Le_Mort_D'Emperor

General Info

Le Mort D'Emperor: The PCs have been hand-picked by the AdMech based on ancient records and psychic tracking to pilot newly-discovered archeotech Titans. These Titans may only be piloted by members of a very few genetically-enhanced families of Princeps— and the party are some of the handful of available people in the Imperium who have these ancestors. #LeMort for details.
- Uses BESM!
- Set in the Imperium!
- All weapons based on actual 40k stats- but priced according to anti-titan effectiveness
- Characters are 300 points.
- Titans are also 300 points, with a grace of 12 points to spend between Body, Mind and Soul.
- OOC is #LeMort; IC is ???

What the Faggot GM Needs of YOU

1. Please name your mech something Arthurian! Here's a nice list of names


Current Recruits:

Earthflame, playing in Gungarain
Emo Duck, playing Princeps Basil Artorius in Mors Holstium
LordXaras, playing Saint Amanda Isolde in Drustanus
Arocalex, playing Malvidus Vival in Gungarain
Awry, playing Tempest in Morrigan


The Story So Far

Mercia is nothing but a barren hunk of rock and metal somewhere halfway between nowhere and nowhere else, barely sustaining an atmosphere and firmly entrenched in the middle-west of Galactic space. Just close enough to the galactic centre to recieve the attention of the ruinous powers and thus requiring more defence by the Imperium than would be reasonable to levy against a planet useful for nothing other than a small, if elite, Guard tithe, it has recently seen major efforts to change it from a simple deathworld and smallhive to something more useful.

Indeed, recent developments now mean she boasts a small forge-city, the first in a three-century long project to have the place become— or, more accurately, be restored- to a full forge world; a restoration vindicated by another, rather notable development in the planet's story- the incredible and recent discovery of something more forboding and formidable than the Imperium could have hoped for. This, proof positive that Mercia has something to offer, has had every branch of the Imperial Beuracracy scrabbling to get a finger in the pie: Archeotech on a titanic scale, as yet lacking STCs, but still perfectly in working order… God-machines recorded and described on dataslates, nicknamed the 'Knights Round', or described as Crusader or Templar class, or spoken of individually- but, overall, not so commonly known as to benefit from a real classification other than 'Titan'.

The Adeptus Mechanicus have, so far, been excavating the necessary hangars and work-bays, and in this, the reclaimed complex now (somewhat pompously) called the "Emperor's Sheltering Shadow".

This is the story of the Titans and their pilots, of Mercia and other planets, and of the Imperium.

Cast and Crew

The Emperor

Albert Cavatorus, a bearded and bald older man with both muscle and bulk, though of average height; has little to no visible implants. He wears his red-robe with the hood down, and over a Princeps uniform.
Representative of the Adeptus Mechanicus Collegia Titanica on Mercia and thus head of operations related to the new Titans, Cavatorus is a level-headed and responsible man that readily trusts his subordinates.

Tacitula Fraccedus, a skinny, tall High Engineseer with a variety of distinct implants, though he prefers to keep himself wrapped up in his apparently oversized robes.
Both sardonic and glum, he never seems eager to do anything, but is nonetheless responsible and excellent at his work; he freely admits he likes his craft a lot more than he likes his colleagues. One of the Tactical Advisors to the Titan godhead, acting somewhat as the joint Moderatus.

Poronic Mandallio Reous, a plump, bushy-eyebrowed and blonde Magos Biologis with no facial modifications— but plenty elsewhere, many of which are obviously organic in nature.
Massively sycophantic and somewhat arrogant, Reous can be both patronising and pretentious. Despite this, he is innately gifted when dealing with human-machine interfaces. One of the Tactical Advisors to the Titan godhead, acting somewhat as the joint Sensoris.

Friar Jason Qoppa, a middle-aged Low Artisan with no visible implants save for a fully integrated servo-harness. He's balding and graying from dark brown hair, and seems rather gentle-natured.
Prone to overworking himself and his servitors, Qoppa feels truly blessed to work upon these Titans. He is a humble man, unafraid to ask for advice in any situation he does not feel his proven excellent judgement suffices.

Terris Ambrosia, a young-looking Secutor and head of security in the Emperor's Sheltering Shadow complex. Visibly covered in implanted weapons and armour, she looks more formidable than her delicate features would imply.
Her personality doesn't help, either: she's stubborn, judgemental, and dour. She is, however, also given to small-talk with anyone she's around, though she has the unfortunate habit of leaving conversations without a word. Not that anyone questions her, of course.

Urbester Taser Binomial Urbester, a mid-ranking Logis and, surprisingly, head Rune-Priest on Mercia. He has some obvious electooes and bleaches his hair, making him look older than he is.
Prone to waxing lyrical about scientific concepts and somewhat delphic when it amuses him, Urbester is a full-grown prodigy with a surprisingly level head. And yes, "Urbester" is both his first and last name.

Vincens Maldebarrow, the Magos Explorator that originally found the complex. Prone to wearing her ceremonial red robes tied around her waist over gowns cut specifically for easy movement and with her golden hair in short plaits and curls, Vincens is as eccentric as she is pretty.
Most of her time is spent directing the further exploration of the complex, though she is also (technically) on the renovation council. She's short-tempered and has a short attention span when excited, but- somewhat perversely- is far more businesslike when not actually working.

Simon the Sufferant, the Magos Errant and advisor to the Centurio Ordinatus on Mercia. While not yet recovered, dataslates speaking of Ordinatus Mercia have been uncovered, and thus this irritable and apparently insomnia-wracked man continues to spend his time poring over them.
While still youngish, his hair is contesting to see whether it will turn grey or fall out first. He is also lobbying for the reclassification of the newly-uncovered Titans as Ordinatus vehicles, as they do not fall under STC constraints of any standard class- much like Ordinatii.

