Titanfall:Genesys

by c__beck

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Welcome to the Militia

Humanity lives in the deepest reaches of explored space in a vast region known as The Frontier. It contains many well-known and inhabited solar systems, but many more worlds remain uncharted. Most people will never travel this far away from normal civilization, but for pioneers, explorers, mercenaries, outlaws, and soldiers—the Frontier offers both adventure and opportunity.

The Interstellar Manufacturing Corporation (IMC) originally funded many expeditions to the Frontier, promising veterans of their military campaigns in the "Core Systems"—the region of space containing the IMC's inhabited worlds including Earth—free land and other benefits in return for starting up businesses and colonies on the Frontier. Eventually, the IMC withdrew this support, leaving the colonists stranded without outside assistance for several decades.

Over time, life continued on the Frontier largely independent from the Core Systems. However, when the IMC returned several decades later to claim eminent domain over the Frontier's land, people and resources, the people of the Frontier united as the Frontier Militia, utilizing guerrilla and terrorist actions to further their cause.

This is where you come in. You grew up in the Frontier, it is your home. Now the IMC is back and claiming everything you worked your entire life for is theirs. It isn't. You know that; now they need to learn it. Welcome to the Titan War.

Archetypes

Every character is built upon an archetype and Titanfall: Genesys has five archetypes to choose from. With the Titanfall setting being populated by humans, there are no non-human species—just human archetypes.

Athlete

Athletes spend most of their time honing their physical bodies, staying in top shape. Their training regimen makes them prime candidates for the Frontier Militia.

Choose the Athlete if you want to be agile and swift, taking advantage of openings as they arise.

2 3 1 2 2 2
  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 11 + Willpower
  • Starting Experience: 90XP
  • Starting Skill: An athlete starts with one rank in Athletics during character creation. They obtain this rank before spending experience points, and may not increase Athletics above rank 2 during character creation.
  • Exploit Opportunity: Whenever you perform a skill check, you may spend a to perform an immediate free maneuver that does not exceed the limit of two maneuvers per turn. In addition, once per round on an opponent’s turn, you may spend h to perform one maneuver as an out-of-turn incidental.
Brute

Brutes see everything as a nail…and they are the hammer. They tend to approach all problems with force as the best solution, and they're not always wrong.

Choose the brute archetype if you want brawn to be your default solution to most problems.

3 2 2 1 2 2
  • Wound Threshold: 12 + Brawn
  • Strain Threshold: 9 + Willpower
  • Starting Experience: 95XP
  • Starting Skills: A brute starts with one rank in Athletics during character creation. They obtain this rank before spending experience points, and may not increase Athletics above rank 2 during character creation.
  • Push the Limit: Once per round on your turn, before you make a Brawn-based skill check, you may suffer 1 strain. If you do so, add sh to the result of the check.
Cyborg

Cyborgs have replaced an inordinate amount of their body with cybernetic implants. They revel in the upgrades and the opportunities cybernetics afford them, regardless of how much of their humanity is stripped away. Depending on the implants chosen, cyborgs can excel at many things.

Choose the cyborg archetype if you want the plethora of cybernetic options to be your main focus.

2 2 2 2 3 1
  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 9 + Willpower
  • Starting Experience: 90XP
  • Cybernetics: A cyborg starts with one cyberorgan (see Genesys Core Rule Book page 177). In addition, you have either a second cyberorgan or a pair of cybereyes.
  • More Machine Than Man: The first three cybernetics a cyborg receives does not reduce their strain threshold. In addition, they add b to any Medicine checks to heal them.
  • Backup Power: Once per encounter, as an incidental, a cyborg may heal a number of strain equal to 2 + the number of cybernetics they have installed. At the end of the encounter, they suffer 3 strain.
Generalist

The generalist doesn't excel at anything, but also is not lacking in anything. They are the middle-of-the-road archetype that has many unexpected tricks up their sleeve.

Choose the generalist archetype if you want to have a few neat tricks but not have to worry about too many things.

2 2 2 2 2 2
  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 105XP
  • Starting Skills: A generalist starts with one rank in one non-career skills at character creation. They obtain this rank before spending experience points, and this skill may not be increased higher than rank 2 during character creation.
  • Ready for Anything: Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master's pool to the players' pool.
Mentor

Even the strongest individuals have to rely on someone. The Mentor is that someone. Their wisdom and encouraging words ensure those around them do their best at any task.

Choose the mentor archetype if you want to help others at the expense of being in the spotlight.

2 1 2 2 3 2
  • Wound Threshold: 9 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 90XP
  • Starting Skills: A mentor starts with one rank in Leadership. They obrain this rank before spending experience points, and may not increase Leadership above rank 2 during character creation.
  • Next time, buddy: Once per round when an engaged ally fails a skill check, you may suffer 3 strain as an out of turn incidental to grant bb to their next skill check.
Networker

Networkers excel at dealing with people of all walks of life. They are the center of attention, the star of the show. They know just the right thing to say at the right time to either diffuse or intensify any given situation.

Choose the networker archetype if you want to be sociable and use words as your weapon of choice.

2 2 1 2 2 3
  • Wound Threshold: 9 + Brawn
  • Strain Threshold: 11 + Willpower
  • Starting Experience: 90XP
  • Starting Skills: A networker starts with one rank in Cool during character creation. They obtain this rank before spending experience points, and may not increase Cool above rank 2 during character creation.
  • Everybody's Friend: Networkers add an automatic a to all Social skill checks.
Specialist

Specialists are the master of their craft, hands down. No matter the area of expertise, you won't find anyone more capable then they are. Outside of their specialty, however, they may well need to rely on others.

Choose the specialist archetype if you want to excel at your chosen profession and be able to do it better than anyone else.

1 2 3 2 2 2
  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 10 + Willpower
  • Starting Experience: 90XP
  • Starting Skills: After selecting their career, your specialist character may train one rank in six of the eight career skills (instead of the usual four).
  • Tricks of the Trade: Once per encounter, as an incidental, a specialist may suffer 2 strain. If they do, they add bb to the next career skill check they make before the end of their turn.

New Skills & Rules

This section introduces new skills specific to the Titanfall: Genesys setting. Please see the following table for a complete list of skills available, including the new skills outlined below as well as those listed in the Genesys Core Rule Book. It also covers rules for rodeoing Titans.

The new and modified skills are as follows:

General Skills

The new skills in this section replace the Pilot skill presented in the Genesys Core Rule Book.

Pilot (Aerospace) (Agility)

This skill covers the use and operation of any vehicle that flies through an atmosphere or in space. This takes the place of the Pilot skill from the Genesys Core Rule Book (found on pages 62–63).

Pilot (Titan) (Cunning)

This skill covers the intricacies of piloting the massive war machines called Titans. Not only do you need to have quick reflexes to pilot them, but you need to know how the Titan moves compared to that of more conventional vehicles.

Your character should use this skill if…
  • Your character is using their Titan to punch a target.
  • Your character maneuvers a Titan through a dense city block while under fire.
  • Your character is trying to dock a badly-damaged Titan.
Your character should not use this skill if…
  • Your character is flying a shuttle craft. That falls under the Pilot (Aerospace) skill.
  • Your character wants to fix a Titan. That uses the Mechanics skill.
  • Your character is walking the Titan from Point A to Point B without any fear of failure.

