Emergency Boosters possess 3 units of fuel. You may expend 1 fuel to gain +20 to a single dodge test. 2 SUP Yes
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. 2 SUP Yes
Entrenchment Artillery System You entrench (or unentrench) as a full action. you cannot move or dodge, but gain a +20 to all Toughness tests, and may test Toughness against any effect that might knock or push you down in place of any other roll- if there is no roll allowed, then you can use Toughness to negate it anyway (with GM permission). Also grants a +10 bonus to BS, may Aim as a reaction and increases the range of all weapons by 50%. 2 SUP Yes
Jackhammer System You gain the Gravity Kick, Drop Trained, Leap Up and Catfall talents, always land on your feet and add +4 damage to Gravity Kicks. 4 SUP Yes
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. 1 SUP Yes
Stealth Enhancements You reduce the penalty to Stealth due to high AP by 10, and gain a +10 to Stealth. 2 SUP Yes

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