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Chapter 1: Welcome to the Militia

H
umanity lives in the deepest reaches of explored space Over time, life continued on the Frontier largely
in a vast region known as The Frontier. It contains independent from the Core Systems. However, when the
many well-known and inhabited solar systems, but many IMC returned several decades later to claim eminent
more worlds remain uncharted. Most people will never domain over the Frontier's land, people and resources, the
travel this far away from normal civilization, but for people of the Frontier united as the Frontier Militia,
pioneers, explorers, mercenaries, outlaws, and soldiers—the utilizing guerrilla and terrorist actions to further their cause.
Frontier offers both adventure and opportunity.
This is where you come in. You grew up in the Frontier, it
The Interstellar Manufacturing Corporation (IMC) is your home. Now the IMC is back and claiming
originally funded many expeditions to the Frontier, everything you worked your entire life for is theirs. It isn't.
promising veterans of their military campaigns in the "Core You know that; now they need to learn it. Welcome to the
Systems"—the region of space containing the IMC's Titan War.
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.

2
Chapter 2: Archetypes
E CYBORG
very character is built upon an archetype and Titanfall:
Genesys has five archetypes to choose from. With the
Cyborgs have replaced an inordinate amount of their body
Titanfall setting being populated by humans, there are no with cybernetic implants. They revel in the upgrades and
non-human species—just human archetypes. the opportunities cybernetics afford them, regardless of
how much of their humanity is stripped away. Depending
ATHLETE on the implants chosen, cyborgs can excel at many things.
Athletes spend most of their time honing their physical
bodies, staying in top shape. Their training regimen makes Choose the cyborg archetype if you want the plethora of
them prime candidates for the Frontier Militia. cybernetic options to be your main focus.

Choose the Athlete if you want to be agile and swift, taking 2 2 2 2 3 1


advantage of openings as they arise.

2 3 1 2 2 2 • Wound Threshold: 10 + Brawn


• Strain Threshold: 9 + Willpower
• Starting Experience: 90XP
• Wound Threshold: 10 + Brawn • Cybernetics: A cyborg starts with one cyberorgan (see Genesys
• Strain Threshold: 11 + Willpower Core Rule Book page 177). In addition, you have either a second
• Starting Experience: 90XP cyberorgan or a pair of cybereyes.
• Starting Skill: An athlete starts with one rank in Athletics • More Machine Than Man: The first three cybernetics a cyborg
during character creation. They obtain this rank before spending receives does not reduce their strain threshold. In addition, they
experience points, and may not increase Athletics above rank 2 add b to any Medicine checks to heal them.
during character creation. • Backup Power: Once per encounter, as an incidental, a cyborg
• Exploit Opportunity: Whenever you perform a skill check, may heal a number of strain equal to 2 + the number of
cybernetics they have installed. At the end of the encounter, they
you may spend a to perform an immediate free maneuver that
suffer 3 strain.
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.
GENERALIST
The generalist doesn't excel at anything, but also is not
BRUTE lacking in anything. They are the middle-of-the-road
Brutes see everything as a nail…and they are the hammer. archetype that has many unexpected tricks up their sleeve.
They tend to approach all problems with force as the best
Choose the generalist archetype if you want to have a few
solution, and they're not always wrong.
neat tricks but not have to worry about too many things.
Choose the brute archetype if you want brawn to be your
default solution to most problems. 2 2 2 2 2 2
3 2 2 1 2 2
• Wound Threshold: 10 + Brawn
• Strain Threshold: 10 + Willpower
• Wound Threshold: 12 + Brawn • Starting Experience: 105XP
• Strain Threshold: 9 + Willpower • Starting Skills: A generalist starts with one rank in one non-
• Starting Experience: 95XP career skills at character creation. They obtain this rank before
• Starting Skills: A brute starts with one rank in Athletics during spending experience points, and this skill may not be increased
higher than rank 2 during character creation.
character creation. They obtain this rank before spending
• Ready for Anything: Once per session as an out-of-turn
experience points, and may not increase Athletics above rank 2
during character creation. incidental, you may move one Story Point from the Game Master's
• Push the Limit: Once per round on your turn, before you make pool to the players' pool.
a Brawn-based skill check, you may suffer 1 strain. If you do so,
add sh to the result of the check.

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MENTOR SPECIALIST
Even the strongest individuals have to rely on someone. Specialists are the master of their craft, hands down. No
The Mentor is that someone. Their wisdom and matter the area of expertise, you won't find anyone more
encouraging words ensure those around them do their best capable then they are. Outside of their specialty, however,
at any task. they may well need to rely on others.
Choose the mentor archetype if you want to help others at Choose the specialist archetype if you want to excel at your
the expense of being in the spotlight. chosen profession and be able to do it better than anyone
else.
2 1 2 2 3 2
1 2 3 2 2 2
• Wound Threshold: 9 + Brawn
• Strain Threshold: 10 + Willpower • Wound Threshold: 10 + Brawn
• Starting Experience: 90XP • Strain Threshold: 10 + Willpower
• Starting Skills: A mentor starts with one rank in Leadership. • Starting Experience: 90XP
They obrain this rank before spending experience points, and may • Starting Skills: After selecting their career, your specialist
not increase Leadership above rank 2 during character creation. character may train one rank in six of the eight career skills
• Next time, buddy: Once per round when an engaged ally fails a (instead of the usual four).
skill check, you may suffer 3 strain as an out of turn incidental to • Tricks of the Trade: Once per encounter, as an incidental, a
grant bb to their next skill check. specialist may suffer 2 strain. If they do, they add bb
bb to the next
career skill check they make before the end of their turn.
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.

4
Chapter 3: New Skills & Rules
T
his section introduces new skills specific to the The new and modified skills are as follows:
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.

GENERAL SKILLS
T he new skills in this section replace the Pilot skill
presented in the Genesys Core Rule Book.
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
PILOT (AEROSPACE) (AGILITY) while under fire.
• Your character is trying to dock a badly-damaged Titan.
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
YOUR CHARACTER SHOULD NOT USE THIS SKILL IF…
• Your character is flying a shuttle craft. That falls under the Pilot
pages 62–63). (Aerospace) skill.
• Your character wants to fix a Titan. That uses the Mechanics skill.
PILOT (TITAN) (CUNNING) • Your character is walking the Titan from Point A to Point B
without any fear of failure.
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.