Hichigus, an armoured and armed skitarii with few personal charms. Likely a sadist, certainly a bully, and a few steps away from a penal colony. He's blonde and with a weasel-like face, his nose compacted form too many breakages. The implants he bears are heavy-duty and look like they double as armour, even more than most implants do. Part of the ejection team.

Gariwald, a skitarii with a gentle nature which belies his decent combat skill. He is covered with implants, and rather powerful-looking, though in a wiry manner. He is a calm and patient man with a steady hand and eye, which explains his excellent skill with his bolt-pistol. Part of the ejection team.

Borald, a skitarii with a meltagun and more awkwardness than one can fit in a room. He's outgoing and nice, but… off. Short, but otherwise looking similair to HP Lovecraft in a red robe, he's popular despite people not actually wanting to talk to him. Part of the ejection team.

Brother Keleb Shamar, a Techpriest of the Steel Hounds and one of a very, very few Space Marines stationed on the entire planet. Quiet, taciturn, stern, and charismatic, the Techpriest is nonethless uncomfortable with social interaction except when discussing his work.
Keleb is tall and hulking even outside his armour, but displays a rare nimbleness with his fingers. He's never seen doing anything but work and occasionally eating, and no-one is sure if he even sleeps. He has a large collection of burn-marks about his face and many implants, a number of which are apparently to keep him from falling apart. He is utterly bald, without a single hair visible anywhere on his body.

Chief Apothecary Damian Bright is a tall, skinny man with no human teeth left and an inverted colour scheme to his usual Genetor robes. He associates freely with Reous, appearing to be incredibly easy-going and able to easily ignore others' personal flaws.
Damian's hair is white and he looks older than he probably is, and while he does have some apparent implants, none of them look out of place— the vast majority are organic. He tends to assign as much work as possible to others, and— unexpectedly in the otherwise sweet demeanour- hates being questioned and can become rather petulant about it.

Field Marshal Warthur Styldrac is a bored-looking man with a neat moustache, slicked-back hair, and impeccable personal dress-sense. The leader of the local PDF and guard on Mercia, he nonetheless spends most of his time now in the Complex.
Chatty, but prone to gettng carried away on tangents, Warthur has faced off against a number of threats to the planet already and looks forward to any help the Complex can give him and his men fighting off Chaos incursions. He bears a heavy-duty plasma pistol and a long, thin power sword with a fencer's grip that he uses with consumate skill.

Specimine Me39T/X1L (Mercian Tyranid/Unknown variant 1, possibly lictor) was a powerful and extremely hardy lictor (probably) found in Subcomplex Boreas Abyssus that never shifted out of his camoflage. Remarkably, even in death, its skin's still blurred and translucent, though it drools pink-purple blood from its many wounds, and a careful look shows the crossesction of carapace fades into a neat red-white as it becomes more visible.

Alistair DuPree is a chain-smoking, easy-going and lackadasical techseer who seems like he'd wear his robes as a dressing gown. Irreverent but obedient, DuPree's watchword is simple functionality: needless to say, while his work gets results, he isn't allowed anywhere near titans. He's very much in love with more road-based transport, and even nicknames the vehicles on which he works.
He's perpetually grease stained and his pockets are always full, and his servo-harness looks overworked and overmaintained. He shaves his head and beard, and his thin but bushy eyebrows help show off an open and friendly face.

Jack "Dev" Devorus is a simple Mercian Guardsman, heavily armoured, and seeming constantly tired out by the base's frantic lifestyle. Plain, dark haired and bright eyed, he'd be easy to lose in a crowd, and has taken up a habit of getting small tattooes to help offset this.
A skilled chimera driver and a devout follower of both the Imperial Cult and the Cult Mechanicus, Devorus' was specifically chosen to be partnered with the Princeps for his modest professionalism, level temper, and A-grade skill.

The Emperor's Sheltering Shadow

The Emperor's Sheltering Shadow has at least fourteen sub-complexes, spaced irregularly around the complex; of these, the central "meso" compexes lie between them all. The currently uncovored subcomplexes are named Borealis (North-North-East), Sur-Ostro (East-North-East), Ostro (East), Sub-Ostro (East-South-East), Sud (South-East), Meridion (South), Sub-Occidens (South-South-West), Occidens (West-South-West), Sur-Occidens (West), Visi (North-West), and Septens (North-North-West). The Meso-complexes go straight down, with the following three uncovered from top-to-bottom: Apex Meso, Meso, and Mesofund, with several theorized lower floors as yet unnamed and undiscovered but colloquially refered to as the "Meso-Abyssal" levels.

Of these, the following have been fully cleared for use: Apex Meso, Borealis, Ostro, Sub-Ostro, and Meridion, as well as most of Meso and some of Mesofund; each has so far had a number of features in common- All but Mesofund have had a hangar, and each have at leasr one medical bay, some living quarters including a kitchen and mess hall, an armoury— a few of which even boasted weapons— and at least one good-sized foundry with the obvious intent of building tanks and Titans. The stores currently found have, too, been largely comprised of goodly amounts of useful ores and purified materials. Note the names are officially Complex (name) for any of the non-Meso complexes, and (name) Complex for any of the Meso complexes. Vincens is utterly strict on this, which confuses and irritates more than a few. The distinction is, apparently, to point out that the Meso-complex is the main comples of the Emperor's Sheltering Shadow supercomplex, and the rest just subcomplexes. Frankly, it's all rather pointless.

The Titans themselves were discovered in Complex Meridion, which have since been moved to Complex Sub-Ostro. Since this move, the pilots too have been assigned quarters in Complex Sub-Ostro: the decision likely stemming from the fact that Sub-Ostro is the closest fully excavated subcomplex to the Meso-complexes, under a klom away. The furthest is Complex Borealis, which took a full day trip along an abandoned tunnel to reach.

Travel around the complex is either by walking and climbing, or elevatus and the flat freight wagons that are mostly used for transporting tanks and titans. In the most spacious areas- namely Borealis and Meridion, at the moment, and their related wing of Meso Complex- motorbike travel is permitted, befitting the local Mercian Rough Riders units.