Knowledge Skills

Frontier (Intellect)

The systems of the Frontier are filled with independent worlds and even more independent inhabitants, many of which enjoy their isolation and relative freedom. Because of this, the worlds exhibit an astoundingly diverse mix of cultures and political systems.

Due to this diversity, knowledge of one world's culture and politics doesn't guarantee knowledge of other worlds—even neighbouring worlds. However, there are common threads throughout the Frontier, if you know where to look.

Your character should use this skill if…
  • Your character is looking for a specific item or service and wants to know what planet would be best suited for such a purchase.
  • Your character is trying to lay low and doesn't want to be asked too many questions.
  • Your character wants to interact with a local political leader and doesn't want to make a fool of themselves.
Your character should not use this skill if…
  • Your character is trying to navigate the Frontier, that would be an Astrocartography check.
  • Your character wants to find a specific black market contact, that would be an Underworld check.
  • The information your character is looking for is public knowledge, in such a case no check is required.

Underworld (Intellect)

In some places, criminal elements control the government through less-than-legal machinations. In others, the crime families function as the only effective ruling force. In more traditionally governed areas, seedier elements are dependent upon secrecy and deception as the core elements of their practices. Before a character can even begin to establish contacts among a world's criminal elements, he must first understand which of these organizational structures are in play.

Once a character deciphers how he might establish a contact, he must next find out with whom he needs to speak. Different groups or individuals might control different parts of the criminal trade. A contact for gambling is likely different than one who deals in illicit pharmaceuticals, while a third individual is likely the point of contact for miltery-grade weapons. Depending upon a character's needs and the criminal elements active on a world, finding the right contact could be trivial or extremely time-consuming.

Your character should use this skill if…
  • Your character wants to know what nearby world would be best for a particular type of illegal business.
  • Your character tries to figure out what method someone would use for a specific type of criminal activity.
  • Your character is trying to figure out which criminal organization is the real power on a specific planet.
Your character should not use this skill if…
  • Your character is attempting to blend in to the local underworld. That is a Streetwise check.
  • Your character is pretending to be a member of a certain gang, which would be a Deception check.
  • Your character is trying to know who is in charge of a well-known organization. Common knowledge like that does not require a roll.

Warfare (Intellect)

The Titanfall galaxy has been shaped for decades by warfare. From the past wars of the Core Worlds to the current Titan War between the Frontier Militia and the IMC. Characters with knowledge of the workings of war are more important than ever before.

This skill covers a character's knowledge of conflict, both on the ground and in space. Many things factor into this, from training and insight on the strategies and tactics of modern warfare, to an awareness of the personnel and technology of the factions involved in the conflict, to knowledge gained from studying the other great wars throughout history. Having a broad awareness of the workings and history of conflict allows a character to not only to survive, but to thrive in the Titan War.

Your character should use this skill if…
  • Your character attempts to recall an important military event, organization or individual.
  • Your character is formulating a military tactic.
  • Your character tries to recognize an opposing military tactic.
Your character should not use this skill if…
  • Your character is leading a squad. That falls under the Leadership skill.
  • Your character teaches a textbook tactic. Knowledge such as that requires no skill check.
  • Your character is flying a capital ship. Such skill is covered by Operating.

Careers

There are many careers avaible on the frontier, but not all of them lend themselves to making for successful members of the militia.

The following careers are available, with options available upon GM approval.

Ace

An Ace is the master of all things that fly or drive. They get you from Point A to Point B in once piece, and then cover your ass while you're there.

An Ace counts the following skills as career skills: Astrocartography, Cool, Drive, Gunnery, Mechanics, Perception, Piloting (Aerospace), Ranged (light).

Leader

The Leader focuses on leading and directing their fellows, as well as interacting with others. Leaders have a knack for taking charge and overseeing a situation, but their meth-ods of leadership can vary wildly. A Leader can be a kind and caring boss, a soft-spoken politician, or a military commander who believes in absolute discipline.

The Leader counts the following skills as career skills: Charm, Coercion, Cool, Discipline, Leadership, Melee, Negotiation, and Perception. Before spending experience during character creation, a Leader may choose four of their career skills and gain one rank in each of them.

Medic

Some Medics come from prestigious backgrounds like doctors or nurses while others learn from experience. In either case, Medics are highly prized for their ability to save lives and keep the militia in fighting form.

The Medic counts the following skills as career skills: Cool, Discipline, Knowledge (Frontier), Medicine, Ranged (Light), Resilience, Survival, and Vigilance. Before spending experience during character creation, a Medic may choose four of their career skills and gain one rank in each of them.

Ranger

The Ranger comes from a background of hunting in the wilds, far from civilization. In the militia, a Ranger makes an excellent scout.

The Ranger counts the following skills as career skills: Athletics, Coordination, Deception, Melee, Perception, Ranged (Heavy), Stealth, and Survival. Before spending experience during character creation, a Ranger may choose four of their career skills and gain one rank in each of them.

Socialite

Socialites are the consummate social butterflies, at ease in any interactions involving talking to someone else. Whether a rich debutante in the highest circles of society or a good-natured bartender who knows everyone’s name, a Socialite can get along with anyone and every-one. More importantly, they always know how to get the best out of any social interaction.

The Socialite counts the following skills as career skills: Charm, Cool, Deception, Knowledge (Education), Negotiation, Perception, Streetwise, and Vigilance. Before spending experience during character creation, a Socialite may choose four of their career skills and gain one rank in each of them.

Smuggler

On the Frontier, resources are rarely distributed fairly or equitably. Some people use the services of Smugglers to redistribute resources in their favor, using both guile and technical skill. With their ability to move goods under the radar, they are indispensable in the fight against the IMC.

A Smuggler counts the following skills as career skills: Cool, Deception, Knowledge (Underworld), Negotiation, Pilot (Aerospace), Ranged (Light), Skulduggery, Streetwise.

Soldier

Soldiers are warriors through and through. At home on the battlefield, they know everything there is to know about surviving the horrors of combat—and making sure the opposition doesn’t.

The Soldier counts the following skills as career skills: Athletics, Brawl, Coercion, Gunnery, Perception, Ranged (Heavy), Survival, and Vigilance. Before spending experience during character creation, a Soldier may choose four of their career skills and gain one rank in each of them.

Technician

A Technician is an expert of all things mechanical and technical. They excel when something doesn't work and should or when something is working and they don't want it to.

The Technician counts the following skills as career skills: Computers, Discipline, Knowledge (Education), Mechanics, Perception, Pilot (Aerospace), Streetwise, and Vigilance. Before spending experience during character creation, a Hacker may choose four of their career skills and gain one rank in each of them.

Talents

Tier 1

Apothecary

Tier: 1
Source: Realms of Terrinoth
Add double ranks to wounds healed due to natural rest.

Bought Info

Tier: 1
Source: Genesys Core Rulebook
Spend credits to succeed on a Knowledge check.