KNOWLEDGE SKILLS
FRONTIER (INTELLECT) • Your character wants to find a specific black market contact, that
would be an Underworld check.
The systems of the Frontier are filled with independent • The information your character is looking for is public knowledge,
worlds and even more independent inhabitants, many of in such a case no check is required.
which enjoy their isolation and relative freedom. Because of
this, the worlds exhibit an astoundingly diverse mix of UNDERWORLD (INTELLECT)
cultures and political systems. In some places, criminal elements control the government
through less-than-legal machinations. In others, the crime
Due to this diversity, knowledge of one world's culture and families function as the only effective ruling force. In more
politics doesn't guarantee knowledge of other worlds—even traditionally governed areas, seedier elements are dependent
neighbouring worlds. However, there are common threads upon secrecy and deception as the core elements of their
throughout the Frontier, if you know where to look. practices. Before a character can even begin to establish
YOUR CHARACTER SHOULD USE THIS SKILL IF… contacts among a world's criminal elements, he must first
understand which of these organizational structures are in
• Your character is looking for a specific item or service and wants play.
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.
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Once a character deciphers how he might establish a
contact, he must next find out with whom he needs to WARFARE (INTELLECT)
speak. Different groups or individuals might control The Titanfall galaxy has been shaped for decades by
different parts of the criminal trade. A contact for gambling warfare. From the past wars of the Core Worlds to the
is likely different than one who deals in illicit current Titan War between the Frontier Militia and the
pharmaceuticals, while a third individual is likely the point IMC. Characters with knowledge of the workings of war
of contact for miltery-grade weapons. Depending upon a are more important than ever before.
character's needs and the criminal elements active on a
world, finding the right contact could be trivial or extremely This skill covers a character's knowledge of conflict, both on
time-consuming. the ground and in space. Many things factor into this, from
training and insight on the strategies and tactics of modern
YOUR CHARACTER SHOULD USE THIS SKILL IF… warfare, to an awareness of the personnel and technology of
• Your character wants to know what nearby world would be best the factions involved in the conflict, to knowledge gained
for a particular type of illegal business. from studying the other great wars throughout history.
• Your character tries to figure out what method someone would Having a broad awareness of the workings and history of
use for a specific type of criminal activity. conflict allows a character to not only to survive, but to
• Your character is trying to figure out which criminal organization thrive in the Titan War.
is the real power on a specific planet.

YOUR CHARACTER SHOULD NOT USE THIS SKILL IF… YOUR CHARACTER SHOULD USE THIS SKILL IF…
• Your character attempts to recall an important military event,
• Your character is attempting to blend in to the local underworld. organization or individual.
That is a Streetwise check. • Your character is formulating a military tactic.
• Your character is pretending to be a member of a certain gang, • Your character tries to recognize an opposing military tactic.
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
YOUR CHARACTER SHOULD NOT USE THIS SKILL IF…
roll. • 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
T here are many careers avaible on the frontier, but not
all of them lend themselves to making for successful
members of the militia.
LEADER
The Leader focuses on leading and directing their fellows, as
well as interacting with others. Leaders have a knack for
The following careers are available, with options available taking charge and overseeing a situation, but their meth-ods
upon GM approval. of leadership can vary wildly. A Leader can be a kind and
caring boss, a soft-spoken politician, or a military
ACE commander who believes in absolute discipline.
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 The Leader counts the following skills as career skills:
your ass while you're there. Charm, Coercion, Cool, Discipline, Leadership,
Melee, Negotiation, and Perception. Before
An Ace counts the following skills as career skills: spending experience during character creation, a Leader
Astrocartography, Cool, Drive, Gunnery, may choose four of their career skills and gain one rank in
Mechanics, Perception, Piloting (Aerospace), each of them.
Ranged (light).
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.
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The Medic counts the following skills as career skills: Cool,
Discipline, Knowledge (Frontier), Medicine,
SMUGGLER
Ranged (Light), Resilience, Survival, and On the Frontier, resources are rarely distributed fairly or
Vigilance. Before spending experience during character equitably. Some people use the services of Smugglers to
creation, a Medic may choose four of their career skills and redistribute resources in their favor, using both guile and
gain one rank in each of them. technical skill. With their ability to move goods under the
radar, they are indispensable in the fight against the IMC.
RANGER A Smuggler counts the following skills as career skills:
The Ranger comes from a background of hunting in the Cool, Deception, Knowledge (Underworld),
wilds, far from civilization. In the militia, a Ranger makes Negotiation, Pilot (Aerospace), Ranged (Light),
an excellent scout. Skulduggery, Streetwise.
The Ranger counts the following skills as career skills:
Athletics, Coordination, Deception, Melee,
SOLDIER
Perception, Ranged (Heavy), Stealth, and Soldiers are warriors through and through. At home on the
Survival. Before spending experience during character battlefield, they know everything there is to know about
creation, a Ranger may choose four of their career skills and surviving the horrors of combat—and making sure the
gain one rank in each of them. opposition doesn’t.
The Soldier counts the following skills as career skills:
SOCIALITE Athletics, Brawl, Coercion, Gunnery,
Socialites are the consummate social butterflies, at ease in Perception, Ranged (Heavy), Survival, and
any interactions involving talking to someone else. Vigilance. Before spending experience during character
Whether a rich debutante in the highest circles of society or creation, a Soldier may choose four of their career skills and
a good-natured bartender who knows everyone’s name, a gain one rank in each of them.
Socialite can get along with anyone and every-one. More
importantly, they always know how to get the best out of TECHNICIAN
any social interaction.
A Technician is an expert of all things mechanical and
The Socialite counts the following skills as career skills: technical. They excel when something doesn't work and
Charm, Cool, Deception, Knowledge should or when something is working and they don't want
(Education), Negotiation, Perception, it to.
Streetwise, and Vigilance. Before spending experience The Technician counts the following skills as career skills:
during character creation, a Socialite may choose four of Computers, Discipline, Knowledge (Education),
their career skills and gain one rank in each of them. 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.