The AdMech detachment maintains both the greatest control greatest number of personnel within the Complex, somethign that does not appear to be in any danger of changing; there's also growing Imperial Guard presence, a small ecclesiarchy force rumoured to be there specifically and only to watch the treatment of Isolde, a few Inquisitorial powers, and a token representative from a number of ordos and factions. Life for all in the complex is generally friendly— inter-faction mingling is encouraged and tends to, at least on the grunt level, go better than one could reasonably expect; even the ecclesiarchy presence has less conflict with the AdMech than in other, similair institutions. Food tends to be various Mercian varieties of soylens viridians, corpse starch, and massive amounts of the seaweed-like ground-crops that grow here and taste surprisingly like potatoes. Recaf is available on demand, as is tanna tea, protein bars, though alcohol is prohibited ('it's for the machines, honest' - Urbester). All in all, there's plenty to eat, and it occasionally resembles food; on other occasions, it tastes like it ('We save the stuff that's both for special occaisons!' - Reous)

The sleeping quarters are cramped, but comfortable, with soft and squishy foam matresses in every quarters; each quarters is big enough for four people, with two bunk-beds, four wall-inset lockers, and even a fold-out table (though you'll have to kneel to use it). The sanitary areas are functioning ('at last' - Fraccedus) with running water— though only Meso Complex' and Complex Sub-Ostro's taps make a distinction between 'hot' and 'cold', everywhere else giving a universal 'lukewarm', thus making showering somewhat unpleasant.

It is somewhat intriguing to note, Vincens says in some of her notes, that while the supercomplex is clearly designed as a foundry and storage area for Titans, it is also apparent it is made for easy defence and rapid deployment of combat units to any of its subcomplexes.

Mercia

Mercia is around the same size as Mars, at roughly 3,400 kloms at the equator, and has a similair atmosphere to Terra— though much thinner in oxygen and in general. Ozone makes up part of the troposphere, and CO2 is more common than upon Terra. Much of the wildlife is plant-based, with mosses and seaweed-like landplants common. The rain is low and infrequent, and water tends to be gathered in the large seas; due to this, most settlementsa are directly beside the seas. Vincens posits that there is likely an atmosphere-thickening device somewhere
in the complex, making the planet more enjoyable.
While a man can go maybe a day without a gasmask or such and suffer no ill effects, prolonged exposure to the air will see him sicken quickly; oxygen suppliments are required, and many families keep a spirofect, a device that helps pull oxygen into their homes from higher in the atmosphere or from minerals or water. Most, however, simply have to make do with wearing a respirator for an hour or more per day.
Each land-mass has a particular name and hive-city covering at least 30% of the entirety of the coastline, with over 50% of the world's coastlines built upon. The current population is roughtly four point four billion clustered mainly in these coastal-hives with an Imperial tithe of one hundred thousand guardsmen per year.
Mercia's current chief exports are an assortment of flavoured varieties of soylens viridians, some of the green weeds, salt, a minor dabbling in archeotech, and personal vehicles such as motorbikes; the fast-growing moss can also be pressed into a smooth and either pleasingly organic patterned or cheaply-bleached paper; it does, however, tear a little too easily. Major imports consist heavily of groxes and other animals and more general luxuries. The world has always boasted some forges and an admech presence, and the military production is, again, mostly transport vehicles, and Mercia's missiles and grenades are of a pleasing and reliable quality. Mercia also manufactures a large number of Imperial icons of many forms, including aquillae of almost every size and variant— this much can be seen when one views the factories that produce them.
Common Mercian stereotypes are that everyone's unfit, no-one smokes, and people prefer writing to any other form of art (despite/because of the paper). The truth of these statements is variable— fitness is as high as on most tithe-worlds, smoking is hard when your cigarette keeps going out, and painting seems to be more in-fashion within the arts at the moment.

Major rules-changes:

Only significant NPCs and the PCs get to make rolls. For everyone else, attack rolls are assumed to be seven and all other rolls are assumed to be six.
A player may ask that any insignificant NPCs rolls be handled, if they so wish (eg. they are having difficulty hitting the NPC, and so wish to keep firing until that NPC rolls low and the player rolls high).
One must buy everything to do with a mech with one's Mech pool. If you want to be good with a Mech's weapons, you have to buy the Ranged Attack quality related to them with the Mech itself!
Titans each get 4 times as much HP as they should.
Characters may be from any part of the Imperium within reason.
Both Titans and Characters may have a total armour no higher than 60.
The Damage Multiplier for all weapon attacks is 5. No more, no less. 5. There is no cap on Damage Multiplier for weapons with the CCW quality, however.

Qualities

IRC allows multiple attacks to be rolled at once easily, and Le Mort D'Emperor is based heavily around the mechanics of 40k. In light of this, the following changes are made to qualities:

Modified Qualities

- The "Penetrating" weapon quality is entirely rewritten as an inherent weapon stat. A Weapon's Penetrating value is how much damage the weapon does, ignoring armour.
For instance, a Lasgun deals 30 damage, 8 penetrating on a hit: Someone with armour 0 would take 30; Someone wearing 20 points of armour would take 10 damage; and someone wearing 40 points of armour would take 8. It costs 1 point per 2 levels.
- Insidious itself now costs 8 points.
- Extra Actions now costs 8/level— and represents the ability to take an Extra Action once every 4 turns. 2 levels grants an extra action every 3 turns, 3 levels grants an extra action every other turn, and 4 levels grants an extra action every turn.
- Toughness is now 1 point/1 level/+5 hp.
- The Steady quality costs 4 points/level. Level 1 allows the character to brace weapons while walking slowly, while level 2 allows them to to so while walking quickly; level 3 allows them to brace weapons even when jogging. This is not the same as Steady Hand, which doesn't help here!
- Shield, specifically, can block Penetrating damage, as can Force Field (which, along with piercing, works normally).
- Armour literally has no limit on the amount it can reach!
- Force Field can be taken to a maximum of 35 Ranks, and is still 3 points/level, 4 force field armour/level. A Force Field has a number of HP equal to its Rank, lost as follows:

  • Whenever it is hit by a weapon that deals more pen damage than it has HP, it loses 1 HP.
  • Whenever it is hit by a weapon that deals more damage than double its HP, it loses 1 HP.
  • Whenever it is hit by a weapon that penetrates it, it loses 1 HP.

