D Titan Rules And Base Template
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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