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Chapter 4: Talents
TIER 1 DURABLE
APOTHECARY Tier: 1
Tier: 1 Source: Genesys Core Rulebook
Source: Realms of Terrinoth Reduce Critical Injuries by 10 per rank.
Add double ranks to wounds healed due to natural rest. FORAGER
BOUGHT INFO Tier: 1
Tier: 1 Source: Genesys Core Rulebook
Source: Genesys Core Rulebook Remove bbbb and reduce time in half to find food, water or
shelter.
Spend credits to succeed on a Knowledge check.

BRAWLER GRIT
Tier: 1
Tier: 1
Source: Genesys Core Rulebook
Activation: Passive
+1 strain threshold per rank.
Ranked: No
Your character add a to Brawl checks and combat checks HAMSTRING SHOT
using improvised weapons.
Tier: 1
CLEVER RETORT Source: Genesys Core Rulebook
Half ranged attack damage to immobilize target.
Tier: 1
Source: Genesys Core Rulebook JUMP UP
Add hh to someone's social check.
Tier: 1
DEFENSIVE SYSOPS Source: Genesys Core Rulebook
Stand as incidental.
Tier: 1
Source: Genesys Core Rulebook KNACK FOR IT
Add bb
bb to hack friendly computer systems.
Tier: 1
DESPERATE RECOVERY Source: Genesys Core Rulebook
Remove bb
bb from one skill. 2 additional skills per rank.
Tier: 1
Source: Genesys Core Rulebook KNOW SOMEBODAY
Recover 2 more strain at the end of the encounter if over
half your threshold. Tier: 1
Source: Genesys Core Rulebook
DUELIST Reduce rarity of legally available item by ranks in talent.
Tier: 1 LET'S RIDE
Source: Genesys Core Rulebook
Bonus when fighting one target, penalty when fighting 3 or Tier: 1
more. Source: Genesys Core Rulebook
Mount or dismount from a vehicle as an incidental.

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PARRY SPARE RELOAD
Tier: 1 Tier: 1
Source: Genesys Core Rulebook Activtion: Active (Incidental)
Suffer 3 strain to reduce melee damage by 2 + Ranks. Ranked: No
Once per encounter, when you run out of ammo for a non-
PRECISION vehicular weapon, you may use this talent to produce an
extra magazine for that weapon.
Tier: 1
Activation: Active (Incidental) SURGEON
Ranked: No
When making a Brawl or Ranged (Light) check your Tier: 1
character may use use Cunning instead of Brawn or Agility. Source: Genesys Core Rulebook
Note that your Brawl damage is still based on Brawn. Medicine checks heal number of ranks of additional
wounds.
PROPER UPBRINGING
SWIFT
Tier: 1
Source: Genesys Core Rulebook Tier: 1
Suffer strain to add equal amount of a to some social Source: Genesys Core Rulebook
checks. Limit strain of ranks. Ignore difficult terrain while moving.

QUICK DRAW TOUGHENED


Tier: 1 Tier: 1
Source: Genesys Core Rulebook Source: Genesys Core Rulebook
Draw or holster one weapon/item as incidental. +2 wound threshold per rank.

QUICK STRIKE TUMBLE


Tier: 1 Tier: 1
Source: Genesys Core Rulebook Source: Realms of Terrinoth
Add bb per rank to first combat check against target who Suffer strain to disengage as incidental.
hasn't acted yet.
UNREMARKABLE
RAPID REACTION
Tier: 1
Tier: 1 Source: Genesys Core Rulebook
Source: Genesys Core Rulebook Add f to checks to find/identify your character.
Suffer strain to add an equal number of s to initiative
check. Limit strain to ranks. TIER 2
SECOND WIND BASIC MILITARY TRAINING
Tier: 1 Tier: 2
Source: Genesys Core Rulebook Source: Genesys Core Rulebook
Recover number of strain equal to ranks once per Gain Athletics, Ranged (Heavy) and Resilience as career
encounter. skills.

9
Your character my use this talent to make a Hard
BODYGUARD ddd) Leadership check. If successful, choose a
(ddd
Tier: 2 number of allies within short range equal to the number of
Source: Realms of Terrinoth s generated. Upgrade all combat checks targeting those
allies once until the end of your character's next turn.
Suffer strain (max of ranks) to upgrade combat checks
targeting one engaged ally an equal amount. DEFENSIVE STANCE
BRAWLER (IMPROVED) Tier: 2
Tier: 2 Source: Genesys Core Rulebook
Activation: Passive Suffer strain to upgrade melee combat checks against you.
Upgrade max of ranks.
Ranked: No
When making an unarmed combat check, increase your DEFENSIVE SYSOPS (IMPROVED)
base damage by +2 and reduce your critical rating to 3.
Tier: 2
COMBAT VETERAN Source: Genesys Core Rulebook
Tier: 2 Instead of adding bb
bb to defended computer hacking
Activation: Active (Incidental) check, add fh.
Ranked: No DUAL WIELDER
Once per encounter before your character performs a
combat check you may suffer a number of strain up to your Tier: 2
ranks in Knowledge (Warfare). If you do you add an equal Source: Genesys Core Rulebook
number of a to the combat check. Ignore combined combat check difficulty increase.
COORDINATED ASSAULT FAN THE HAMMER
Tier: 2 Tier: 2
Source: Genesys Core Rulebook Source: Genesys Core Rulebook
Grant allies a to combat checks as a maneuver. Add Auto-Fire to a pistol for one combat check. Run out of
ammo afterwards.
COUNTER OFFER
GRAPPLER
Tier: 2
Source: Genesys Core Rulebook Tier: 2
Make a Negotiation check to stagger an enemy once per Source: Realms of Terrinoth
encounter. Engaged enemies must spend 2 maneuvers to disengage.
DARING AVIATOR HEIGHTENED AWARENESS
Tier: 2 Tier: 2
Source: Genesys Core Rulebook Source: Genesys Core Rulebook
Add s up to rank to Drive, Pilot (Aerospace) or Pilot Add bb to allies' Perception & Vigilance checks in short
(titan) check. Also add an equal number of h. range. Add bb
bb if engaged.
DEFENSIVE FORMATION INSPIRING RHETORIC
Tier: 2 Tier: 2
Activation: Active (Action) Source: Genesys Core Rulebook
Ranked: No Heal allies strain.