Brawler

Tier: 1
Activation: Passive
Ranked: No
Your character add a to Brawl checks and combat checks using improvised weapons.

Clever Retort

Tier: 1
Source: Genesys Core Rulebook
Add hh to someone's social check.

Defensive Sysops

Tier: 1
Source: Genesys Core Rulebook
Add bb to hack friendly computer systems.

Desperate Recovery

Tier: 1
Source: Genesys Core Rulebook
Recover 2 more strain at the end of the encounter if over half your threshold.

Duelist

Tier: 1
Source: Genesys Core Rulebook
Bonus when fighting one target, penalty when fighting 3 or more.

Durable

Tier: 1
Source: Genesys Core Rulebook
Reduce Critical Injuries by 10 per rank.

Forager

Tier: 1
Source: Genesys Core Rulebook
Remove bb and reduce time in half to find food, water or shelter.

Grit

Tier: 1
Source: Genesys Core Rulebook
+1 strain threshold per rank.

Hamstring Shot

Tier: 1
Source: Genesys Core Rulebook
Half ranged attack damage to immobilize target.

Jump Up

Tier: 1
Source: Genesys Core Rulebook
Stand as incidental.

Knack for It

Tier: 1
Source: Genesys Core Rulebook
Remove bb from one skill. 2 additional skills per rank.

Know Someboday

Tier: 1
Source: Genesys Core Rulebook
Reduce rarity of legally available item by ranks in talent.

Let's Ride

Tier: 1
Source: Genesys Core Rulebook
Mount or dismount from a vehicle as an incidental.

Parry

Tier: 1
Source: Genesys Core Rulebook
Suffer 3 strain to reduce melee damage by 2 + Ranks.

Precision

Tier: 1
Activation: Active (Incidental)
Ranked: No
When making a Brawl or Ranged (Light) check your character may use use Cunning instead of Brawn or Agility. Note that your Brawl damage is still based on Brawn.

Proper Upbringing

Tier: 1
Source: Genesys Core Rulebook
Suffer strain to add equal amount of a to some social checks. Limit strain of ranks.

Quick Draw

Tier: 1
Source: Genesys Core Rulebook
Draw or holster one weapon/item as incidental.

Quick Strike

Tier: 1
Source: Genesys Core Rulebook
Add b per rank to first combat check against target who hasn't acted yet.

Rapid Reaction

Tier: 1
Source: Genesys Core Rulebook
Suffer strain to add an equal number of s to initiative check. Limit strain to ranks.

Second Wind

Tier: 1
Source: Genesys Core Rulebook
Recover number of strain equal to ranks once per encounter.

Spare Reload

Tier: 1
Activtion: Active (Incidental)
Ranked: No
Once per encounter, when you run out of ammo for a non-vehicular weapon, you may use this talent to produce an extra magazine for that weapon.

Surgeon

Tier: 1
Source: Genesys Core Rulebook
Medicine checks heal number of ranks of additional wounds.

Swift

Tier: 1
Source: Genesys Core Rulebook
Ignore difficult terrain while moving.

Toughened

Tier: 1
Source: Genesys Core Rulebook
+2 wound threshold per rank.

Tumble

Tier: 1
Source: Realms of Terrinoth
Suffer strain to disengage as incidental.

Unremarkable

Tier: 1
Source: Genesys Core Rulebook
Add f to checks to find/identify your character.

Tier 2

Basic Military Training

Tier: 2
Source: Genesys Core Rulebook
Gain Athletics, Ranged (Heavy) and Resilience as career skills.

Bodyguard

Tier: 2
Source: Realms of Terrinoth
Suffer strain (max of ranks) to upgrade combat checks targeting one engaged ally an equal amount.

Brawler (Improved)

Tier: 2
Activation: Passive
Ranked: No
When making an unarmed combat check, increase your base damage by +2 and reduce your critical rating to 3.

Combat Veteran

Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per encounter before your character performs a combat check you may suffer a number of strain up to your ranks in Knowledge (Warfare). If you do you add an equal number of a to the combat check.

Coordinated Assault

Tier: 2
Source: Genesys Core Rulebook
Grant allies a to combat checks as a maneuver.

Counter Offer

Tier: 2
Source: Genesys Core Rulebook
Make a Negotiation check to stagger an enemy once per encounter.

Daring Aviator

Tier: 2
Source: Genesys Core Rulebook
Add s up to rank to Drive, Pilot (Aerospace) or Pilot (titan) check. Also add an equal number of h.

Defensive Formation

Tier: 2
Activation: Active (Action)
Ranked: No

Your character my use this talent to make a Hard (ddd) Leadership check. If successful, choose a number of allies within short range equal to the number of s generated. Upgrade all combat checks targeting those allies once until the end of your character's next turn.

Defensive Stance

Tier: 2
Source: Genesys Core Rulebook
Suffer strain to upgrade melee combat checks against you. Upgrade max of ranks.

Defensive Sysops (Improved)

Tier: 2
Source: Genesys Core Rulebook
Instead of adding bb to defended computer hacking check, add fh.

Dual Wielder

Tier: 2
Source: Genesys Core Rulebook
Ignore combined combat check difficulty increase.

Fan the Hammer

Tier: 2
Source: Genesys Core Rulebook
Add Auto-Fire to a pistol for one combat check. Run out of ammo afterwards.

Grappler

Tier: 2
Source: Realms of Terrinoth
Engaged enemies must spend 2 maneuvers to disengage.

Heightened Awareness

Tier: 2
Source: Genesys Core Rulebook
Add b to allies' Perception & Vigilance checks in short range. Add bb if engaged.

Inspiring Rhetoric

Tier: 2
Source: Genesys Core Rulebook
Heal allies strain.

Inventor

Tier: 2
Source: Genesys Core Rulebook
Add b per rank to make or improve items.

Lucky Strike

Tier: 2
Source: Genesys Core Rulebook
Spend a Story Point to add ranks in a chosen characteristic to damage of a combat check.

Scathing Tirade

Tier: 2
Source: Genesys Core Rulebook
Cause enemies to suffer strain.

Side Step

Tier: 2
Source: Genesys Core Rulebook
Suffer strain to upgrade ranged combat checks against you. Upgrade max of ranks.

Titan Combat Training

Tier: 2
Activation: Passive
Ranked: No
Pilot (Titan) and Gunnery are now career skills for your character.

Two-Handed Stance

Tier: 2
Activation: Passive
Ranked: No
When your character performs a combat check with a Ranged (Light) weapon, if they have nothing in their other hand, they add a to the results.

Tier 3

Bracing Fire

Tier: 3
Activation: Active (Maneuver)
Ranked: No
Your character may use this talent to decrease the difficulty of the next Auto-Fire combat check they make during the same turn by one.

Distinctive Style

Tier: 3
Source: Genesys Core Rulebook
Add sshh to hacking rolls.

Dodge

Tier: 3
Source: Genesys Core Rulebook
Suffer strain to upgrade any combat check targeting you. Upgrade max of ranks.

Eagle Eye

Tier: 3
Source: Genesys Core Rulebook
Increase range of a weapon once per encounter.