Once the forcefield hits 0 hp, it goes down, but the forcefield never loses any effectiveness due to being damaged. While either up or down, the Force Field regenerates one HP per round. The Regenerating Force Field custom variable may not be taken.
- The Lumbering negative quality grants a cumulative 1 point/level (ie. 1 point at level 1, 3 points total at level 2, another 3 for 6 points at level 3) and reduces a creature's speed, granted, by any quality or in any way, by 1/6th.

New Weapon Qualities

- CCW is a 1-point weapon quality available to all Range 1 weapons. These weapons benefit from Damage Multipliers of 5 or more (not including superstrength).
- The Assault weapon quality costs 4 points per level and grants an Extra Attack against the target or another nearby (with this weapon)
- The Slow -1 point/level negative quality means that, when a User wishes to strike with the weapon, the actual blow happens later in the combat round. A user's weapon strikes at an initiative two points lower per level than the wielder's.
- The Slam quality costs 1 points/level. If a weapon with Slam hits a target, that target suffers a penalty to their Initiative next turn equal to the Slam value of the weapon; for every 3 points the Slam beats their Defence, another penalty is applied.
- Rapid Fire is a 2-point weapon quality that allows the user to fire in one of two ways:
a) to fire twice with Range 1, granting an Extra Attack against the target or another nearby (with this weapon);
or b) to fire at full range, if the weapon is braced somehow (eg. used by a stationary firer or mounted on a vehicle)
- The Heavy 3-point negative quality means a weapon can only be fired while it is braced.
- Poison is a weapon quality related to Blight, with the same effects- TN 9 for a rank 1 poison, TN 24 for a 5 rank 5 poison- however, it specifically doubles both the normal damage and the Penetrating damage of the weapon, and is unable to affect vehicles. It costs a point per rank.
- Twin-Linked is a weapon quality that costs six whole points; if the weapon misses when firing, there's a good chance that the weapon may still have hit— you may reroll the shot. A weapon may only be twin-linked once.
- Gets Hot! is a 2-point weapon negative quality that can cause the weapon to overheat and hurt the wielder. On a natural double one or a one and a two on a to-hit roll, the weapon overheats; resolve the attack against the wielder.
- Targeted: Structures is a 2-point version of the Targeted quality that doubles the damage dealt by a weapon when it attacks vehicles and buildings.
- Ordnance is a 4-point negative quality that forces a vehicle to remain stationary while firing the weapon; Each individual weapon can, of course, be bought without Ordnance, but otherwise- unlike Heavy- there is no way around this.
- Indirect Fire, of course, also denotes that only cover directly between where the weapon hits and where the target is will protect them.
- The Barrage quality costs 1/level and just one level prevents the use of cover to avoid damage. It also grants a -1 to DV per level to anyone so hit.
- Torrent is a 2/level weapon quality that allows the weapon to target a very large number of targets at once. The firer nominates a number of targets all within 5 metres of each other, with none outside the weapon's maximum range (yes, patches of ground are valid targets, if you want to hit two targets 10 metres apart), then divide the number of levels in torrent as shots evenly between the targets, with the remainder distributed as they so wish. Each target fired upon may only make one defence roll, which is applied to all the shots in the torrent.
A weapon with Torrent may never have the Assault or Rapid Fire special rules.
- Rending is a powerful 3-point weapon quality- on a natural double on a to-hit roll, the weapon counts as insidious for that attack.
- Melta is another variant of Insidious, a 5-point Weapon Quality: the weapon is Insidious while within half its maximum range.
- Nemesis is a 10-point quality that always ignores ALL Aegis armour!
- Combi- is a quality for weapons that are a combination of two weapons, most often a Bolter and a heat-based weapon. These weapons may fire one shot- reloaded separately- of a secondary weapon and fire as normal as the primary weapon; this applies a cost equal to one-fifth of the cost of the secondary weapon, rounded down. A weapon can only have one secondary weapon combined with it in this way. Combi- is not available to weapons with the Heavy or Ordnance quality

Other New or Changed Qualities

- The Aegis quality costs 2 points/level, and it is a specific form of Armour that blocks even damage caused by Insidious, Melta, Psychic and Rending weapons, and reduces Penetrating damage dealt by weapons by up to half; it defends normally against normal attacks. Aegis grants 1 point of this armour per level, and up to 30 levels may be bought.
- Knights take the Mech quality, as described below.
- Ranged Combat Mastery and Melee Combat Mastery both cost 10 points per level, and what they do is pretty obvious.
- Ranged Offence Mastery, Ranged Defence Mastery and the melee equivalents cost 6 points per level, but cover all possible weapons!
- Ranged Attack now covers groups of weapons— Bolters, Las weapons, etcetera. It cannot be used to buy all the weapons related to a craft or suit of armour.

Your Titan and You

- Your titan is another character, built in the same way as your primary, but with a multiplier to hit-points and the ability to hold heavier weapons. It also has no need for skills, high or even reasonable mind and soul stats, and generally has a lot more freedom to just apply points to KILL THINGS and NOT GET KILLED.