10
INVENTOR DISTINCTIVE STYLE
Tier: 2 Tier: 3
Source: Genesys Core Rulebook Source: Genesys Core Rulebook
Add b per rank to make or improve items. Add sshh to hacking rolls.
LUCKY STRIKE DODGE
Tier: 2 Tier: 3
Source: Genesys Core Rulebook Source: Genesys Core Rulebook
Spend a Story Point to add ranks in a chosen characteristic Suffer strain to upgrade any combat check targeting you.
to damage of a combat check. Upgrade max of ranks.
SCATHING TIRADE EAGLE EYE
Tier: 2 Tier: 3
Source: Genesys Core Rulebook Source: Genesys Core Rulebook
Cause enemies to suffer strain. Increase range of a weapon once per encounter.

SIDE STEP FIELD COMMANDER


Tier: 2 Tier: 3
Source: Genesys Core Rulebook Source: Genesys Core Rulebook
Suffer strain to upgrade ranged combat checks against you. Allow allies to perform out-of-turn maneuver.
Upgrade max of ranks.
FORGOT TO COUNT?
TITAN COMBAT TRAINING
Tier: 3
Tier: 2 Source: Genesys Core Rulebook
Activation: Passive Cause opponent to run out of ammo with hh.
Ranked: No
Pilot (Titan) and Gunnery are now career skills for your FULL THROTTLE
character.
Tier: 3
TWO-HANDED STANCE Source: Genesys Core Rulebook
Increase top speed of vehicle by 1.
Tier: 2
Activation: Passive GRENADIER
Ranked: No
When your character performs a combat check with a Tier: 3
Ranged (Light) weapon, if they have nothing in their other Source: Genesys Core Rulebook
hand, they add a to the results. Trigger Blast quality with one Story Point. Also increase
grenade range to medium.
TIER 3 HEROIC WILL
BRACING FIRE Tier: 3
Tier: 3 Source: Genesys Core Rulebook
Activation: Active (Maneuver) Ignore certain Critical Injury effects.
Ranked: No
Your character may use this talent to decrease the difficulty
INSPIRING RHETORIC (IMPROVED)
of the next Auto-Fire combat check they make during the Tier: 3
same turn by one. Source: Genesys Core Rulebook
Allies affected by Inspiring Rhetoric gain b
b to skill checks.
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NATURAL TIER 4
Tier: 3 CAN WE TALK ABOUT THIS?
Source: Genesys Core Rulebook
Once per session, reroll one skill check with one of two Tier: 4
skills. Source: Genesys Core Rulebook
Make a Charm check to prevent an enemy from attacking
PAINKILLER SPECIALIZATION you.

Tier: 3 DEADEYE
Source: Genesys Core Rulebook
Increase wounds healed by painkillers equal to ranks. Tier: 4
Source: Genesys Core Rulebook
PARRY (IMPROVED) Choose what Critical Injury your character inflicts.

Tier: 3 DEFENSIVE
Source: Genesys Core Rulebook
Tier: 4
Use d or hhh to hit enemy when Parry is triggered.
Source: Genesys Core Rulebook
PRECISE SHOT Increase Defense by ranks.

Tier: 3 DEFENSIVE DRIVING


Activation: Passive
Tier: 4
Ranked: No
Source: Genesys Core Rulebook
When making a Ranged (Heavy) or Ranged (Light) combat
check targeting a character engaged with one of your Increase Defense of vehicles piloted by ranks.
character's allies, downgrade the difficulty of the check once
(thus negating the penalty for shooting at engaged targets).
ENDURING
Tier: 4
SCATHING TIRADE (IMPROVED) Source: Genesys Core Rulebook
Tier: 3 Increase soak by ranks.
Source: Genesys Core Rulebook
Enemies affected by Scathing Tirade add b
b to skill checks.
FIELD COMMANDER (IMPROVED)
Tier: 4
TITAN DASH Source: Genesys Core Rulebook
Tier: 3 Affect more allies. Able to grant action in addition to
Activation: Active (Incidental, Out of Turn) maneuvers.
Ranked: No HOW CONVENIENT!
When your character's Titan suffers a hit from a ranged
combat check, after damage is calculated but before it is Tier: 4
applied, your character may have their Titan suffer 3 system Source: Genesys Core Rulebook
strain to use this talent. Then, reduce the damage suffered Make a Mechanics check to cause one gadget in the scene to
by a number equal to their ranks in Pilot (Titan). fail.

INSPIRING RHETORIC (SUPREME)


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

12
MAD INVENTOR INDOMITABLE
Tier: 4 Tier: 4
Source: Genesys Core Rulebook Source: Genesys Core Rulebook
Make a Mechanics check to make an item out of spare parts. Spend a Story Point to not be taken out of an encounter.

OVERCHARGE MASTER
Tier: 4 Tier: 4
Source: Genesys Core Rulebook Source: Genesys Core Rulebook
Double benefit of a cybernetic implant. Suffer strain to reduce difficulty of one skill's checks.

SCATHING TIRADE (SUPREME) OVERCHARGE (IMPROVED)


Tier: 4 Tier: 4
Source: Genesys Core Rulebook Source: Genesys Core Rulebook
Use Scathing Tirade as a maneuver instead of an action. Spend aa or t to take an action when you use
Overcharge.
SNAP SHOT
RUINOUS REPARTEE
Tier: 4
Activation: Active (maneuver) Tier: 4
Ranked: No Source: Genesys Core Rulebook
Once per encounter, your character may spend a Story Charm check to cause massive amounts of strain.
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.

13
Chapter 5: Equipment
NEW QUALITIES REDUCED MAGAZINE
The following qualities are available to certain weapons in
Weapons with a Reduced Magazine either doesn't hold
Titanfall: Genesys
much ammo or it goes through ammo at an alarming rate.
Either way, this weapon can run out of ammo by spending
ARC hhh (in addition to the normal d).
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).

WEAPONS
MELEE WEAPONS LONGBLADE
Not all weapons are firearms. Sometimes you need to get up Longblades have been coming back into vogue since the
close and personal. For that, there are several melee first sight of a Titan carrying a sword of its own. Deadly and
weapons available to soldiers. silent, this weapon is the preferred weapon of scouts and
assassins alike.
BRASS KNUCKLES
Brass knuckles are very simple weapons: chunks of brass STUN BATON
designed to slip over your fingers and add power to your A short length of metal with a rubber handle, the stun baton
punches. is designed to shock the enemy into submission.