Field Commander

Tier: 3
Source: Genesys Core Rulebook
Allow allies to perform out-of-turn maneuver.

Forgot to Count?

Tier: 3
Source: Genesys Core Rulebook
Cause opponent to run out of ammo with hh.

Full Throttle

Tier: 3
Source: Genesys Core Rulebook
Increase top speed of vehicle by 1.

Grenadier

Tier: 3
Source: Genesys Core Rulebook
Trigger Blast quality with one Story Point. Also increase grenade range to medium.

Heroic Will

Tier: 3
Source: Genesys Core Rulebook
Ignore certain Critical Injury effects.

Inspiring Rhetoric (Improved)

Tier: 3
Source: Genesys Core Rulebook
Allies affected by Inspiring Rhetoric gain b to skill checks.

Natural

Tier: 3
Source: Genesys Core Rulebook
Once per session, reroll one skill check with one of two skills.

Painkiller Specialization

Tier: 3
Source: Genesys Core Rulebook
Increase wounds healed by painkillers equal to ranks.

Parry (Improved)

Tier: 3
Source: Genesys Core Rulebook
Use d or hhh to hit enemy when Parry is triggered.

Precise Shot

Tier: 3
Activation: Passive
Ranked: No
When making a Ranged (Heavy) or Ranged (Light) combat check targeting a character engaged with one of your character's allies, downgrade the difficulty of the check once (thus negating the penalty for shooting at engaged targets).

Scathing Tirade (Improved)

Tier: 3
Source: Genesys Core Rulebook
Enemies affected by Scathing Tirade add b to skill checks.

Titan Dash

Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
When your character's Titan suffers a hit from a ranged combat check, after damage is calculated but before it is applied, your character may have their Titan suffer 3 system strain to use this talent. Then, reduce the damage suffered by a number equal to their ranks in Pilot (Titan).

Tier 4

Can We Talk About This?

Tier: 4
Source: Genesys Core Rulebook
Make a Charm check to prevent an enemy from attacking you.

Deadeye

Tier: 4
Source: Genesys Core Rulebook
Choose what Critical Injury your character inflicts.

Defensive

Tier: 4
Source: Genesys Core Rulebook
Increase Defense by ranks.

Defensive Driving

Tier: 4
Source: Genesys Core Rulebook
Increase Defense of vehicles piloted by ranks.

Enduring

Tier: 4
Source: Genesys Core Rulebook
Increase soak by ranks.

Field Commander (Improved)

Tier: 4
Source: Genesys Core Rulebook
Affect more allies. Able to grant action in addition to maneuvers.

How Convenient!

Tier: 4
Source: Genesys Core Rulebook
Make a Mechanics check to cause one gadget in the scene to fail.

Inspiring Rhetoric (Supreme)

Tier: 4
Source: Genesys Core Rulebook
Use Inspiring Rhetoric as a maneuver instead of an action.

Mad Inventor

Tier: 4
Source: Genesys Core Rulebook
Make a Mechanics check to make an item out of spare parts.

Overcharge

Tier: 4
Source: Genesys Core Rulebook
Double benefit of a cybernetic implant.

Scathing Tirade (Supreme)

Tier: 4
Source: Genesys Core Rulebook
Use Scathing Tirade as a maneuver instead of an action.

Snap Shot

Tier: 4
Activation: Active (maneuver)
Ranked: No
Once per encounter, your character may spend a Story Point to use this talent to perform a ranged combat check.

Tier 5

Dedication

Tier: 4
Source: Genesys Core Rulebook
Increase one characteristic by 1.

Indomitable

Tier: 4
Source: Genesys Core Rulebook
Spend a Story Point to not be taken out of an encounter.

Master

Tier: 4
Source: Genesys Core Rulebook
Suffer strain to reduce difficulty of one skill's checks.

Overcharge (Improved)

Tier: 4
Source: Genesys Core Rulebook
Spend aa or t to take an action when you use Overcharge.

Ruinous Repartee

Tier: 4
Source: Genesys Core Rulebook
Charm check to cause massive amounts of strain.

Equipment

New Qualities

The following qualities are available to certain weapons in Titanfall: Genesys

Arc

Arc weapons specialize in taking down energy shields with a massive jolt of arc energy. An arc weapon can negate Defense granted by energy shields by spending aa (instead of the usual aaa).

Reduced Magazine

Weapons with a Reduced Magazine either doesn't hold much ammo or it goes through ammo at an alarming rate. Either way, this weapon can run out of ammo by spending hhh (in addition to the normal d).

Weapons

Melee Weapons

Not all weapons are firearms. Sometimes you need to get up close and personal. For that, there are several melee weapons available to soldiers.

Brass Knuckles

Brass knuckles are very simple weapons: chunks of brass designed to slip over your fingers and add power to your punches.

Combat Knife

The ubiquitous knife is easy to use, lightweight and one of the first weapons most soldiers learn to fight with.

Longblade

Longblades have been coming back into vogue since the first sight of a Titan carrying a sword of its own. Deadly and silent, this weapon is the preferred weapon of scouts and assassins alike.

Stun Baton

A short length of metal with a rubber handle, the stun baton is designed to shock the enemy into submission.

Truncheon

Not as common for soldiers, but local law enforcement is commonly seen for their ability to subdue—rather than kill—their target.

Melee Weapons
Name Skill Damage Crit. Range Enc. HP Price Rarity Special
Brass knuckles Brawl +1 4 Engaged 1 0 25 2 Disorient 3
Combat Knife Melee +1 3 Engaged 1 1 25 2 None
Longblade Melee +2 3 Engaged 1 1 150 3 Defensive 1
Stun Baton Melee 4 4 Engaged 2 1 150 2 Stun Damage, Stun 3
Truncheon Melee +1 4 Engaged 1 1 75 2 Stun Damage

Sidearms

Sidearms are a common sight on the battlefield, as everyone and their mother have one!

B3 Wingman

The B3 Wingman is an extremely powerful revolver with very high accuracy out to long ranges. Precision aim is re-quired to mitigate the disadvantages of its very low rate of fire.

Hammond P2011

The Hammond P2011 is a semi-automatic handgun with good accuracy and damage at range. Its integrated 'match trigger' allows it to be fired very rapidly, which is useful in close quarters.

RE-45 Autopistol

The RE-45 is a fully automatic .45 caliber pistol, sacrificing damage and accuracy at longer distances for improved effectiveness at close range.

Sidearms
Name Skill Damage Crit. Range Enc. HP Price Rarity Special
B3 Wingman Ranged (Light) 6 3 Medium 2 1 500 3
Hammond P2011 Ranged (Light) 5 4 Short 1 1 150 3
RE-45 Autopistol Ranged (Light) 5 3 Short 2 1 400 6 Auto-Fire, Limited Ammo 3
Smart pistol mk5 Ranged (Light) 5 3 Short 1 2 525 8 Guided 3, Special

Smart Pistol MK5

The Smart Pistol scans for hostile targets within a short range, locking onto them automatically. Any rounds fired will then maneuver to hit the locked targets. Aiming with the iron sights allows the operator to use the pistol in manual targeting mode. Spare ammunition for the smart pistol is twice the price as normal ammo, 50 credits.

