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<blockquote data-quote="kronos182" data-source="post: 8249781" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Titan Mk1</span></strong></p><p>The Titan is a bipedal GDI combat walker used during the Second Tiberium War to replace the aging GDI medium tank. Using advances in technology pioneered with the X-O Powersuit and Wolverine walkers, created a powerful walker standing 25 feet tall, capable of traversing any terrain with ease, armed with a formidable laser-guided 120mm side-mounted cannon. Although the Titan is quite slow, it can move at full speed across difficult terrain that would give traditional track vehicles difficulty. While not equipped to engage infantry, which a Wolverine escort is used for, the large feet of the Titan can crush any infantry that gets too close.</p><p>The frame of the titan had proven so successful that it used and modified to create other walkers such as the juggernaut artillery walker.</p><p>Over time the Titan did prove to be expensive as the legs required extensive repairs and maintenance costs, and was eventually phased out shortly before the Third Tiberium War in favour of the MBT-6 Predator.</p><p>The Titan is 25 ft tall, taking up a 15 ft by 15 ft area on the ground.</p><p></p><p>Crew: 3</p><p>Passengers: 0</p><p>Cargo: 200 lbs</p><p>Init: -4</p><p>Maneuver: -4</p><p>Top Speed: 30 (3) / 40 ft character scale</p><p>Defense: 6</p><p>Hardness: 20</p><p>Hit Points: 100</p><p>Size: Gargantuan (-2)</p><p>Purchase DC: 54</p><p>Restriction: Mil (+3)</p><p>Accessories: 120mm tank cannon, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).</p><p>Notes: No penalties for firing 120mm tank cannon, while stationary gain +1 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stable platform.</p><p>Rough Terrain Design - All penalties for rough terrain are reduced by half</p><p>Climbing - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.</p><p>Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 40 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over.</p><p></p><p><strong>Obstacle Breaker</strong> - Due to the size, weight and armour of the Titan, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Titan, which includes such things as low walls, even small vehicles such as cars. When the Titan strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Titan only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none.</p><p></p><p><strong>Stable Platform </strong>- The Titan suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way.</p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td><td>Controller</td></tr><tr><td>120mm Cannon</td><td>10d12*</td><td>20</td><td>Ballistic</td><td>150 ft</td><td>Single</td><td>1* (80 rds)</td><td>Gunner</td></tr><tr><td>Smoke Grenade Launcher (2)</td><td>none</td><td>-</td><td>none</td><td>50 ft</td><td>Semi</td><td>12 Grenades</td><td>Driver or Controller</td></tr><tr><td>Stomp</td><td>3d6</td><td>20</td><td>Bludgeon</td><td>Melee</td><td>-</td><td>-</td><td>Driver</td></tr></table><p></p><p>The 120mm Tank Cannon holds 1 round, but the Titan has space and loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The laser guided system and firing control system provides a total of +4 to attack rolls, this is not counting the +1 when firing motionless.</p><p>The 120mm cannon is mounted on the right side, able to rotate 90 degrees up and 45 degree down, to shoot to the sides the upper part of the Titan rotates, allowing it to face and fire backwards while still moving forward.</p><p>The stats are for a solid round, with specialty rounds as the following:</p><p>APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds.</p><p>HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.</p><p>M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.</p><p>M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.</p><p></p><p><strong>Stomp</strong></p><p>The Titan can stomp on medium or smaller targets within 15 feet of it, but will typically only stomp on those within its occupied space. Any medium sized or smaller targets that the Titan moves through their space, must make a Reflex save DC 10 + Titan pilot's base attack bonus for half damage, failure takes 3d6 points of damage plus are knocked prone.</p><p></p><p><strong><span style="font-size: 22px">Upgrades</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px">Titan A2</span></strong></p><p>The Titan A2 is a minor upgrade to the Titan and can be applied to the Titan Mk2 make it more versatile and useful to other organizations when the GDI sold Titans to increase its resources to build newer vehicles. This upgrade includes TOS, ALA, an APS and an improved targeting systems.