COMBAT KNIFE TRUNCHEON


The ubiquitous knife is easy to use, lightweight and one of Not as common for soldiers, but local law enforcement is
the first weapons most soldiers learn to fight with. commonly seen for their ability to subdue—rather than kill
—their target.
TABLE 5.1: 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 HAMMOND P2011


The Hammond P2011 is a semi-automatic handgun with
Sidearms are a common sight on the battlefield, as everyone
good accuracy and damage at range. Its integrated 'match
and their mother have one!
trigger' allows it to be fired very rapidly, which is useful in
B3 WINGMAN close quarters.
The B3 Wingman is an extremely powerful revolver with
very high accuracy out to long ranges. Precision aim is re-
RE-45 AUTOPISTOL
The RE-45 is a fully automatic .45 caliber pistol, sacrificing
quired to mitigate the disadvantages of its very low rate of
damage and accuracy at longer distances for improved
fire.
effectiveness at close range.
14
TABLE 5.1: 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 R-101C CARBINE


The Smart Pistol scans for hostile targets within a short The R-101C is a fully automatic, compact assault weapon
range, locking onto them automatically. Any rounds fired commonly used throughout the Frontier.
will then maneuver to hit the locked targets. Aiming with
the iron sights allows the operator to use the pistol in R-97 COMPACT SMG
manual targeting mode. Spare ammunition for the smart The R-97 is a compact submachine gun that excels at close-
pistol is twice the price as normal ammo, 50 credits. quarters combat, due to its extremely high rate of fire and
minimal recoil.
LONGARMS
C.A.R. SMG SPITFIRE LMG
The Spitfire Light Machine Gun recoils heavily when first
The C.A.R. (Combat Advanced Round) submachine gun is
fired, but quickly settles into a tight firing pattern. The
designed to fire a more powerful round that provides
manufacturer strongly recommends sustained saturating
greater damage and accuracy at range, at the cost of fire rate
fire, instead of short controlled bursts.
and capacity.

EVA-8 SHOTGUN PILOT ORDNANCE


The EVA-8 is a semi-automatic shotgun, originally Ordnance usually refers to grenades, but some pilots like to
designed for extra-vehicular activity, both in conventional carry around things that make a slightly bigger 'boom'.
and in exo-atmospheric conditions.
ARC GRENADE
G2A4 BATTLE RIFLE The Arc Grenade is a grenade type employed by infantry of
Despite recent advances in weapons technology, the older the IMC and Militia. When activated, the Arc Grenade
G2A4 semi-automatic rifle remains a favorite of special explodes in a blast of Arc energy capable of short circuiting
forces units due to its high damage and extremely precise and dealing heavy damage to robotic units and equipment
fire—a testament to its high level of craftsmanship. such as Titans, Spectres, Stalkers, HUDs and optical
equipment found within the helmet of a Pilot and Reapers.
HEMLOK BF-R
The factory issue Hemlok fires a three-round burst. While ARC MINE
this can be a liability at short range, this tradeoff allowed the The Arc Mine is a proximity mine that can stick on any
engineers at TW Ordnance to deliver a weapon with a surface. It takes 1 second after sticking to something to arm.
good balance of long-range accuracy, damage, and fire rate. Arc Mines won't explode until an enemy Pilot, Titan, Grunt
or Spectre enter the mine's range.
KRABER-AP SNIPER
The Kraber fires a unique round that ensures 'one-shot, ELECTRIC SMOKE GRENADE
one-kill' results against human-scale targets. However, A pilot-portable version of the Titan defense system, this
considerable judgement in leading is required, making this a “grenade” is designed to obscure an area and disperse pilots
difficult weapon to use against moving targets. in an entrenched position.

LONGBOW DMR The cloud creates two dice worth of concealment and
The D-101 Longbow-DMR is a semi-automatic sniper rifle. completely negates the Guided weapon quality on any
Its hyper-velocity round completely eliminates the need to attack against a target within the cloud or if the weapon
lead targets, and allows the shooter to fire multiple shots must target through the cloud.
quickly in succession.

15
FIRESTAR ANTI-TITAN WEAPONS
The firestar is an incendiary throwing star that creates
thermite on impact. It will stick to surfaces and enemies
ARCHER HEAVY ROCKET
alike. The Archer fires a powerful homing rocket. It must be
locked onto a target before it can be fired.When aimed, a
FRAG GRENADE targeting window flips out, allowing target acquisition.
Hold this window over thetarget continuously until a lock is
The basic explosive device known to all modern soldiers,
achieved, then fire. The Guided quality can only be
the Frag Grenade is still an incredibly useful weapon.
activated when attacking targets made of significant metal
SATCHEL CHARGE content, like Titans and Spectres. Reload rockets for the
Archer cost 3,000 credit.
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
CHARGE RIFLE
The Charge Rifle fires an energy beam that inflicts massive
explode. Unlike a mine, however, you must trigger them
damage. Holding the trigger charges the weapon. Timing is
yourself.
critical to its use: this weapon will only fire when it reaches
As an action you may place up to two charges within full charge, and it will discharge automatically as soon as it
Engaged range. As an out-of-turn incidental you may hits full charge.
detonate the charges, making an Engineering combat check
against the target.

TABLE 5.2: 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

TABLE 5.3: PILOT ORDNANCE


NAME SKILL DAMAGE CRIT. RANGE ENC. HP PRICE RARITY SPECIAL
Arc, Blast 4, Disorient 2, Limited Ammo 1,
Arc Grenade Ranged (Light) 5 4 Short 1 0 60 6
Stun Damage

Arc, Blast 5, Disorient 2, Limited Ammo 1,


Arc Mine Mechanics 6 4 Engaged 3 0 70 7
Stun Damage

Electric Smoke Ranged Blast 3, Disorient 2, Limited Ammo 1, Stun


4 6 Short 1 0 50 7
Grenade (Light) Damage, Special

Ranged
Firestar 8 2 Short 1 0 100 7 Burn 1, Limited Ammo 1
(Light)

Ranged
Frag Grenade 8 3 Short 1 0 90 7 Blast 6, Limited Ammo 1
(Light)

Satchel Charge Mechanics 12 2 Engaged 2 0 280 6 Blast 8, Breach 1, Limited Ammo 1, Special

16
MAG LAUNCHER SIDEWINDER
The Mag Launcher fires magnetic grenades. When fired, The Sidewinder is a rapid-fire micro-missile launcher. It is
the grenades will veer towards nearby enemy Titans and effective against large targets, but lacks precision due to its
Spectres, and detonate on impact. The Accurate quality can large spread. The micro-missiles it fires do not yield a large
only be activated when attacking targets made of significant area effect on detonation, due to their shaped-charge design.
metal content, like Titans and Spectres.