Longarms

C.A.R. SMG

The C.A.R. (Combat Advanced Round) submachine gun is designed to fire a more powerful round that provides greater damage and accuracy at range, at the cost of fire rate and capacity.

EVA-8 Shotgun

The EVA-8 is a semi-automatic shotgun, originally designed for extra-vehicular activity, both in conventional and in exo-atmospheric conditions.

G2A4 Battle Rifle

Despite recent advances in weapons technology, the older G2A4 semi-automatic rifle remains a favorite of special forces units due to its high damage and extremely precise fire—a testament to its high level of craftsmanship.

Hemlok BF-R

The factory issue Hemlok fires a three-round burst. While this can be a liability at short range, this tradeoff allowed the engineers at TW Ordnance to deliver a weapon with a good balance of long-range accuracy, damage, and fire rate.

Kraber-AP Sniper

The Kraber fires a unique round that ensures 'one-shot, one-kill' results against human-scale targets. However, considerable judgement in leading is required, making this a difficult weapon to use against moving targets.

Longbow DMR

The D-101 Longbow-DMR is a semi-automatic sniper rifle. Its hyper-velocity round completely eliminates the need to lead targets, and allows the shooter to fire multiple shots quickly in succession.

R-101c Carbine

The R-101C is a fully automatic, compact assault weapon commonly used throughout the Frontier.

R-97 Compact SMG

The R-97 is a compact submachine gun that excels at close-quarters combat, due to its extremely high rate of fire and minimal recoil.

Spitfire LMG

The Spitfire Light Machine Gun recoils heavily when first fired, but quickly settles into a tight firing pattern. The manufacturer strongly recommends sustained saturating fire, instead of short controlled bursts.

Pilot Ordnance

Ordnance usually refers to grenades, but some pilots like to carry around things that make a slightly bigger 'boom'.

Arc Grenade

The Arc Grenade is a grenade type employed by infantry of the IMC and Militia. When activated, the Arc Grenade explodes in a blast of Arc energy capable of short circuiting and dealing heavy damage to robotic units and equipment such as Titans, Spectres, Stalkers, HUDs and optical equipment found within the helmet of a Pilot and Reapers.

Arc Mine

The Arc Mine is a proximity mine that can stick on any surface. It takes 1 second after sticking to something to arm. Arc Mines won't explode until an enemy Pilot, Titan, Grunt or Spectre enter the mine's range.

Electric Smoke Grenade

A pilot-portable version of the Titan defense system, this “grenade” is designed to obscure an area and disperse pilots in an entrenched position.

The cloud creates two dice worth of concealment and completely negates the Guided weapon quality on any attack against a target within the cloud or if the weapon must target through the cloud.

Firestar

The firestar is an incendiary throwing star that creates thermite on impact. It will stick to surfaces and enemies alike.

Frag Grenade

The basic explosive device known to all modern soldiers, the Frag Grenade is still an incredibly useful weapon.

Satchel Charge

Satchel Charges stick to any surface and are manually detonated, causing massive explosive damage to anything nearby. Like mines, satchel charges are set and triggered to explode. Unlike a mine, however, you must trigger them yourself.

As an action you may place up to two charges within Engaged range. As an out-of-turn incidental you may detonate the charges, making an Engineering combat check against the target.

Anti-Titan Weapons

Archer Heavy Rocket

The Archer fires a powerful homing rocket. It must be locked onto a target before it can be fired.When aimed, a targeting window flips out, allowing target acquisition. Hold this window over thetarget continuously until a lock is achieved, then fire. The Guided quality can only be activated when attacking targets made of significant metal content, like Titans and Spectres. Reload rockets for the Archer cost 3,000 credit.

Charge Rifle

The Charge Rifle fires an energy beam that inflicts massive damage. Holding the trigger charges the weapon. Timing is critical to its use: this weapon will only fire when it reaches full charge, and it will discharge automatically as soon as it hits full charge.

Longarms
Name Skill Damage Crit. Range Enc. HP Price Rarity Special
C.A.R. SMG Ranged (Heavy) 7 3 Medium 3 2 500 6 Accurate 2, Limited Ammo 2
EV-8 Shotgun Ranged (Heavy) 8 3 Short 3 2 750 4 Blast 6, Knockdown, Reduced Magazine
G2A4 Battle Rifle Ranged (Heavy) 8 3 Long 4 2 950 5
Hemlock BF-R Ranged (Heavy) 8 3 Long 4 2 1,000 7 Accurate 1
Kraber Gunnery 12 2 Extreme 5 3 2,000 8 Accurate 2, Limited Ammo 1, Pierce 2
Longbow DMR Ranged (Heavy) 9 3 Long 4 2 1,000 5 Accurate 1
R-101c Carbine Ranged (Heavy) 8 3 Long 4 2 1,200 7 Auto-fire
R-97 SMG Ranged (Heavy) 6 3 Short 3 2 700 6 Auto-fire, Accurate 1
Spitfire LMG Gunnery 10 3 Long 6 3 1,900 6 Auto-fire, Cumbersome 3, Pierce 2, Vicious 2
Pilot Ordnance
Name Skill Damage Crit. Range Enc. HP Price Rarity Special
Arc Grenade Ranged (Light) 5 4 Short 1 0 60 6 Arc, Blast 4, Disorient 2, Limited Ammo 1, Stun Damage
Arc Mine Mechanics 6 4 Engaged 3 0 70 7 Arc, Blast 5, Disorient 2, Limited Ammo 1, Stun Damage
Electric Smoke Grenade Ranged (Light) 4 6 Short 1 0 50 7 Blast 3, Disorient 2, Limited Ammo 1, Stun Damage, Special
Firestar Ranged (Light) 8 2 Short 1 0 100 7 Burn 1, Limited Ammo 1
Frag Grenade Ranged (Light) 8 3 Short 1 0 90 7 Blast 6, Limited Ammo 1
Satchel Charge Mechanics 12 2 Engaged 2 0 280 6 Blast 8, Breach 1, Limited Ammo 1, Special

Mag Launcher

The Mag Launcher fires magnetic grenades. When fired, the grenades will veer towards nearby enemy Titans and Spectres, and detonate on impact. The Accurate quality can only be activated when attacking targets made of significant metal content, like Titans and Spectres.

Sidewinder

The Sidewinder is a rapid-fire micro-missile launcher. It is effective against large targets, but lacks precision due to its large spread. The micro-missiles it fires do not yield a large area effect on detonation, due to their shaped-charge design.

Armour

Armoured Carapace

Armoured carapace completely covers the wearer from head to toe and with the right attachments can be environmentally sealed. The carapace has a rigid outer shell that deflects or blocks incoming attacks. It is also designed to be extremely customizable, with one more hard point than a comparable size armour would otherwise have.

Cloaking Device

Personal cloaking devices blur the outline of the wearer, making it extremely hard to see them. While active, you may hide even when in plain sight.

Flak Vest

Made from lightweight polymers and ballistic fabrics, this armour provides decent protection against small arms fire and shrapnel.