- Titans have the standard 300 points.
- Titans get 12 free attribute points, and are encouraged to have a mind and soul of around 3 and a body much higher: either 6/3/3 or even 10/1/1 will draw no frowns.
- Titans receive the Large Size template four times for free, and may buy a partial extra rank for 10 points. This grants them the following at level 4:

  • Height between 60 and 116 feet high with most 80 to 96 feet tall; a fifth rank adds up to 20 feet to these figures.
  • Weight between 300 and 400 tonnes, with a fifth rank up to doubling this;
  • The ability to lift 10,000 times as much weight (no modification for this with Rank 5);
  • +16 damage with every blow or shot, +20 with a fifth rank;
  • +16 armour rating, with +20 at rank 5;
  • Up to -4 to ranged attacks against smaller enemies (-5 for Rank 5);
  • Up to -4 to ranged defence against smaller enemies (-5 for Rank 5);
  • 15 times the running speed and throwing distances of a person (no change at rank 5).

- Titans may buy off the "-1 to hit with ranged attacks" penalty for 5 points per level, representing advanced optics.
- Titans that take Land Speed are under the same restrictions as living creatures.
- Titans must take Lumbering equal to the number of Large Size ranks they take.
- Reduce all damage (including penetrating and Nemesis) from all weapons against all titans by 20.

Templates


+++Basic Titan
Body 8
Soul 2
Mind 2

Size 4 OR Size 5 (10)
Lumbering 4 (-10) OR Lumbering 5 (15)
Armour 14 (28)


Space Marines

A Space Marine must have Body, Mind and Soul 5.
The Space Marine template requires the following implants:

  1. Secondary Heart (Special feature: Second Heart, Toughness: 2 ranks, Special Defence: Aging 1, Enhanced Body 1)- 15 points
  2. Ossmodula (Toughness: 6 ranks, Homogenous Armour: 8, Combat Technique: Lethal Blow, Special Defence: Extreme Pressure 2)- 20 points = 35 points
  3. Biscopea (Super Strength +2, Enhanced Body 1, Combat Technique: Brutal 2)- 30 points = 65 points
  4. Haemastamen (Special Defence: Disease 2, Special Defence: Fatigue, Combat Technique: Lightning Reflexes x 2)- 10 points = 75 points
  5. Larraman's Organ (Regeneration: 2, Enhanced Body 1)- 30 points = 105 points
  6. Catalepsean Node (Special Defence: Sleep)- 2 points = 107 points
  7. Preomnor (Special Resistance: Lack of Food 1, Water 1, Consumed Poisons 2)- 8 points = 115 point
  8. Omophagea (Feature: learn through eating genetic material)— 4 points = 119 points
  9. Multi-lung (Special Defence: lack of air)— 2 points = 121 points
  10. Occulobe (Heightened Senses: Sight x 2, Blind Fighting, Blind Shooting 2)- 10 points = 131 points
  11. Lyman's Ear (Special Defence: Motion Sickness 2; Heightened Senses: Sound x 3)- 10 points = 141 points
  12. Sus-an Membrane (Special Defence: Lack of Air, Food, Water, Ageing 2, Activation puts user in Suspended Animation)- 10 points = 151 points
  13. Melanochrome (Special Defence: Radiation 2, Special Defence: Overheating, External Activation required)- 5 points = 156 point
  14. Oolitic Kidney (Special Defence: Poisons 2; Activation knocks out user)- 1 point = 157 points
  15. Neuroglottis (Supersense: Super Taste x 3, Enhanced Sense: Taste/Smell x 2)- 10 points = 167 points
  16. Mucranoid (Special Resistance: Extreme Heat 1, Extreme Cold 1, Low Pressure 2; Requires outside treatment)- 5 points = 172 points
  17. Betcher's Gland (Weapon: Acid Spit (Rank 5, Continuing 4, Irritant))- 15 points = 187 points
  18. Progenoids (Feature: Geneseed)- 1 point = 188 points
  19. Black Carapace (Feature: Full power-armour bonuses)- 1 point = 189 points

= 189 points

It also requires the following conditioning and training:

  • Attack Combat Mastery 2 (20 points)
  • Defence Combat Mastery 2 (20 points = 40 points)
  • Combat Technique: Extended Range, Far Shot, Dead Eye, Portable Armoury, Precise Aim (10 points = 50 points)
  • Skills: Weapon Maintenance 5, Codex Lore 5 (10 points = 60 points)
  • Special Defence: Corruption 1, Special Defence: Fear 2 (6 points = 66 points)

= 66 points
Template cost reduction: 55 points
Total Cost of Template: 220 points


Weapons

- The stats of various weapons are based on those in 40k, and can easily be calculated from them:
a) 0-6" is range 1, 7-24" is range 2, 25-48" is range 3. Anything above is range 4.
b) A weapon's Rank is equal to double its strength.
c) A weapon will have a number of levels in penetrating equal to 4 x (7 - that weapon's AP). AP - weapons have no penetrating value.
- Weapons are either held or mounted. Mounted weapons are permanently affixed and cannot be removed; it is very unusual for a weapon to be mounted on a person. A Titan must have specific places on its structure to place held weapons when not in use, and may be disarmed of them.


Melee Weapons

Just what they sound like. Melee Weapons are human only, and rarely mounted.
Melee weapons tend to pack more of a hit than ranged weapons; it's obvious to anyone with a D or less in Physics why a Power Fist is deadlier than a Heavy Bolter.
Note that Weapons with CCW benefit from Massive Damage and weapons with Muscle benefit from Super Strength.

Melee Weapons Weapon Rating Penetrating Rank Other Cost (Held) Cost (Mounted)
Chainsword 612 00 CCW, Muscle 9 18
Power Sword 612 4020 CCW, Muscle, Insidious 21 42
Lightning Claw 612 4020 CCW, Muscle, Insidious, Assault 1 23 46
Relic Blade 918 4020 CCW, Muscle, Insidious 24 48
Power Fist 1224 4020 CCW, Muscle, Insidious, Slow -6 24 48
Chainfist 1224 4020 CCW, Muscle, Insidious, Slow -6, Targeted: Structures 25 50
Thunder Hammer 1224 4824 CCW, Muscle, Insidious, Slow -6, Slam 4 28 56

- CCW is a 1-point weapon quality available to all Range 1 weapons. These weapons benefit from Damage Multipliers of 5 or more (not including superstrength).
- The Assault weapon quality costs 4 points per level and grants an Extra Attack against the target or another nearby (with this weapon)
- The Slow -1 point/level negative quality means that, when a User wishes to strike with the weapon, the actual blow happens later in the combat round. A user's weapon strikes at an initiative two points lower per level than the wielder's.
- The Slam quality costs 1 points/level. If a weapon with Slam hits a target, that target suffers a penalty to their Initiative next turn equal to the Slam value of the weapon; for every 3 points the Slam beats their Defence, another penalty is applied.
- Targeted: Structures is a 2-point version of the Targeted quality that doubles the damage dealt by a weapon when it attacks vehicles and buildings.
- Insidious itself now costs 8 points.