ARMOUR
ARMOURED CARAPACE FLAK VEST
Armoured carapace completely covers the wearer from Made from lightweight polymers and ballistic fabrics, this
head to toe and with the right attachments can be armour provides decent protection against small arms fire
environmentally sealed. The carapace has a rigid outer shell and shrapnel.
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.
HEAVY JACKET
Not a form of combat armour, but a well-made jacket does
CLOAKING DEVICE provide limited protection.
Personal cloaking devices blur the outline of the wearer, TABLE 5.4: ARMOUR
making it extremely hard to see them. While active, you
may hide even when in plain sight. 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

TABLE 5.5: ANTI-TITAN WEAPONS


NAME SKILL DAMAGE CRIT. RANGE ENC. HP PRICE RARITY SPECIAL
Blast 20, Breach 2, Cumbersome 3, Guided 3, Limited Ammo
Archer Rocket Gunnery 30 2 Extreme 8 4 10,525 8
1, Prepare 1

Accurate 1, Breach 2, Cumbersome 2, Slow-Firing 1, Vicious


Charge Rifle Gunnery 9 2 Extreme 8 4 3,250 7
2

Mag Launcher Gunnery 12 3 Long 6 3 3,450 7 Accurate 2, Breach 2, Special

Auto-fire, Breach 2, Cumbersome 2, Inaccurate 1, Limited


Sidewinder Gunnery 18 2 Medium 6 3 5,075 6
Ammo 3, Vicious 1

17
Chapter 6: Items
GEAR
A FIRST AID KIT
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 A first aid kit has all the basics you need to tend to minor
mundane—but no less important—items that makes a battlefield injuries. This kit provides your character with the
Militia pilot more than a grunt with a gun. equipment needed to make Medicine checks to heal wounds
or Critical Injuries without penalty. However, hhh or
BACKPACK d means your characterhas used allof the kit's supplies.
While wearing a backpack, your character increases their
encumbrance threshold by four. JUMP KIT
Jump Kits provide a brief burst of thrust that is used to leap
COMBAT HARNESS to higher locations. They also have a function that adjusts
the deceleration on potentially fatal descents to safe levels,
A combat harness is a system used by soldiers to carry
allowing Pilots to fall from great heights without injury.
necessary equipment on their persons in easily accessible
pouches. They are commonly made of hard-wearing When armed with a jump kit, upgrade all Athletics checks
reinforced textiles, and often with removable armor plates. to climb and jump once and ignore difficult terrain as long
A combat harness increases a wearer's encumbrance as you can bypass it via a nearby wall or other outcropping.
threshold by 2. In addition, reduce the overall distance fallen by one range
band.
COMM-BEAD NIGHT OPTICS
This communications device fits into a sentient's ear (or
other auditory orifice) and allows them to communicate These goggles allows the wearer to see in the dark. When
with friends and allies within 100 kilometers. If the comm- wearingnight optics, your character removes up to bbbb
bead can tie into a planetary communications network (the added to their checks due to darkness.
kind that any civilized planet has), then it can communicate
with anyone on the same planet. PAINKILLERS
See page 94 of the Genesys Core Rulebook.
An encrypted version of the comm-bead is also available.
Any attempt to hack into the encrypted communication is
upgraded twice. PANACEA
This liquid cocktail of adrenaline and various
CYBERNETICS pharmaceutical drugs is used to temporarily enhance
See Genesys Core Rulebook page 177. awareness and promote localized healing. The panacea is
stored in a one-use syringe that is quickly injected to the
subject.
EXTRA MAGAZINE
This is exactly what it sounds like: an extra magazine of When making a Medicine check, your character may use a
ammunition for a ranged weapon. panacea to add automatic sa to the results. The panacea
is consumed when used.
If your character has an extra magazine, they may spend a
maneuver to reload and continue to use their weapon if it PORTABLE MEDKIT
runs out of ammo. This uses up the extra magazine. (You
A well-equipped portable medkit comes with everything
can’t use this to reload weapons with the Limited Ammo
someone might need to treat all manner of injuries, from
quality, as they usually have special costs for their reloads or
bullet wounds to broken legs.
are one-use weapons.)

18
A portable medkit allows your character to perform TABLE 6.6: GEAR
Medicine checks to heal wounds and Critical Injuries
without penalty. The inclusion of modern drugs adds ITEM ENC. PRICE RARITY
automatic a to the check results.
Backpack +4 50 3

PULSE BLADE Combat Harness +2 100 3

the pulse blade can be thrown and provides a brief sonar Comm-Bead 0 25 1
pulse that can detect enemies even through walls. Comm-Bead, encrypted 0 2,000 5

As an action, a charactermay make an Average (dd) Extra Magazine 0 25 2


Ranged (Light) check to secure the blade to any solid
First Aid Kit 1 100 3
surface within short range, including the hull of a Titan. On
a success it sends out a sonar pulse that reveals the current Jump Kit 2 1,000 7
location of all enemies within short range. At the beginning Night Optics 0 500 5
of the next round another sonar pulse is released.
Painkillers 0 25 2
The pulse blade can also be used as a weapon with the
Panacea 0 50 6
following profile: Ranged (Light); damage +1; crit 4; Range
(Short); Limited Ammo 1, Pierce 1. Portable Medkit 2 200 4

UTILITY BELT Pulse Blade 1 150 5

Utility Belt +1 25 0
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.