Heavy Jacket

Not a form of combat armour, but a well-made jacket does provide limited protection.

Armour
Type Defense Soak Enc. HP Price Rarity
Armoured Carapace 1 +2 4 3 850 6
Cloaking Device 2 +0 2 1 600 7
Flak Vest 0 +2 3 2 500 5
Heavy Jacket 0 +1 1 0 35 1
Anti-Titan Weapons
Name Skill Damage Crit. Range Enc. HP Price Rarity Special
Archer Rocket Gunnery 30 2 Extreme 8 4 10,525 8 Blast 20, Breach 2, Cumbersome 3, Guided 3, Limited Ammo 1, Prepare 1
Charge Rifle Gunnery 9 2 Extreme 8 4 3,250 7 Accurate 1, Breach 2, Cumbersome 2, Slow-Firing 1, Vicious 2
Mag Launcher Gunnery 12 3 Long 6 3 3,450 7 Accurate 2, Breach 2, Special
Sidewinder Gunnery 18 2 Medium 6 3 5,075 6 Auto-fire, Breach 2, Cumbersome 2, Inaccurate 1, Limited Ammo 3, Vicious 1

Items

Gear

A Militia Titan pilot needsmore than just a good weapon and heavy armour to defeat the IMC and drive them from their home. In this section you'll find the more mundane—but no less important—items that makes a Militia pilot more than a grunt with a gun.

Backpack

While wearing a backpack, your character increases their encumbrance threshold by four.

Combat Harness

A combat harness is a system used by soldiers to carry necessary equipment on their persons in easily accessible pouches. They are commonly made of hard-wearing reinforced textiles, and often with removable armor plates.

A combat harness increases a wearer's encumbrance threshold by 2.

Comm-Bead

This communications device fits into a sentient's ear (or other auditory orifice) and allows them to communicate with friends and allies within 100 kilometers. If the comm-bead can tie into a planetary communications network (the kind that any civilized planet has), then it can communicate with anyone on the same planet.

An encrypted version of the comm-bead is also available. Any attempt to hack into the encrypted communication is upgraded twice.

Cybernetics

See Genesys Core Rulebook page 177.

Extra Magazine

This is exactly what it sounds like: an extra magazine of ammunition for a ranged weapon.

If your character has an extra magazine, they may spend a maneuver to reload and continue to use their weapon if it runs out of ammo. This uses up the extra magazine. (You can’t use this to reload weapons with the Limited Ammo quality, as they usually have special costs for their reloads or are one-use weapons.)

First Aid Kit

A first aid kit has all the basics you need to tend to minor battlefield injuries. This kit provides your character with the equipment needed to make Medicine checks to heal wounds or Critical Injuries without penalty. However, hhh or d means your characterhas used allof the kit's supplies.

Jump Kit

Jump Kits provide a brief burst of thrust that is used to leap to higher locations. They also have a function that adjusts the deceleration on potentially fatal descents to safe levels, allowing Pilots to fall from great heights without injury.

When armed with a jump kit, upgrade all Athletics checks to climb and jump once and ignore difficult terrain as long as you can bypass it via a nearby wall or other outcropping. In addition, reduce the overall distance fallen by one range band.

Night Optics

These goggles allows the wearer to see in the dark. When wearingnight optics, your character removes up to bb added to their checks due to darkness.

Painkillers

See page 94 of the Genesys Core Rulebook.

Panacea

This liquid cocktail of adrenaline and various pharmaceutical drugs is used to temporarily enhance awareness and promote localized healing. The panacea is stored in a one-use syringe that is quickly injected to the subject.

When making a Medicine check, your character may use a panacea to add automatic sa to the results. The panacea is consumed when used.

Portable Medkit

A well-equipped portable medkit comes with everything someone might need to treat all manner of injuries, from bullet wounds to broken legs.

A portable medkit allows your character to perform Medicine checks to heal wounds and Critical Injuries without penalty. The inclusion of modern drugs adds automatic a to the check results.

Pulse Blade

the pulse blade can be thrown and provides a brief sonar pulse that can detect enemies even through walls.

As an action, a charactermay make an Average (dd) Ranged (Light) check to secure the blade to any solid surface within short range, including the hull of a Titan. On a success it sends out a sonar pulse that reveals the current location of all enemies within short range. At the beginning of the next round another sonar pulse is released.

The pulse blade can also be used as a weapon with the following profile: Ranged (Light); damage +1; crit 4; Range (Short); Limited Ammo 1, Pierce 1.

Utility Belt

Often worn in addition to a combat harness, or used as a component, utility belts are common items for militia in the field where quick access to important tools is a life-saving necessity. Contents and configurations vary by user and by mission; many include integral holsters or gun belts.

Utility belts increase a wearer's encumbrance threshold by 1.

Gear
Item Enc. Price Rarity
Backpack +4 50 3
Combat Harness +2 100 3
Comm-Bead 0 25 1
Comm-Bead, encrypted 0 2,000 5
Extra Magazine 0 25 2
First Aid Kit 1 100 3
Jump Kit 2 1,000 7
Night Optics 0 500 5
Painkillers 0 25 2
Panacea 0 50 6
Portable Medkit 2 200 4
Pulse Blade 1 150 5
Utility Belt +1 25 0

Item Attachments

Item attachments follow the rules on pages 206–209 of the Genesys Core Rulebook. Many of the attachments in that section are available in Titanfall: Genesys as well as new attachments described below.

Weapon Attachments

The following weapon attachments are available to characters in the Titanfall: Genesys setting. In addition, several attachments from the Genesys Core Rulebook are available.

Italicized attachments are new and found in the following section.

Weapon Attachments
Attachment HP Required Price Rarity
Bipod Mount 1 250 2
Dataspike 1 500 6
Enhanced Targeting Algorithm 1 800 7
Extended barrel 2 1,000 4
Hair Trigger 1 150 3
Holosight 1 500 4
Laser Sight 1 500 5
Silencer 1 100 5
Superior Customization 1 750 7
Telescopic Sight 1 200 3
Tripod Mount 2 400 3
Under-barrel Weapon 2 Varies Varies
Weapon sling 1 250 1

Dataspike

The Dataspike is a tool used to hack into enemy Spectres, turrets or other computing devices. It has an on-board AI programmed specifically to hack into enemy computers.
Use With: The dataspike is specifically designed to be used with the combat knife.
Modifiers: Dataspikes can perform Computers checks for a player with a Computers skill of 2 and an Intellect of 0. If unassisted it rolls dd for Computers checks (see pages 26–27 of the Genesys Core Rulebook for rules on assisted checks).
Hard Points Required: 1
Price: 500

Enhanced Targeting Algorithm

While most guided weaponry is good as-is, many users tweak the targeting code to acquire a lock faster.
Use With: Any weapon with the Guided quality may have this attachment.
Modifiers: When you preform the aim maneuver you may add a instead of b to your combat check.
Hard Points Required: 1
Price: 800