Basic Weapons

Basic Weapons are almost always carried by characters, and are rarely used by Titans except as defensive weapons. A Titan may not hold a Basic Weapon: they're far too small, and scaling them up merely results in a bigger gun!

Basic Weapons Weapon Rating Range Penetrating Rank Other Cost (Held) Cost (Mounted)
Laspistol 612 1 84 CCW 10 20
Lasgun 612 2 84 Rapid Fire 11 22
Hotshot Laspistol 612 1 3216 Gets Hot!, CCW 13 26
Hotshot Lasgun 612 2 3216 Gets Hot!, Rapid Fire 14 28
Boltpistol 816 1 168 CCW 13 26
Boltgun 816 2 168 Rapid Fire 14 28
…with Dragonfire Bolts 816 2 168 Rapid Fire, Indirect, Accuracy +1 +1 +2
…with Hellfire Rounds 816 2 168 Rapid Fire, Poison 5 +3 +6
…with Kraken Bolts 816 3 2412 Rapid Fire, Accuracy +1 +3 +6
…with Vengeance Rounds 816 2 3216 Rapid Fire, Gets Hot! +3 +6
…Combi-Flamer 816 1 168 Area 2, Spreading 3, Combi- +3 +6
…Combi-Melta 1632 1 4824 Melta, Combi- +6 +12
…Combi-Plas 1428 2 4020 Gets Hot!, Rapid Fire, Combi- +5 +10
Storm Bolter 816 2 168 Assault 1 15 30
Flamer 816 1 168 Area 2, Spreading 3 15 30
Shotgun 612 1 - Assault 1, Spreading 3 10 20
Astartes Shotgun 816 1 - Assault 1, Spreading 3 12 24
Plasmapistol 1428 1 4020 Gets Hot!, CCW 24 48
Plasmagun 1428 2 4020 Gets Hot!, Rapid Fire 25 50
Meltabombs 1632 1 4020 Indirect, Insidious, Trap, Delay:1 31 62
Inferno Pistol 1632 1 4824 Melta, CCW, Half Range 31 62
Meltagun 1632 1 4824 Melta 31 62
Demolition Charges 1632 1 4020 Area 3, Indirect, Inaccurate -2, Trap, 28 56
Frag Grenades 612 1 84 Indirect, Area 2 10 20
Krak Grenades 1224 1 2412 Indirect 19 38
Grenade Launcher ≤24 1 ≤12 Indirect?, Area 2? 20 40
…Frag 612 1 84 Indirect, Area 2 N/A N/A
…Krak 1224 1 2412 Indirect N/A N/A
Astartes Grenade Launcher ≤24 1 ≤12 Indirect?, Area 2?, Rapid Fire 22 44
…Frag 612 1 84 Indirect, Area 2, Rapid Fire N/A N/A
…Krak 1224 1 2412 Indirect, Rapid Fire N/A N/A

New Weapon Qualities

- CCW is a 1-point weapon quality available to all Range 1 weapons. These weapons benefit from Damage Multipliers of 5 or more (not including superstrength).
- The Assault weapon quality costs 4 points per level and grants an Extra Attack against the target or another nearby (with this weapon)
- Rapid Fire is a 2-point weapon quality that allows the user to fire in one of two ways:
a) to fire twice with Range 1, granting an Extra Attack against the target or another nearby (with this weapon);
or b) to fire at full range, if the weapon is braced somehow (eg. used by a stationary firer or mounted on a vehicle)
- Poison is a weapon quality related to Blight, with the same effects- TN 9 for a rank 1 poison, TN 24 for a 5 rank 5 poison- however, it specifically doubles both the normal damage and the Penetrating damage of the weapon, and is unable to affect vehicles. It costs a point per rank.
- Gets Hot! is a 2-point weapon negative quality that can cause the weapon to overheat and hurt the wielder. On a natural double one or a one and a two on a to-hit roll, the weapon overheats; resolve the attack against the wielder.
- Indirect Fire, of course, also denotes that only cover directly between where the weapon hits and where the target is will protect them.
- Melta is another variant of Insidious, a 5-point Weapon Quality: the weapon is Insidious while within half its maximum range.
- Combi- is a quality for weapons that are a combination of two weapons, most often a Bolter and a heat-based weapon. These weapons may fire one shot- reloaded separately- of a secondary weapon and fire as normal as the primary weapon; this applies a cost equal to one-fifth of the cost of the secondary weapon, rounded down. A weapon can only have one secondary weapon combined with it in this way. Combi- is not available to weapons with the Heavy or Ordnance quality.


Heavy Weapons

Heavy Weapons almost all have the Heavy negative quality. They can be carried by a character or mounted on a Titan, but it is unusual to have a Titan holding these weapons.