</p><p>Make the following changes to upgrade a Titan to a Titan A2:</p><p>Increase hit points by 10;</p><p>Increase cannon ammunition supply by 25%;</p><p>Increase number of smoke grenades by double (24 total)</p><p>Add TOS system;</p><p>Add ALA system;</p><p>Add APS system;</p><p>Add upgraded targeting system;</p><p>PDC: +1</p><p></p><p><strong>TOS</strong> - Tactical Ops System combines GPS, military radio, the targeting system and computer systems to aid in co-ordinating combat with allied units. The Commander can designate up to 5 allies (or allied vehicles), granting them +1 to attacks and a +1 circumstance bonus to Defense against the target the tank is attacking. This bonus stacks with if any of the designated allies (or allied vehicles) also have a TOS system, or any other bonus from abilities or the Aid Other action that increases bonuses to attack while all allies are attacking the same target.</p><p></p><p><strong>ALA</strong> - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds.</p><p></p><p><strong>APS (Active Protection System)</strong> - Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the vehicle.</p><p></p><p><strong>Upgraded Targeting</strong> - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the vehicle is stationary.</p><p></p><p><strong><span style="font-size: 26px">Titan Mk2</span></strong></p><p>The Titan Mk2 is an upgraded version developed by the Steel Talons group of GDI, upgrading armour, weapons and other systems to keep the Titan a viable fighting machine. The frame is more angular than the original, slightly shorter but wider for greater balance. The 120mm cannon is upgraded with greater range and slightly improved damage from increased speed of the projectile. The legs are improved for better speed and it can crush smaller vehicles with its reinforced feet.</p><p></p><p>Crew: 2</p><p>Passengers: 0</p><p>Cargo: 200 lbs</p><p>Init: -3</p><p>Maneuver: -4</p><p>Top Speed: 40 (3) / 50 ft character scale</p><p>Defense: 6</p><p>Hardness: 25</p><p>Hit Points: 120</p><p>Size: Gargantuan (-2)</p><p>Purchase DC: 56</p><p>Restriction: Mil (+3)</p><p>Accessories: 120mm tank cannon, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2).</p><p>Notes: No penalties for firing 120mm tank cannon, while stationary gain +1 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stable platform.</p><p>Rough Terrain Design - All penalties for rough terrain are reduced by half</p><p>Climbing - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.</p><p>Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 50 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over.</p><p></p><p><strong>Obstacle Breaker</strong> - Due to the size, weight and armour of the Titan, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Titan, which includes such things as low walls, even small vehicles such as cars. When the Titan strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Titan only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none.</p><p></p><p><strong>Stable Platform</strong> - The Titan suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way.</p><p></p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td><td>Controller</td></tr><tr><td>120mm Cannon</td><td>10d12* +2d6</td><td>20</td><td>Ballistic</td><td>150 ft</td><td>Single</td><td>1* (85 rds)</td><td>Gunner/Commander</td></tr><tr><td>Smoke Grenade Launcher (2)</td><td>none</td><td>-</td><td>none</td><td>50 ft</td><td>Semi</td><td>12 Grenades</td><td>Driver or Commander</td></tr><tr><td>Stomp</td><td>4d6</td><td>20</td><td>Bludgeon</td><td>Melee</td><td>-</td><td>-</td><td>Driver</td></tr></table><p></p><p>The 120mm Tank Cannon holds 1 round, but the Titan has space and loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The laser guided system and firing control system provides a total of +4 to attack rolls, this is not counting the +1 when firing motionless. All rounds fired from the upgraded 120mm cannon gain a bonus +2d12 points of ballistic damage from the speed of the round as the cannons are enhanced with railgun based technology to create a hybrid weapon to provide improved range.</p><p>The 120mm cannon is mounted on the right side, able to rotate 90 degrees up and 45 degree down, to shoot to the sides the upper part of the Titan rotates, allowing it to face and fire backwards while still moving forward.