Holosight

This device projects a hologram of a crosshair a meter or so in front of the barrel to aid in aiming the weapon. Unfortunately that also makes it easier to spot the shooter.
Use With: Any firearm can have a holosight added.
Modifiers: The shooter may aim as an incidental once per round at a target up to medium range. If the holosight is used, reduce any concealment dice the target is benefiting from by 1 until the beginning of the character's next turn (see page 110 of the Genesys Core Rulebook for concealment rules).
Hard Points Required: 1
Price: 500

Laser Sight

A simple and lower-tech solution than most on the Frontier are used to, it is a classic for a reason. A laser sight emits a low-level light beam that places a physical dot where the weapon is pointing. But due to the low output it has limited range.
Use With: Any firearm can have a laser sight attached.
Modifiers: A laser sight adds the Accurate 1 quality, or increases an existing Accurate quality by 1.
Hard Points Required: 1
Price: 500

Silencer

A silencer makes it harder for others to pinpoint the location of shots made with the weapon it is attached to.
Use With: Any firearm can have a silencer attached.
Modifiers: Adds bb to any Perception or Vigilance checks to locate the shooter firing the weapon.
Hard Points Required: 1
Price: 100

Armour Attachments

The following armour attachments are available to characters in the Titanfall: Genesys setting. In addition, several attachments from the Genesys Core Rulebook are available.

Italicized attachments are new and found in the following section.

Armour Attachments
Attachment HP Required Price Rarity
Deflective Plating 1 450 4
Enhanced Lifting Servos 2 1,500 5
Extra Emitters 1 2,000 6
Extra Padding 1 300 6
Grapple Launcher 2 350 3
Reinforced Plating 2 8,000 7
Stim Injectors 1 2,500 5
Vacuum Sealed 1 600 4

Extra Emitters

Outfitting a cloaking device with extra emitters makes the cloak even more believable and provides even more protection to the soldier wearing it.
Use With: This attachment can be applied to the cloaking device.
Modifiers: Increase the cloaking device's Defense to 3.
Hard Points Required: 1
Price: 2,000

Extra Padding

This attachment adds a layer of padding to the cloaking device to help absorb the impact of weapons that are not fooled by the illusion. Use With: This attachment can be applied to the cloaking device.
Modifiers: Increase the cloaking device's soak and encumbrance by +1.
Hard Points Required: 1
Price: 300

Grapple Launcher

The grapple launcher has a weighted head designed to pierce and hold firm to any solid surface. It allows the wearer to traverse longer distances than normal—even straight up! Whether you're trying to get away, close the distance or get in or out of a secure site in a hurry, the grap-ple launcher is just what you need. Some crazy pilots even use it to rodeo a Titan!
Use With: This attachment can be applied to any armor.
Modifiers: As an action, a character may make an Average (dd) Ranged (Light) check to secure the grapple launcher on any solid object within short range. On a success, they may, as a maneuver, reel in the cord and pull themselves towards the the object. If the object is unsecured, it instead is pulled to the character.
Hard Points Required: 2
Price: 350

Stim Injectors

Stim injectors, or simply 'stims' to those who use them, are used for brief bursts of speed on the battlefield. On command they inject a potent cocktail of adrenaline and various pharmaceu-ticals that increase speed and reaction time. While it enables characters to get where they're going faster, it does stress the user's system. Use With: This attachment can be applied to any armor.
Modifiers: Once per round on your turn after you have performed two maneuvers you may suffer 1 strain to perform the move maneuver as an incidental. At the end of any encounter where your character used the stim injectors, they suffer 3 additional strain.
Hard Points Required: 1
Price: 2,500

Titans

Titans are mech-style robots, descended from modern-day fledgling military exoskeletons, designed for both civilian and military applications.

There are three classes of titans, as described below.

Special Rules

All titans have the following special rule:

Humanoid Form: As long as a Titan's propulsion isn't compromised it ignores the speed requirement for the Reposition maneuver.

Atlas-Class Titan

The Atlas is the original Titan model produced by Hammond Robotics. It has a balance of mobility and armor, having more mobility than the Ogre, but more armor than the Stryder. This was the first Titan to be revealed.

The Atlas seems to be the second tallest Titan model, though exact measurements are unknown. Based on photos of the Atlas standing next to a pilot, it can be estimated to be between 20-25 feet tall. Its main entry point is in its chest, which opens up for the player. The Atlas also has a secondary entry point—a small hatch in the top. This is also the eject port for the Atlas.

Titans and Limited Ammo

Titans regularly have ordnance weapons on-board that has the Limited Ammo quality. Although normally Limited Ammo weapons can be reloaded with a maneuver once exhausted, Titans generally carry only one payload of ordnance, and must be reloaded back at a base or carrier starship. They cannot be reloaded in mid-combat!

The Atlas is the oldest Titan model on the Frontier and has instigated the development of both the Stryder and Ogre patterns. It was used through the Titan Wars, and onto the Frontier War. The Atlas is equipped with a Damage Core, which, when ready, the pilot can activate on command to substantially increase damage dealt by the Titan.

3 2 +0 2 2 15 15

Control Skill: Pilot (Titan)
Compliment: One pilot
Passenger Capacity: None
Price/Rarity: 21,750/8
Consumables: None
Encumbrance Capacity: 2
Weapons: Titan punch (Pilot [Titan]; Damage 2; Critical 3; Range [Engaged])
Damage Core: The Atlas-class Titan has an in-built damage core. Once per round on your turn, you may cause the titan to suffer 1 system strain to perform the Aim maneuver as an Incidental.
Hard Points: 3

Ogre-Class Titan

The H-KA02/a Ogre Heavy Titan is a Titan model produced by Hammond Armament Division and Wonyeon Defense. Developed as an extremely tough Titan chassis, the Ogre's design has been compared to a main battle tank, optimized for taking higher amounts of damage and dealing out more than the Atlas or Stryder Titans. The Ogre stands slightly taller than the Atlas and has bulkier armor. The main entry point of an Ogre is via a large hatch on its top rather than the chest, like the Atlas or Stryder. The Ogre is equipped with a Shield Core, which amps the Titan's shield for a limited time.

3 1 -2 2 2 18 18

Control Skill: Pilot (Titan)
Compliment: One pilot
Passenger Capacity: None
Price/Rarity: 20,750/8
Consumables: None
Encumbrance Capacity: 2
Weapons: Titan Punch (Pilot [Titan]; Damage 2; Critical 3; Range [Engaged]; Vicious 1)
Shield Core: The Ogre-class Titan has an in-built shield core. Once per round on your turn, you may cause the titan to suffer 1 system strain to perform the Brace for Impact maneuver as an Incidental.
Hard Points: 3

Stryder-Class Titan

The Stryder is a Titan chassis developed and manufactured by Hammond Robotics. Developed as an extremely mobile and maneuverable Titan variant, the Stryder's almost skeletal design has been optimized for superior speed and agility. Significant improvements have been made to its Dash Core, while the Titan can also sprint for greater distances, making it perfect for hit-and-run attacks, ambushes and rapid redeployments. Unfortunately, this speed comes at a price. The Stryder's design is stripped down compared to other Titan variants, and its armor is largely nonexistent, making it much more fragile in combat. In Titan-vs-Titan engagements, Stryder Pilots must use all available cover and their machine's impressive speed to outflank and evade their heavier adversaries, as they are unlikely to survive a straight-up slug-fest.