Heavy Weapons Weapon Rating Range Penetrating Rank Other Cost (Held) Cost (Mounted)
Multimelta 1632 2 4824 Heavy, Melta 30 60
Plasmacannon 1428 3 4020 Gets Hot!, Area 2, Heavy 25 50
Heavy Flamer 1020 1 2412 Area 2, Spreading 3 19 38
Incinerator 1020 1 2412 Area 2, Spreading 3, Nemesis 24 48
Assault Cannon 1224 2 2412 Heavy, Assault 3, Rending 25 50
Autocannon 1428 3 2412 Heavy, Assault 1 23 46
Heavy Bolter 1020 3 2412 Heavy, Assault 2 20 40
…With Hellfire Shells 1020 3 - Heavy, Area 2, Indirect, Poison 5 +4 +8
Lascannon 1836 3 4020 Heavy 28 56
Missile Launcher ≤32 4 ≤16 Indirect?, Area 2? Heavy 26 52
…Krak Missile 1632 4 3216 Heavy N/A N/A
…Frag Missile 816 4 168 Indirect, Area 2, Heavy N/A N/A
Multi-Laser 1224 3 84 Heavy, Assault 2 18 36
Mortar 816 3 84 Heavy, Indirect, Area 2, Spreading 1 12 24
Heavy Stubber 1224 3 2412 Assault 2, Heavy 19 38
Psycannon, Mode 1 1224 2 2412 Assault 2, Nemesis 28 56
Psycannon, Mode 2 1224 3 2412 Heavy, Assault 2, Nemesis N/A N/A

- The Assault weapon quality costs 4 points per level and grants an Extra Attack against the target or another nearby (with this weapon)
- The Heavy 3-point negative quality means a weapon can only be fired while it is braced.
- Poison is a weapon quality related to Blight, with the same effects- TN 9 for a rank 1 poison, TN 24 for a 5 rank 5 poison- however, it specifically doubles both the normal damage and the Penetrating damage of the weapon, and is unable to affect vehicles. It costs a point per rank.
- Twin-Linked is a weapon quality that costs six whole points; if the weapon misses when firing, there's a good chance that the weapon may still have hit— you may reroll the shot. A weapon may only be twin-linked once.
- Gets Hot! is a 2-point weapon negative quality that can cause the weapon to overheat and hurt the wielder. On a natural double one or a one and a two on a to-hit roll, the weapon overheats; resolve the attack against the wielder.
- Indirect Fire or Indirect denotes that only cover directly between where the weapon hits and where the target is will protect them.
- Rending is a powerful 3-point weapon quality- on a natural double on a to-hit roll, the weapon counts as insidious for that attack.
- Melta is another variant of Insidious, a 5-point Weapon Quality: the weapon is Insidious while within half its maximum range.
- Nemesis is a 10-point quality that always ignores ALL Aegis armour!


Ordnance Weapons

Ordnance Weapons cannot be held or mounted by characters; they must be vehicle mounted. They may, however, be Titan held or mounted on titans, and a Titan is most likely to hold one of these weapons.

Big Guns Weapon Rating Range Penetrating Rank Other Cost (held) Cost (Mounted)
Flamestorm 1224 1 3216 Area 2, Spreading 3 28 56
Hellstrike Missile 1632 4 3216 Ordnance, Area 3, Ammo 3 24 48
Multiple Rocket Pod 816 2 84 Area 3, Heavy 11 22
Hellfury Missiles 816 4 168 Area 3, Indirect, Barrage 3, Heavy, Ammo 4 18 36
Heavy Flamer 1020 1 - Area 2, Heavy 11 22
Typhoon Missile Launcher ≤32 4 ≤16 See below 28 56
…Krak Missile 1632 4 3216 Heavy, Assault 1 N/A N/A
…Frag Missile 816 4 168 Indirect, Area 2, Heavy, Assault 1 N/A N/A
Whirlwind Multiple Missile Launcher ≤24 3 ≤12 See below 19 38
…Vengeance 1020 3 2412 Minimum Range 2, Ordnance, Area 4 N/A N/A
…Incendiary Castellan 816 3 168 Minimum Range 2, Ordnance, Area 4, Trap, Barrage 3 N/A N/A
Thunderfire Cannon ≤24 4 ≤8 See below 28 56
…Surface Detonation 1224 4 168 Heavy, Assault 3, Area 2, Accurate +1 N/A N/A
…Airburst 1020 4 84 Heavy, Assault 3, Area 2, Indirect N/A N/A
…Subterranean Blast 816 4 - Heavy, Assault 3, Area 2, Quake 7 N/A N/A
Demolisher Cannon 2040 2 4020 Area 3, Indirect, Ordnance 31 62
Chem Cannon 24 1 3216 Heavy, Area 2, Spreading 3, Poison 5 16 32
Battle Cannon 1632 4 3216 Heavy, Area 3, Indirect, Ordnance 26 52
Exterminator Autocannon 1428 3 2412 Heavy, Assault 3, Twin-Linked 29 58
Hydra Autocannon 1428 4 2412 Heavy, Assault 1, Dead Eye 36 27 54
Vanquisher Battle Cannon 1632 4 4020 Heavy, Targeted: Structures 29 58
Eradicator Nova Cannon 1224 3 2412 Barrage 2, Area 4, Heavy 21 42
Punisher Gatling Cannon 1020 2 - Heavy, Torrent 20, Inaccurate -1 29 58
Executioner Plasma Cannon 1428 3 4020 Gets Hot!, Area 2, Heavy, Assault 2 29 58
Inferno Cannon 1224 2 2412 Heavy, Area 2, Spreading 3 20 40
Melta Cannon 1632 1 4824 Heavy, Area 2, Melta, Spreading 3 32 64