</p><p>The stats are for a solid round, with specialty rounds as the following:</p><p>APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds.</p><p>HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.</p><p>M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.</p><p>M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.</p><p></p><p><strong>Stomp</strong></p><p>The Titan can stomp on medium or smaller targets within 15 feet of it, but will typically only stomp on those within its occupied space. Any large sized or smaller targets, including vehicles that the Titan moves through their space, must make a Reflex save DC 10 + Titan pilot's base attack bonus for half damage, failure takes 4d6 points of damage, ignoring 10 points of hardness/DR, plus are knocked prone.</p><p></p><p><strong><span style="font-size: 22px">Titan Mk2 Upgrades</span></strong></p><p>Several upgrades were developed by the Steel Talons for their elite units as they were not cheap to upgrade all of their Titans.</p><p></p><p><strong>Adaptive Armour</strong></p><p>This Steel Talon exclusive upgrade adds some additional armour plating that when activated, greatly improves the vehicle's durability and survivability. When activated as a move action, the equipped vehicle gains +5 Hardness plus gains bonus hit points equal to 35% of the equipped vehicle's normal max hit points. For example on a Titan Mk2 the vehicle will have Hardness 30 and a bonus of 42 hit points which are reduced first. The vehicle is also immune to EMP attacks even without the Adaptive Armour active. While active, the rate of fire of weapons is reduced 1 step (automatic down to semi, semi down to single, and single down to once every other round), and speed is reduced by 25%. The Adaptive Armour can only remain active for 5+1d4 rounds.</p><p>PDC: 34</p><p></p><p><strong>Railgun</strong></p><p>A large railgun replaces the cannon on the Titan, giving greater damage and range. The railgun only fires solid projectiles, specialty rounds have not been developed for it. Replacement rounds have PDC 19 for 10 rounds. PDC 27 for the weapon.</p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td><td>Controler</td></tr><tr><td>Titan Railgun</td><td>14d12</td><td>20</td><td>Ballistic</td><td>300 ft</td><td>Semi</td><td>90 rds</td><td>Gunner / Commander</td></tr></table><p></p><p></p><p><strong><span style="font-size: 26px">AT-Titan</span></strong></p><p>Kuat/Rothana Heavy Engineering found the designs for the Titan and thought it was a worthy design and made their own version. Based on the Titan Mk2 with its angular frame and greater stability. Upgraded with better motive systems from Kuat & Rothana's experience with walker vehicles, the AT-Titan is much faster than the original Titans. The AT-Titan is also more heavily armed, with a few options available. The primary cannon is replaced with either a mass driver or a heavy laser, a pair light blasters are fitted in a turret on the left side of the walker for anti-personnel protection. Mounted on the top is a pop-up concussion missile launcher for use against aircraft and speeders.</p><p></p><p>Crew: 2</p><p>Passengers: 0</p><p>Cargo: 200 lbs</p><p>Init: -3</p><p>Maneuver: -4</p><p>Top Speed: 70 (7) / 70 ft character scale</p><p>Defense: 6</p><p>Hardness: 25</p><p>Hit Points: 120</p><p>Size: Gargantuan (-2)</p><p>Purchase DC: 56</p><p>Restriction: Mil (+3)</p><p>Accessories: Mass driver or laser cannon, fire-linked twin light blasters, concussion missile launcher, fire-control computer, thermal/nightvision for driver, gunner/commander, GPS, military radio, headlights.</p><p>Notes: No penalties for firing weapons, while stationary gain +1 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stable platform. Takes proper equipment and Repair check DC 15 and 15 minutes of work to switch between the mass driver and the laser cannon.</p><p><strong>Rough Terrain Design</strong> - All penalties for rough terrain are reduced by half</p><p><strong>Climbing</strong> - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus.</p><p><strong>Legs</strong> - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 50 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over.</p><p></p><p><strong>Obstacle Breaker</strong> - Due to the size, weight and armour of the Titan, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Titan, which includes such things as low walls, even small vehicles such as cars. When the Titan strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Titan only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none.