3 3 +2 1 2 13 20

Control Skill: Pilot (Titan)
Compliment: One pilot
Passenger Capacity: None
Price/Rarity: 21,750/8
Consumables: None
Encumbrance Capacity: 2
Weapons: Titan Punch (Pilot [Titan]; Damage 2; Critical 3; Range [Engaged]; Accurate 1)
Dash Core: The Stryder-class Titan has an in-built dash core. Once per round on your turn, you may cause the titan to suffer 1 system strain to perform the Evade maneuver as an Incidental, ignoring the Speed requirement.
Hard Points: 3

Titan Systems

Main Weapons

All main Titan weapons take both hands to use properly. A titan may hold it in one hand and use the other for something else, like punching someone or grabbing onto something, but requires both of the Titan's hands in order to fire them.

Titan weapons are designed to be held in an external rig so if a Titan needs both hand it can stow and retrieve them with a maneuver.

40mm Cannon

The factory issue 40mm Cannon is a semi-automatic weapon that fires a high-explosive round with good accuracy.

Arc Cannon

The factory issue Arc Cannon fires a bolt of lightning that propagates across multiple targets. It can be fired quickly, or charged up over time for an increase in firepower. If you perform the Prepare maneuver, increase the damage of one hit of the next combat check by 1.

PR-01 Plasma Railgun

The Plasma Railgun is a Titan-sized sniper weapon, used for suppression of armored targets from a distance. The weapon fires a bolt of plasma, accelerated by a system of charged rails.

Quad Rocket

The Quad Rocket is a weapon that fires a tight-knit cluster of 4 rockets at the target, exploding upon impact.

Triple Threat

The Triple Threat is a grenade launcher that shoots 3 grenades at once. It excels at clearing rooms, and its grenades explode on armored contact, making it effective at close range against other Titans.

XOTBR-16 Chaingun

The XO-16 Chaingun is a fully automatic ballistic weapon that fires 1.6 inch slugs with high precision at considerable range.

Titan Ordnance

Cluster Missile

The Cluster Missile pod fires a missile which, on impact, deploys a shower of secondary explosive charges that continue to explode and saturate an area for a considerable time.

Laser Shot

The laser shot fires a lethal beam that cuts through anything in its way. It’s a directed energy weapon that takes the charge rifle and and amps it up to Titan-scale.

Multi-Target Missile System

The Multi-Target Missile System enables you to engage multiple targets at once. The Guided quality can only be activated when attacking targets made of significant metal content, like Titans and Spectres.

Titan Weapons
Name Skill Damage Crit. Range HP Price Rarity Special
40mm Cannon Gunnery 6 3 Long 1 7,750 6 Blast 1, Breach 1
Arc Cannon Gunnery 4 4 Medium 1 5,250 7 Arc, Blast 3, Special
Plasma Railgun Gunnery 7 2 Extreme 1 10,750 7 Accurate 1, Breach 1, Limited Ammo 2
Quad Rocket Gunnery 4 3 Long 1 7,500 6 Accurate 1, Blast 3, Vicious 2
Triple Threat Gunnery 4 4 Medium 1 8,250 7 Blast 2, Limited Ammo 2, Linked 2
XO-16 Chaingun Gunnery 3 4 Long 1 4,750 7 Auto-fire

Rocket Salvo

The Rocket Salvo launches a rapid salvo of unguided rockets. Each s deals +2 damage, instead of +1.

Slaved Warheads

This Titan ordnance pod requires a lock-on before you can fire. When you fire, a barrage of 3 homing missiles will launch towards your locked target. The Guided quality can only be activated when attacking targets made of significant metal content, like Titans and Spectres.

Titan Ordnance
Name Skill Damage Crit. Range HP Price Rarity Special
Broadsword Pilot (Titan) 4 2 Engaged 1 2,625 7 Breach 1, Deflection 1
Cluster Missile Gunnery 4 3 Extreme 1 6,250 8 Blast 4, Breach 1, Limited Ammo 3
Laser Shot Gunnery 3 2 Long 1 5,100 8 Accurate 1, Breach 2, Slow-Firing 1, Vicious 2
MTM System Gunnery 5 3 Extreme 1 9,000 8 Accurate 1, Auto-Fire, Breach 1, Guided 3, Limited Ammo 3, Special
Rocket Salvo Gunnery 3 2 Long 1 7,050 8 Blast 1, Breach 2, Inaccurate 1, Limited Ammo 2, Special
Slave Warhead Gunnery 5 4 Long 1 8,250 8 Breach 1, Guided 2, Limited Ammo 3, Linked 2

Titan Defense Systems

Titans are not indestructible, regardless of what the IMC wants you to believe. Each Titan is equipped with one of three defensive systems, designed to prolong the lifespan of the Titan.

Electric Smoke

Electric smoke is a reactionary device used to avoid attacks and negate tracking weapons.

Once per round, as an out-of-turn incidental, you may deploy a smoke charge. If this was done as a reaction to being targeted by a Guided weapon, the tracking is lost and the weapon may not fire on your Titan this turn. It creates an area of obscurant around your Titan that grants concealment worth +3 dice (see page 110 of the Genesys Core Rulebook). Any pilot on your Titan must immediately move away from your Titan or risk taking damage from the electric smoke. If they won’t (or can’t) disembark, they must make a Hard (ddd) Resilience check or suffer 1 wound, plus 1 additional wound per f. If the Resilience check generates hh, they become Disoriented for two rounds. This cloud lasts until the end of your next turn. Any pilot that ends their turn in the smoke must make the Resilience check or suffer wound as described above.

Electric smoke comes equipped with 3 smoke canisters.

Particle Wall

The particle wall creates a concave force field which blocks all projectiles from one side and lets all projectiles through from the other. As an incidental you may deploy the particle wall in front of your Titan. It grants Ranged Defense 4 to everything behind the wall. It lasts until the end of your next turn, and it requires two rounds to recharge before it can be used again.

Vortex Shield

The Vortex Shield allows Titans to stop enemy fire such as rockets and bullets in their tracks and is able to send the projectiles right back to the enemy.

As an out-of-turn incidental you may deploy the vortex shield when targeted by a ranged combat check. It provides the Reflective 1 quality until the beginning of your next turn. If the triggering attack generates hhh, you may reflect the projectile (if any) back on the target, dealing the weapon’s base damage to the attacker. If the check generates d, you instead deal a Critical Injury (or a Critical Hit for vehicles).

Titan Defense Systems
System HP Price Rarity
Electric Smoke 1 2,000 8
Particle Wall 1 3,000 8
Vortex Shield 1 1,000 8

Change Log

August 2018

v1.0.1—6.August

  • Fixed glitch where gear chapter wasn't displaying
  • Added encumbrance-modifying items
  • Careers added
  • Basic Military Training, Brawler (Improved), two-handed stance talents added *page/column break issues fixed

July 2018

v1.0—30.July

  • Moved to GM Binder
  • Added talents chapter
  • Archetypes updated
  • Cover art added (thanks, DrainSmith!)