19
Chapter 7: Item Attachments
I
tem 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
T he following weapon attachments are available to
characters in the Titanfall: Genesys setting. In addition,
several attachments from the Genesys Core Rulebook are
DATASPIKE
The Dataspike is a tool used to hack into enemy Spectres,
available. turrets or other computing devices. It has an on-board AI
programmed specifically to hack into enemy computers.
Italicized attachments are new and found in the following Use With: The dataspike is specifically designed to be
section. used with the combat knife.
Modifiers: Dataspikes can perform Computers checks for
TABLE 7.1: WEAPON ATTACHMENTS a player with a Computers skill of 2 and an Intellect of 0. If
HP unassisted it rolls dd
dd for Computers checks (see pages 26–
ATTACHMENT REQUIRED PRICE RARITY 27 of the Genesys Core Rulebook for rules on assisted
checks).
Bipod Mount 1 250 2
Hard Points Required: 1
Dataspike 1 500 6 Price: 500

ENHANCED TARGETING ALGORITHM


Enhanced Targeting
1 800 7
Algorithm

Extended barrel 2 1,000 4 While most guided weaponry is good as-is, many users
tweak the targeting code to acquire a lock faster.
Hair Trigger 1 150 3
Use With: Any weapon with the Guided quality may
Holosight 1 500 4 have this attachment.
Laser Sight 1 500 5 Modifiers: When you preform the aim maneuver you
may add a instead of bb to your combat check.
Silencer 1 100 5
Hard Points Required: 1
Superior Customization 1 750 7 Price: 800
Telescopic Sight

Tripod Mount
1

2
200

400
3

3
HOLOSIGHT
This device projects a hologram of a crosshair a meter or so
Under-barrel Weapon 2 Varies Varies in front of the barrel to aid in aiming the weapon.
Weapon sling 1 250 1 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

20
LASER SIGHT SILENCER
A simple and lower-tech solution than most on the Frontier A silencer makes it harder for others to pinpoint the
are used to, it is a classic for a reason. A laser sight emits a location of shots made with the weapon it is attached to.
low-level light beam that places a physical dot where the Use With: Any firearm can have a silencer attached.
weapon is pointing. But due to the low output it has limited Modifiers: Adds bb bb to any Perception or Vigilance
range. checks to locate the shooter firing the weapon.
Use With: Any firearm can have a laser sight attached. Hard Points Required: 1
Modifiers: A laser sight adds the Accurate 1 quality, or Price: 100
increases an existing Accurate quality by 1.
Hard Points Required: 1
Price: 500

ARMOUR ATTACHMENTS
he following armour attachments are available to
characters in the Titanfall: Genesys setting. In addition, EXTRA PADDING
T
several attachments from the Genesys Core Rulebook are
available.
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
Italicized attachments are new and found in the following applied to the cloaking device.
section. Modifiers: Increase the cloaking device's soak and
encumbrance by +1.
TABLE 7.7: ARMOUR ATTACHMENTS Hard Points Required: 1
Price: 300
ATTACHMENT HP REQUIRED PRICE RARITY
Deflective Plating 1 450 4 GRAPPLE LAUNCHER
Enhanced Lifting Servos 2 1,500 5 The grapple launcher has a weighted head designed to
Extra Emitters 1 2,000 6 pierce and hold firm to any solid surface. It allows the
wearer to traverse longer distances than normal—even
Extra Padding 1 300 6 straight up! Whether you're trying to get away, close the
Grapple Launcher 2 350 3 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
Reinforced Plating 2 8,000 7
use it to rodeo a Titan!
Stim Injectors 1 2,500 5 Use With: This attachment can be applied to any armor.
Modifiers: As an action, a character may make an
Vacuum Sealed 1 600 4
Average (dd dd) Ranged (Light) check to secure the
grapple launcher on any solid object within short range. On
EXTRA EMITTERS a success, they may, as a maneuver, reel in the cord and pull
Outfitting a cloaking device with extra emitters makes the themselves towards the the object. If the object is unsecured,
cloak even more believable and provides even more it instead is pulled to the character.
protection to the soldier wearing it. Hard Points Required: 2
Use With: This attachment can be applied to the cloaking Price: 350
device.
Modifiers: Increase the cloaking device's Defense to 3.
Hard Points Required: 1
Price: 2,000

21
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

22
Chapter 8: Titans
T
itans are mech-style robots, descended from modern- There are three classes of titans, as described below.
day fledgling military exoskeletons, designed for both
civilian and military applications.

SPECIAL RULES
ll titans have the following special rule:
TITANS AND LIMITED AMMO
A
Humanoid Form: As long as a Titan's propulsion isn't
Titans regularly have ordnance weapons on-board
that has the Limited Ammo quality. Although
normally Limited Ammo weapons can be reloaded
compromised it ignores the speed requirement for the with a maneuver once exhausted, Titans generally
Reposition maneuver. carry only one payload of ordnance, and must be
reloaded back at a base or carrier starship. They
ATLAS-CLASS TITAN 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
The Atlas is the original Titan model produced by Encumbrance Capacity: 2
Hammond Robotics. It has a balance of mobility and armor, Weapons: Titan punch (Pilot [Titan]; Damage 2; Critical
having more mobility than the Ogre, but more armor than 3; Range [Engaged])
the Stryder. This was the first Titan to be revealed. Damage Core: The Atlas-class Titan has an in-built
damage core. Once per round on your turn, you may cause
The Atlas seems to be the second tallest Titan model,
the titan to suffer 1 system strain to perform the Aim
though exact measurements are unknown. Based on photos
maneuver as an Incidental.
of the Atlas standing next to a pilot, it can be estimated to be
Hard Points: 3
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.

23
OGRE-CLASS TITAN 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
The H-KA02/a Ogre Heavy Titan is a Titan model skeletal design has been optimized for superior speed and
produced by Hammond Armament Division and Wonyeon agility. Significant improvements have been made to its
Defense. Developed as an extremely tough Titan chassis, the Dash Core, while the Titan can also sprint for greater
Ogre's design has been compared to a main battle tank, distances, making it perfect for hit-and-run attacks,
optimized for taking higher amounts of damage and dealing ambushes and rapid redeployments. Unfortunately, this
out more than the Atlas or Stryder Titans. The Ogre stands speed comes at a price. The Stryder's design is stripped
slightly taller than the Atlas and has bulkier armor. The down compared to other Titan variants, and its armor is
main entry point of an Ogre is via a large hatch on its top largely nonexistent, making it much more fragile in combat.
rather than the chest, like the Atlas or Stryder. The Ogre is In Titan-vs-Titan engagements, Stryder Pilots must use all
equipped with a Shield Core, which amps the Titan's shield available cover and their machine's impressive speed to
for a limited time. outflank and evade their heavier adversaries, as they are
unlikely to survive a straight-up slug-fest.

