Titan Class Machines
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Titan Class Machines are Mecha’s that are much larger in size, being more of the standard size for Mecha and the main Mecha Infantry across all armies, these Mecha’s are renowned for their combat capacity, reliability and destructive power, being a great middle ground between all kinds of Mecha.
7174-N
Titan, Titan Class Machine
Crafting Recipe: –
Hit Points: 25,000 Damage Reduction: +50% Block Damage Threshold: 1000
Speed: 6m/CE Core Energy: 150 Slots: 25 Size: Colossal
Properties: – Weight: 50t Cost: C$300
Titan Mechas are the standard, mass produced mecha unit for Titan Class, being highly modular in it’s design, they are cheaper then other Titan Class Mecha, being a jack-of-all-trades unit. Titan Mecha are diverse in their appearance, appearing with multiple different kinds of frames, they tend to still be built on the same systems and infrastructure.
C0-M37
Comet, Titan Class Machine
Crafting Recipe: –
Hit Points: 25,000 Damage Reduction: +45% Block Damage Threshold: 1500
Speed: 7m/CE Core Energy: 125 Slots: 10 Size: Colossal
Properties: – Weight: 40t Cost: C$360
Comet Mecha are large, hulking mecha’s that have the ability to overcharge and power their weaponry. With abilities to set mass fires in various locations to remove homing projectiles. Comet Mecha’s are known for their characteristic energy wave when using their launch ability to move far distances.
Abilities
Launch (10 CE) – The Mecha moves 100m in a single direction of their choice, all targets that are in this path receive this damage as if it were fall damage.
Energise (5 CE) – The Mecha charges it’s weapon, adding an additional +10% damage boost to the next attack. This ability can stack on itself. If any target is within melee range of the Mecha, the Mecha provokes exposure.
Thermite Flares (10 CE) – The Mecha launches a multitude of flares that disable all homing abilities. All targets within 3m of the Mech take 200 (d4%) Fire damage.
4UR0-R4
Aurora, Titan Class Machine
Crafting Recipe: –
Hit Points: 20,000 Damage Reduction: +30% Block Damage Threshold: 1500
Speed: 6m/TP Core Energy: 400 Slots: 6 Size: Colossal
Properties: – Weight: 45t Cost: C$390
Aurora Mechas are known for their ability to harness light, and it’s uncanny ability to teleport rapidly around combat, being great strategically for being able to control combats for their unique ability set makes them a great field controller and commander.
Abilities
Teleport (20 CE) – The Mecha teleports to a location within 50m of themselves. This provokes no exposure.
Lightstream (15 CE) – The Mecha imbues their weapon with pure light energy, increasing it’s damage by +20%, the attack creates a beam which goes through all targets in the range. This action provokes exposure.
Shine (25 CE) – The Mecha’s plating shines brightly as it blinds all targets in a 20m radius for 1 round. All Mecha’s and abilities targeting the Mecha in this radius automatically miss.
H1-GG5
Higgs, Titan Class Machine
Crafting Recipe: –
Hit Points: 15,000 Damage Reduction: +20% Block Damage Threshold: 1000
Speed: 8m/CE Core Energy: 600 Slots: 10 Size: Colossal
Properties: – Weight: 35t Cost: C$330
Higgs Mecha’s are known for their instability and strange traits, being able to control gravity and mess with the very fabric of the universe itself through minor use of the Higgs-Boson Field. This Mecha is highly unstable due to the nature of it’s abilities, having a weaker structure from it’s complex system of interacting with the Higgs field.
Abilities
Instability (50 CE) – The Mecha causes the instability of an attack or action performed in a 200m radius. The Pilot flips a coin, on heads, this action becomes a critical success, on tails, it is a critical failure. This ability overwrites the critical chance of the original action.
Control Field (10 CE/round) – The Mecha creates a field in an 180 degree cone directly infront of the Mecha. All projectiles and creatures that enter this radius are petrified. Once this effect stops, these projectiles are launched in a 100m cone of the Mecha, and all creatures are knocked back 10m and fall prone.
Physiokinesis (20 CE/round) – The Mecha lifts an object, or target as if using Greater Telekinesis. Their weight limit is 2,000t.