</p><p></p><p><strong>Stable Platform</strong> - The Titan suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way.</p><table style='width: 100%'><tr><td>Name</td><td>Damage</td><td>Critical</td><td>Damage Type</td><td>Range Incr</td><td>Rate of Fire</td><td>Magazine</td></tr><tr><td>Mass Driver</td><td>varies</td><td>-</td><td>Varies</td><td>200 ft*</td><td>Single</td><td>75 rds</td></tr><tr><td>Laser Cannon (Optional)</td><td>5d10</td><td>20x2</td><td>Fire</td><td>175 ft</td><td>Semi</td><td>Unlimited</td></tr><tr><td>Twin Light Blasters</td><td>4d10</td><td>20x2</td><td>Fire</td><td>100 ft</td><td>S, A</td><td>Unlimited</td></tr><tr><td>Concussion Missile Launcher</td><td>10d10</td><td>19-20x2</td><td>Energy</td><td>4000 ft</td><td>Semi</td><td>6 Missiles</td></tr><tr><td>Stomp</td><td>3d6</td><td>20x2</td><td>Bludgeoning</td><td>Melee</td><td></td><td></td></tr></table><p></p><p><strong>Mass Driver</strong></p><p>This launcher uses magnetic principles to launch a projectile, typically concussion missiles, or other similar sized projectiles, including solid projectiles or bombs, at a target. This allows the craft to fire a variety of projectiles for different missions. The launcher has a range increment of 200 ft unless warhead specifies one.</p><p>Incendiary - This projectile is packed with incendiary chemicals to burn large areas. Deals 7d6 fire to a 30 foot area, Reflex DC 16 for half, deals 3d6 fire damage for 2d4 rounds. PDC 17 for 5 missiles.</p><p>KEW - This is a solid projectile that has a discarding sabot, shaped for armour piercing, used against targets with particle shielding against normal missiles. Deals 4d12, ignores 10 points of hardness, bypasses shielding, range increment 300 ft. PDC 19 for 5 projectiles.</p><p>Fragment - This projectile, upon detonation releases shards of sharp metal over a large area that is deadly to infantry, but can also be used against aerial targets. Deals 6d6 slashing damage to a 40 ft radius, Reflex DC 18 for half damage. Organic creatures also suffer 1 point of bleeding damage each round, requiring a Treat Injury check DC 14 and 1 minute work, to stop, or magical healing. PDC 17 for 5.</p><p></p><p><strong>Laser Cannon</strong></p><p>This is a heavy laser cannon designed for antivehicle work, dealing 5d10 points of damage, ignoring 8 points of hardness/DR.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8249781, member: 6668634"] [B][SIZE=7]Titan Mk1[/SIZE][/B] The Titan is a bipedal GDI combat walker used during the Second Tiberium War to replace the aging GDI medium tank. Using advances in technology pioneered with the X-O Powersuit and Wolverine walkers, created a powerful walker standing 25 feet tall, capable of traversing any terrain with ease, armed with a formidable laser-guided 120mm side-mounted cannon. Although the Titan is quite slow, it can move at full speed across difficult terrain that would give traditional track vehicles difficulty. While not equipped to engage infantry, which a Wolverine escort is used for, the large feet of the Titan can crush any infantry that gets too close. The frame of the titan had proven so successful that it used and modified to create other walkers such as the juggernaut artillery walker. Over time the Titan did prove to be expensive as the legs required extensive repairs and maintenance costs, and was eventually phased out shortly before the Third Tiberium War in favour of the MBT-6 Predator. The Titan is 25 ft tall, taking up a 15 ft by 15 ft area on the ground. Crew: 3 Passengers: 0 Cargo: 200 lbs Init: -4 Maneuver: -4 Top Speed: 30 (3) / 40 ft character scale Defense: 6 Hardness: 20 Hit Points: 100 Size: Gargantuan (-2) Purchase DC: 54 Restriction: Mil (+3) Accessories: 120mm tank cannon, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2). Notes: No penalties for firing 120mm tank cannon, while stationary gain +1 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stable platform. Rough Terrain Design - All penalties for rough terrain are reduced by half Climbing - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus. Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 40 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over. [B]Obstacle Breaker[/B] - Due to the size, weight and armour of the Titan, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Titan, which includes such things as low walls, even small vehicles such as cars. When the Titan strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Titan only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none. [B]Stable Platform [/B]- The Titan suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way. [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [TD]Controller[/TD] [/TR] [TR] [TD]120mm Cannon[/TD] [TD]10d12*[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]150 ft[/TD] [TD]Single[/TD] [TD]1* (80 rds)[/TD] [TD]Gunner[/TD] [/TR] [TR] [TD]Smoke Grenade Launcher (2)[/TD] [TD]none[/TD] [TD]-[/TD] [TD]none[/TD] [TD]50 ft[/TD] [TD]Semi[/TD] [TD]12 Grenades[/TD] [TD]Driver or Controller[/TD] [/TR] [TR] [TD]Stomp[/TD] [TD]3d6[/TD] [TD]20[/TD] [TD]Bludgeon[/TD] [TD]Melee[/TD] [TD]-[/TD] [TD]-[/TD] [TD]Driver[/TD] [/TR] [/TABLE] The 120mm Tank Cannon holds 1 round, but the Titan has space and loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The laser guided system and firing control system provides a total of +4 to attack rolls, this is not counting the +1 when firing motionless. The 120mm cannon is mounted on the right side, able to rotate 90 degrees up and 45 degree down, to shoot to the sides the upper part of the Titan rotates, allowing it to face and fire backwards while still moving forward. The stats are for a solid round, with specialty rounds as the following: APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds. HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds. M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds. M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry. [B]Stomp[/B] The Titan can stomp on medium or smaller targets within 15 feet of it, but will typically only stomp on those within its occupied space. Any medium sized or smaller targets that the Titan moves through their space, must make a Reflex save DC 10 + Titan pilot's base attack bonus for half damage, failure takes 3d6 points of damage plus are knocked prone. [B][SIZE=6]Upgrades[/SIZE] [SIZE=5]Titan A2[/SIZE][/B] The Titan A2 is a minor upgrade to the Titan and can be applied to the Titan Mk2 make it more versatile and useful to other organizations when the GDI sold Titans to increase its resources to build newer vehicles. This upgrade includes TOS, ALA, an APS and an improved targeting systems. Make the following changes to upgrade a Titan to a Titan A2: Increase hit points by 10; Increase cannon ammunition supply by 25%; Increase number of smoke grenades by double (24 total) Add TOS system; Add ALA system; Add APS system; Add upgraded targeting system; PDC: +1 [B]TOS[/B] - Tactical Ops System combines GPS, military radio, the targeting system and computer systems to aid in co-ordinating combat with allied units. The Commander can designate up to 5 allies (or allied vehicles), granting them +1 to attacks and a +1 circumstance bonus to Defense against the target the tank is attacking. This bonus stacks with if any of the designated allies (or allied vehicles) also have a TOS system, or any other bonus from abilities or the Aid Other action that increases bonuses to attack while all allies are attacking the same target. [B]ALA[/B] - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds. [B]APS (Active Protection System)[/B] - Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the vehicle. [B]Upgraded Targeting[/B] - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the vehicle is stationary. [B][SIZE=7]Titan Mk2[/SIZE][/B] The Titan Mk2 is an upgraded version developed by the Steel Talons group of GDI, upgrading armour, weapons and other systems to keep the Titan a viable fighting machine. The frame is more angular than the original, slightly shorter but wider for greater balance. The 120mm cannon is upgraded with greater range and slightly improved damage from increased speed of the projectile. The legs are improved for better speed and it can crush smaller vehicles with its reinforced feet. Crew: 2 Passengers: 0 Cargo: 200 lbs Init: -3 Maneuver: -4 Top Speed: 40 (3) / 50 ft character scale Defense: 6 Hardness: 25 Hit Points: 120 Size: Gargantuan (-2) Purchase DC: 56 Restriction: Mil (+3) Accessories: 120mm tank cannon, fire-control computer, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights, smoke grenade launchers (2). Notes: No penalties for firing 120mm tank cannon, while stationary gain +1 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stable platform. Rough Terrain Design - All penalties for rough terrain are reduced by half Climbing - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus. Legs - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 50 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over. [B]Obstacle Breaker[/B] - Due to the size, weight and armour of the