3 1 -2 2 2 3 3 +2 1 2
18 18 13 20
Control Skill: Pilot (Titan)
Control Skill: Pilot (Titan)
Compliment: One pilot
Compliment: One pilot
Passenger Capacity: None
Passenger Capacity: None
Price/Rarity: 20,750/8
Price/Rarity: 21,750/8
Consumables: None
Consumables: None
Encumbrance Capacity: 2
Encumbrance Capacity: 2
Weapons: Titan Punch (Pilot [Titan]; Damage 2; Critical
Weapons: Titan Punch (Pilot [Titan]; Damage 2; Critical
3; Range [Engaged]; Vicious 1)
Shield Core: The Ogre-class Titan has an in-built shield 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 Brace for Impact core. Once per round on your turn, you may cause the titan
maneuver as an Incidental. to suffer 1 system strain to perform the Evade maneuver as
Hard Points: 3 an Incidental, ignoring the Speed requirement.
Hard Points: 3

24
Chapter 9: Titan Systems
MAIN WEAPONS The Quad Rocket is a weapon that fires a tight-knit cluster
of 4 rockets at the target, exploding upon impact.
All main Titan weapons take both hands to use properly. A
titan may hold it in one hand and use the other for TRIPLE THREAT
something else, like punching someone or grabbing onto The Triple Threat is a grenade launcher that shoots 3
something, but requires both of the Titan's hands in order grenades at once. It excels at clearing rooms, and its
to fire them. grenades explode on armored contact, making it effective at
close range against other Titans.
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.
XOTBR-16 CHAINGUN
The XO-16 Chaingun is a fully automatic ballistic weapon
40MM CANNON that fires 1.6 inch slugs with high precision at considerable
range.
The factory issue 40mm Cannon is a semi-automatic
weapon that fires a high-explosive round with good
accuracy. TITAN ORDNANCE
ARC CANNON CLUSTER MISSILE
The Cluster Missile pod fires a missile which, on impact,
The factory issue Arc Cannon fires a bolt of lightning that deploys a shower of secondary explosive charges that
propagates across multiple targets. It can be fired quickly, or continue to explode and saturate an area for a considerable
charged up over time for an increase in firepower. If you time.
perform the Prepare maneuver, increase the damage of one
hit of the next combat check by 1. LASER SHOT
The laser shot fires a lethal beam that cuts through anything
PR-01 PLASMA RAILGUN in its way. It’s a directed energy weapon that takes the
The Plasma Railgun is a Titan-sized sniper weapon, used charge rifle and and amps it up to Titan-scale.
for suppression of armored targets from a distance. The
weapon fires a bolt of plasma, accelerated by a system of MULTI-TARGET MISSILE SYSTEM
charged rails. The Multi-Target Missile System enables you to engage
multiple targets at once. The Guided quality can only be
QUAD ROCKET activated when attacking targets made of significant metal
content, like Titans and Spectres.

TABLE 9.1: 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

25
ROCKET SALVO SLAVED WARHEADS
The Rocket Salvo launches a rapid salvo of unguided This Titan ordnance pod requires a lock-on before you can
rockets. Each s deals +2 damage, instead of +1. 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.

TABLE 9.8: 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

Accurate 1, Auto-Fire, Breach 1, Guided 3, Limited Ammo 3,


MTM System Gunnery 5 3 Extreme 1 9,000 8
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 PARTICLE WALL


Titans are not indestructible, regardless of what the IMC The particle wall creates a concave force field which blocks
wants you to believe. Each Titan is equipped with one of all projectiles from one side and lets all projectiles through
three defensive systems, designed to prolong the lifespan of from the other. As an incidental you may deploy the particle
the Titan. wall in front of your Titan. It grants Ranged Defense 4 to
everything behind the wall. It lasts until the end of your
ELECTRIC SMOKE next turn, and it requires two rounds to recharge before it
Electric smoke is a reactionary device used to avoid attacks can be used again.
and negate tracking weapons.
VORTEX SHIELD
Once per round, as an out-of-turn incidental, you may The Vortex Shield allows Titans to stop enemy fire such as
deploy a smoke charge. If this was done as a reaction to rockets and bullets in their tracks and is able to send the
being targeted by a Guided weapon, the tracking is lost and projectiles right back to the enemy.
the weapon may not fire on your Titan this turn. It creates
an area of obscurant around your Titan that grants As an out-of-turn incidental you may deploy the vortex
concealment worth +3 dice (see page 110 of the Genesys shield when targeted by a ranged combat check. It provides
Core Rulebook). Any pilot on your Titan must immediately the Reflective 1 quality until the beginning of your next
move away from your Titan or risk taking damage from the turn. If the triggering attack generates hhh, you may
electric smoke. If they won’t (or can’t) disembark, they must reflect the projectile (if any) back on the target, dealing the
make a Hard (ddd) Resilience check or suffer 1 weapon’s base damage to the attacker. If the check generates
wound, plus 1 additional wound per f. If the Resilience d, you instead deal a Critical Injury (or a Critical Hit for
vehicles).
check generates hh, they become Disoriented for two
rounds. This cloud lasts until the end of your next turn. Any TABLE 9.9: TITAN DEFENSE SYSTEMS
pilot that ends their turn in the smoke must make the
SYSTEM HP PRICE RARITY
Resilience check or suffer wound as described above.
Electric Smoke 1 2,000 8
Electric smoke comes equipped with 3 smoke canisters.
Particle Wall 1 3,000 8

Vortex Shield 1 1,000 8

26
Appendix A: Change Log
AUGUST 2018
V 1.0.1—6.A UGUST • Added encumbrance-modifying items
• Careers added
• Fixed glitch where gear chapter wasn't displaying • Basic Military Training, Brawler (Improved), two-handed stance
talents added *page/column break issues fixed

JULY 2018
V 1.0—30.J ULY
• Moved to GM Binder
• Added talents chapter
• Archetypes updated
• Cover art added (thanks, DrainSmith!)

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