5U-P3RN0V4
Supernova, Titan Class Machine
Crafting Recipe: –
Hit Points: 35,000 Damage Reduction: +60% Block Damage Threshold: 1750
Speed: 5m/CE Core Energy: 400 Slots: 8 Size: Colossal
Properties: – Weight: 60t Cost: C$380
Supernova Mecha are known for their explosive potential, their powerful attacks and destructive abilities. Crashing into combat and blowing their surroundings up, they are highly intimidating, despite their round shape, designed to detonate multiple powerful bombs and channel multiple explosions through their system.
Abilities
Nova Explosion (50 CE) – The Mecha releases an explosion in a 300m radius, dealing 100,000 (d2%) Explosive Damage to all creatures in this area. This ability provokes exposure and activates after one round of using this ability.
Explosive Attacks (20 CE/round) – The Mecha’s attack damage types are considered Explosive.
Spreader (25 CE) – The Mecha adds spread (d4) onto their next attack. This ability may be stacked, increasing the dice to a different type e.g. d4 > d6 > d8… etc. (max d20).
L3NZ-L4W
Lenz Law, Titan Class Machine
Crafting Recipe: –
Hit Points: 30,000 Damage Reduction: +55% Block Damage Threshold: 1000
Speed: 6m/CE Core Energy: 300 Slots: 10 Size: Colossal
Properties: – Weight: 70t Cost: C$370
Known for abusing magnetic properties, the Lenz Law Mecha is a one-of-a-kind, most of the joints of the mecha themselves do not connect through any physical touch, using a magnetic connection to strengthen it’s mobility and energy. With it’s ability to control electronic currents and magnetic fields, it can overcharge it’s attacks, bringing more potential with each hit.
Abilities
Stasis (25 CE) – The Mecha affects a target of their choice as if using the Stasis power.
Energy Conversion (20 CE) – The Mecha blocks a single attack, converting each 1,000 damage received into 1 CE. This block absorbs all of the damage.
Charger (10 CE) – The damage type of the Mecha’s next attack is turned into Electric. Each stack of this ability adds a +10% damage bonus to the next attack.
S74-RF1ND3R
Starfinder, Titan Class Machine
Crafting Recipe: –
Hit Points: 27,500 Damage Reduction: +60% Block Damage Threshold: 1250
Speed: 5m/CE Core Energy: 500 Slots: 5 Size: Colossal
Properties: – Weight: 60t Cost: C$350
The Starfinder Mecha is a combination of a Starship and a Mecha itself, having the firepower of a Mecha, while having the flight speed of a Starship. Highly effective for long distance travel, or towards locations that may be a bit more harder to navigate through. This Mecha excels in recon and retrieval missions.
Abilities
Starflight (15 CE/round) – The Mecha flies at 10m/CE, for an additional 50 CE, the Pilot can use the Mecha as if it has a Standard Jump Drive.
Cannon (50 CE) – The Mecha fires a large cannon up to 2km away, dealing 50,000 (d2%) Plasma damage.
Navigate (20 CE) – The Mecha finds the exact location, item or person that they are looking for, they know the direction and distance away from this area if it is obviously present, or the general area if it is not exactly known.
CR: 473-R
Crater, Titan Class Machine
Crafting Recipe: –
Hit Points: 40,000 Damage Reduction: +40% Block Damage Threshold: 1000
Speed: 4m/CE Core Energy: 300 Slots: 6 Size: Colossal
Properties: – Weight: 75t Cost: C$395
The Crater Mecha is known for it’s destructive abilities and it’s innate combat style, with the ability to destroy anything that it comes across, it is a powerful Mecha in it’s own right, owning a nickname of “Mech Buster” amongst those that have dealt with them on the field. Savage, brutal and downright powerful is everything that Crater Mechas embody.
Abilities
Power Fist (20 CE) – The Mecha performs an Unarmed strike, dealing 100,000 (d10%) Bludgeoning Damage, if the target survives this attack, they are knocked back 10m for every 10,000 damage dealt.
Destruction (25 CE) – The Mecha automatically slams the area around them, destroying all objects and buildings in a 50m radius. The terrain is changed to difficult.
Rip (50 CE) – The Mecha automatically grapples a target of their choice within melee range. The target must take a Dodge action (DC Pilot’s attack modifier), on fail, the target is ripped apart, and sent to death’s door.