- The Assault weapon quality costs 4 points per level and grants an Extra Attack against the target or another nearby (with this weapon)
- The Heavy 3-point negative quality means a weapon can only be fired while it is braced.
- Poison is a weapon quality related to Blight, with the same effects- TN 9 for a rank 1 poison, TN 24 for a 5 rank 5 poison- however, it specifically doubles both the normal damage and the Penetrating damage of the weapon, and is unable to affect vehicles. It costs a point per rank.
- Twin-Linked is a weapon quality that costs six whole points; if the weapon misses when firing, there's a good chance that the weapon may still have hit— you may reroll the shot. A weapon may only be twin-linked once.
- Gets Hot! is a 2-point weapon negative quality that can cause the weapon to overheat and hurt the wielder. On a natural double one or a one and a two on a to-hit roll, the weapon overheats; resolve the attack against the wielder.
- Targeted: Structures is a 2-point version of the Targeted quality that doubles the damage dealt by a weapon when it attacks vehicles and buildings.
- Ordnance is a 4-point negative quality that forces a vehicle to remain stationary while firing the weapon; Each individual weapon can, of course, be bought without Ordnance, but otherwise- unlike Heavy- there is no way around this.
- The Barrage quality costs 1/level and just one level prevents the use of cover to avoid damage. It also grants a -1 to DV per level to anyone so hit.
- Torrent is a 2/level weapon quality that allows the weapon to target a very large number of targets at once. The firer nominates a number of targets all within 5 metres of each other, with none outside the weapon's maximum range (yes, patches of ground are valid targets, if you want to hit two targets 10 metres apart), then divide the number of levels in torrent as shots evenly between the targets, with the remainder distributed as they so wish. Each target fired upon may only make one defence roll, which is applied to all the shots in the torrent.
A weapon with Torrent may never have the Assault or Rapid Fire special rules.
- Rending is a powerful 3-point weapon quality- on a natural double on a to-hit roll, the weapon counts as insidious for that attack.
- Melta is another variant of Insidious, a 5-point Weapon Quality: the weapon is Insidious while within half its maximum range.
- Nemesis is a 10-point quality that always ignores ALL Aegis armour!


Artillery Weapons

Artillery Weapons must be mounted on a Titan, or held in both hands at once. Either way, the cost is as if Mounted.

BIG guns Weapon Rating Range Penetrating Rank Other Cost (Mounted)
Exorcist Missile 1632 3 4824 Assault 1d6-1, Ordnance, Inaccurate -1 64
Earthshaker Cannon 1836 5 3216 Ordnance, Area 4, Minimum Range 2, Indirect, Barrage 3 60
Medusa Siege Cannon 2040 3 4020 Ordnance, Area 3, Indirect Fire, 56
…with Bastion-breacher Shells 2040 4 4824 Heavy, //Area 2, Targeted: Structures +8
Colossus Siege Mortar 1224 5 3216 Ordnance, Area 5, Indirect, Minimum Range 2, Barrage 3 54
Griffon Heavy Mortar 1224 4 2412 Ordnance, Area 3, Indirect, Minimum Range 1, Twin-Linked 46
Vulcan Mega-Bolter 1224 4 3216 Torrent 15, Heavy 56
Manticore Rocket Launcher 2040 4 2412 Ordnance, Area 4, Assault 0-2, Indirect, Minimum Range 2, Ammo 1, Barrage 4 61

- The Assault weapon quality costs 4 points per level and grants an Extra Attack against the target or another nearby (with this weapon)
- The Heavy 3-point negative quality means a weapon can only be fired while it is braced.
- Twin-Linked is a weapon quality that costs six whole points; if the weapon misses when firing, there's a good chance that the weapon may still have hit— you may reroll the shot. A weapon may only be twin-linked once.
- Targeted: Structures is a 2-point version of the Targeted quality that doubles the damage dealt by a weapon when it attacks vehicles and buildings.
- Ordnance is a 4-point negative quality that forces a vehicle to remain stationary while firing the weapon; Each individual weapon can, of course, be bought without Ordnance, but otherwise- unlike Heavy- there is no way around this.
- The Barrage quality costs 1/level and just one level prevents the use of cover to avoid damage. It also grants a -1 to DV per level to anyone so hit.
- Torrent is a 2/level weapon quality that allows the weapon to target a very large number of targets at once. The firer nominates a number of targets all within 5 metres of each other, with none outside the weapon's maximum range (yes, patches of ground are valid targets, if you want to hit two targets 10 metres apart), then divide the number of levels in torrent as shots evenly between the targets, with the remainder distributed as they so wish. Each target fired upon may only make one defence roll, which is applied to all the shots in the torrent.
A weapon with Torrent may never have the Assault or Rapid Fire special rules.


Apocalyptic Weapons

Apocalyptic weapons can only be mounted on Titans, and replace a hand. This grants the Impaired Manipulation flaw.

Wtf Weapon R. Range Penetrating R. Other Cost (Mounted)
Deathstrike Missile 2040 6 4824 Ordnance, Area 3-5, Indirect, Minimum Range 1, Activation 4, Ammo 4, Barrage 7, Quake 6 72
Volcano Cannon 3060 4 4020 Ordnance, Area 3, Insidious, Barrage 5 96
Turbolaser Destructor 3060 4 4020 Heavy, Area 3, Insidious 92
Defence Laser 3060 6 6030 Ordnance, Area 5, Insidious, Barrage 7, Quake 8 120
Stormsword Cannon 2040 3 4824 Ordnance, Area 5, Indirect Fire, Barrage 7 76

- Ordnance is a 4-point negative quality that forces a vehicle to remain stationary while firing the weapon; Each individual weapon can, of course, be bought without Ordnance, but otherwise- unlike Heavy- there is no way around this.
- The Barrage quality costs 1/level and just one level prevents the use of cover to avoid damage. It also grants a -1 to DV per level to anyone so hit.

Customizing Weapons

First: No, you can't buy torrent for any weapons that don't already have it. MAYBE things with Assault 3 or more, if I agree.
Second: No weapon may have more than two ranks of Assault bought for it.
Third: No weapon may have Range more than 5. The weapons with range 6? Yeah, they're special. This may change.
Fourth: No increasing area without special GM permission. Maybe by 1, or for flamer-weapons.
Fifth: Barrage can't go more than three above Area.
Sixth: Alternate fire modes, such as the ability to fire some shots with one type of ammo and some with another, are akward and annoying.
Seventh: Buying off ordnance and buying off Impaired Manipulation is fine, as is buying Heavy to help replace them. This is OK.

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