Titan, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Titan, which includes such things as low walls, even small vehicles such as cars. When the Titan strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Titan only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none. [B]Stable Platform[/B] - The Titan suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way. [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [TD]Controller[/TD] [/TR] [TR] [TD]120mm Cannon[/TD] [TD]10d12* +2d6[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]150 ft[/TD] [TD]Single[/TD] [TD]1* (85 rds)[/TD] [TD]Gunner/Commander[/TD] [/TR] [TR] [TD]Smoke Grenade Launcher (2)[/TD] [TD]none[/TD] [TD]-[/TD] [TD]none[/TD] [TD]50 ft[/TD] [TD]Semi[/TD] [TD]12 Grenades[/TD] [TD]Driver or Commander[/TD] [/TR] [TR] [TD]Stomp[/TD] [TD]4d6[/TD] [TD]20[/TD] [TD]Bludgeon[/TD] [TD]Melee[/TD] [TD]-[/TD] [TD]-[/TD] [TD]Driver[/TD] [/TR] [/TABLE] The 120mm Tank Cannon holds 1 round, but the Titan has space and loading mechanism that holds a total of 80 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner, particularly with the aid of spotters and laser designators. The laser guided system and firing control system provides a total of +4 to attack rolls, this is not counting the +1 when firing motionless. All rounds fired from the upgraded 120mm cannon gain a bonus +2d12 points of ballistic damage from the speed of the round as the cannons are enhanced with railgun based technology to create a hybrid weapon to provide improved range. The 120mm cannon is mounted on the right side, able to rotate 90 degrees up and 45 degree down, to shoot to the sides the upper part of the Titan rotates, allowing it to face and fire backwards while still moving forward. The stats are for a solid round, with specialty rounds as the following: APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds. HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds. M1028 Anti-Personnel Cannister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds. M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5. This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry. [B]Stomp[/B] The Titan can stomp on medium or smaller targets within 15 feet of it, but will typically only stomp on those within its occupied space. Any large sized or smaller targets, including vehicles that the Titan moves through their space, must make a Reflex save DC 10 + Titan pilot's base attack bonus for half damage, failure takes 4d6 points of damage, ignoring 10 points of hardness/DR, plus are knocked prone. [B][SIZE=6]Titan Mk2 Upgrades[/SIZE][/B] Several upgrades were developed by the Steel Talons for their elite units as they were not cheap to upgrade all of their Titans. [B]Adaptive Armour[/B] This Steel Talon exclusive upgrade adds some additional armour plating that when activated, greatly improves the vehicle's durability and survivability. When activated as a move action, the equipped vehicle gains +5 Hardness plus gains bonus hit points equal to 35% of the equipped vehicle's normal max hit points. For example on a Titan Mk2 the vehicle will have Hardness 30 and a bonus of 42 hit points which are reduced first. The vehicle is also immune to EMP attacks even without the Adaptive Armour active. While active, the rate of fire of weapons is reduced 1 step (automatic down to semi, semi down to single, and single down to once every other round), and speed is reduced by 25%. The Adaptive Armour can only remain active for 5+1d4 rounds. PDC: 34 [B]Railgun[/B] A large railgun replaces the cannon on the Titan, giving greater damage and range. The railgun only fires solid projectiles, specialty rounds have not been developed for it. Replacement rounds have PDC 19 for 10 rounds. PDC 27 for the weapon. [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [TD]Controler[/TD] [/TR] [TR] [TD]Titan Railgun[/TD] [TD]14d12[/TD] [TD]20[/TD] [TD]Ballistic[/TD] [TD]300 ft[/TD] [TD]Semi[/TD] [TD]90 rds[/TD] [TD]Gunner / Commander[/TD] [/TR] [/TABLE] [B][SIZE=7]AT-Titan[/SIZE][/B] Kuat/Rothana Heavy Engineering found the designs for the Titan and thought it was a worthy design and made their own version. Based on the Titan Mk2 with its angular frame and greater stability. Upgraded with better motive systems from Kuat & Rothana's experience with walker vehicles, the AT-Titan is much faster than the original Titans. The AT-Titan is also more heavily armed, with a few options available. The primary cannon is replaced with either a mass driver or a heavy laser, a pair light blasters are fitted in a turret on the left side of the walker for anti-personnel protection. Mounted on the top is a pop-up concussion missile launcher for use against aircraft and speeders. Crew: 2 Passengers: 0 Cargo: 200 lbs Init: -3 Maneuver: -4 Top Speed: 70 (7) / 70 ft character scale Defense: 6 Hardness: 25 Hit Points: 120 Size: Gargantuan (-2) Purchase DC: 56 Restriction: Mil (+3) Accessories: Mass driver or laser cannon, fire-linked twin light blasters, concussion missile launcher, fire-control computer, thermal/nightvision for driver, gunner/commander, GPS, military radio, headlights. Notes: No penalties for firing weapons, while stationary gain +1 to attack rolls, NBC protection grants +4 to Fort saves, obstacle breaker, stable platform. Takes proper equipment and Repair check DC 15 and 15 minutes of work to switch between the mass driver and the laser cannon. [B]Rough Terrain Design[/B] - All penalties for rough terrain are reduced by half [B]Climbing[/B] - The Titan is able to climb hills and mountains, up to 50 degree incline, with a base Climb skill of +2, with a successful Drive check, the pilot can add half his/her own Climb skill bonus. [B]Legs[/B] - The legs are armoured, but can be destroyed. Each leg can be attacked with targeted attacks suffering -3 to attack rolls, requiring 50 points of damage to disable. At 0 hit points the leg is disabled but not destroyed. The Titan can remain standing but if the leg suffers further damage, it is destroyed and the Titan falls over. [B]Obstacle Breaker[/B] - Due to the size, weight and armour of the Titan, it can easily smash through obstacles such as low walls, or even into buildings. Obstructions that have a hardness/dr of 10 or less are easily crushed by the Titan, which includes such things as low walls, even small vehicles such as cars. When the Titan strikes such obstacles, this is considered a ram attack, resolve as normal (d20 page 160) plus deals an additional 3d6 which ignores 10 points of hardness. The Titan only takes 1/4 (one-quarter) damage from any ram or collisions, while a successful Reflex save reducing damage to the Mammoth to none. [B]Stable Platform[/B] - The Titan suffers no penalties to firing its weapons while moving, also suffers no penalties for rough terrain as its weight crushes any obstacles in its way. [TABLE] [TR] [TD]Name[/TD] [TD]Damage[/TD] [TD]Critical[/TD] [TD]Damage Type[/TD] [TD]Range Incr[/TD] [TD]Rate of Fire[/TD] [TD]Magazine[/TD] [/TR] [TR] [TD]Mass Driver[/TD] [TD]varies[/TD] [TD]-[/TD] [TD]Varies[/TD] [TD]200 ft*[/TD] [TD]Single[/TD] [TD]75 rds[/TD] [/TR] [TR] [TD]Laser Cannon (Optional)[/TD] [TD]5d10[/TD] [TD]20x2[/TD] [TD]Fire[/TD] [TD]175 ft[/TD] [TD]Semi[/TD] [TD]Unlimited[/TD] [/TR] [TR] [TD]Twin Light Blasters[/TD] [TD]4d10[/TD] [TD]20x2[/TD] [TD]Fire[/TD] [TD]100 ft[/TD] [TD]S, A[/TD] [TD]Unlimited[/TD] [/TR] [TR] [TD]Concussion Missile Launcher[/TD] [TD]10d10[/TD] [TD]19-20x2[/TD] [TD]Energy[/TD] [TD]4000 ft[/TD] [TD]Semi[/TD] [TD]6 Missiles[/TD] [/TR] [TR] [TD]Stomp[/TD] [TD]3d6[/TD] [TD]20x2[/TD] [TD]Bludgeoning[/TD] [TD]Melee[/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] [B]Mass Driver[/B] This launcher uses magnetic principles to launch a projectile, typically concussion missiles, or other similar sized projectiles, including solid projectiles or bombs, at a target. This allows the craft to fire a variety of projectiles for different missions. The launcher has a range increment of 200 ft unless warhead specifies one. Incendiary - This projectile is packed with incendiary chemicals to burn large areas. Deals 7d6 fire to a 30 foot area, Reflex DC 16 for half, deals 3d6 fire damage for 2d4 rounds. PDC 17 for 5 missiles. KEW - This is a solid projectile that has a discarding sabot, shaped for armour piercing, used against targets with particle shielding against normal missiles. Deals 4d12, ignores 10 points of hardness, bypasses shielding, range increment 300 ft. PDC 19 for 5 projectiles. Fragment - This projectile, upon detonation releases shards of sharp metal over a large area that is deadly to infantry, but can also be used against aerial targets. Deals 6d6 slashing damage to a 40 ft radius, Reflex DC 18 for half damage. Organic creatures also suffer 1 point of bleeding damage each round, requiring a Treat Injury check DC 14 and 1 minute work, to stop, or magical healing. PDC 17 for 5. [B]Laser Cannon[/B] This is a heavy laser cannon designed for antivehicle work, dealing 5d10 points of damage, ignoring 8 points of hardness/DR. [/QUOTE]
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