The

Handguide

Credit1: Source (Titanfall 2 Wiki)
Credit2: Source (Titanfall 2 Wiki)

By Qryptide

The Pilot

As the cloak pilot sweeps his way through unfamiliar underbrush, he hears the sounds of howling. Acting fast, he activates his cloak and flattens himself against the nearest tree, just as a pack of hungry prowlers surges past him.



"7 seconds..", the Phase Pilot says as she sprints around a corner. The sounds of small arms fire and muzzle flashes hot on her trail, "4 seconds". She sprints down the hall and jumps through the 4th story window. "2 sec-" a bullet tears through her left shoulder, she screams out in pain as the specters that had been chasing her begin to rain down fire from the 4th story window. As she continues to free fall, the familiar sound of her phase coming off cooldown pings on her HUD. She flexes her hand into a fist and activates the phase shift, just as the hail of bullet fire is about to finish her off.



The Pilot is a truly skilled fighter and tactical thinker. Both a master of ranged and close quarters combat, a Pilot relies on their senses and fights with thier tech. The Pilot also has access to a powerful ally, their Titan. The two working in sync can accomplish just about any task.

Credit: Source (Respawn)

Table Of Contents
The Pilot
Level Proficiency Bonus Features
1st +2 Pilot Class, Jump Jets
2nd +2 Close Combat
3rd +2 Pilot Class Feature
4th +2 Dexterious Attunement, Ability Score Improvement
5th +3 Pilot Class Feature
6th +3 Ability Score Improvement
7th +3 Run & Gun
8th +3 Ability Score Improvement
9th +4 Extra Attack, Pilot Class Feature
10th +4 Titanfall, Rodeo
11th +4 Titan Storage
12th +4 Ability Score Improvement
13th +5 Anti-Titan Weaponry Pilot Class Feature
14th +5 Ability Score Improvement,
15th +5 Titan Augmentation
16th +5 Ability Score Improvement
17th +6 Pilot Class Feature
18th +6 2nd Extra Attack
19th +6 Ability Score Improvement
20th +6 True Pilot

Ammo Types

  • Energy

  • Heavy

  • Light

  • Shotgun

  • Sniper

  • Titan

Pilots Armor (Light)

Pilots Armor has the exact same stats as Studded Leather Armor












Class Features

As a Pilot, you gain the following class features

Hit Points


  • Hit Dice: (See subclass)
  • Hit Points at 1st Level: (See Subclass) + your Constitution modifier
  • Hit Points at Higher Levels: (See Subclass) + your Constitution modifier per Pilot level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: All Weapons
  • Tools: (See Subclass)

  • Saving Throws: Dexerity, (See Subclass)
  • Skills: Choose two from Athletics, Stealth, Sleight of Hand, or Acrobatics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger
  • (a) martial ranged weapon & a simple melee weapon or (b) martial melee weapon & simple ranged weapon
  • (a) 50 feet of rope
  • (a) sleeping bag
  • (a) SERE Kit
  • (a) a weeks worth of rations
  • (a) Pilots Armor

Pilot Class (1st Level)

At first level, you choose a Pilot class that reflects your combat style. choose a Pilot Class from the following list. Detailed at the end of the class.

Jump Jets (1st Level)

An essential to a pilots loadout. The jump jets enhance your movement abilities and creates new angles for any combat.

You gain climbing speed equal to your movement speed. when ending your turn on an attached surface, you fall from that point on the start of your next turn.

you also get flying speed equal to 1/4th of your movement speed rounded up and if you ended your turn in the air you fall from that point at the start of your next turn.

Close Combat (2nd Level)

As a pilot, your marksmanship is just as important as your CQC. Your attacks with a dagger or knife weapon also count as unarmed strikes.

Pilot Class Feature (3rd Level)

at 3rd, 5th, 9th, 13th, and 17th level, you gain additional features based on your subclass.

Dexterious Attunement (4th Level)

Your max dexterity score becomes 25 instead of 20

Ability Score Increase (4th Level)

at 4th, 6th, 8th, 12th, 14th, 16th, and 19th level, you increase your dexterity score by 1 and any other ability score of your choice by 1, you may also instead take a feat instead of the ability score increases.

Run & Gun (7th Level)

at 7th level, you become attuned to laying down lead on the go. You don't suffer disadvantage from using a ranged weapon when shooting while in the air or attached to a surface.

Extra Attack (9th Level)

You may make an additional attack when taking an attack action.

Titanfall (10th Level)

At 10th level, you gain access to a Titan, you may choose a titan from the list detialed at the end of this class. It becomes neurolinked with you, and your SERE kit becomes automatically stored on the Titan itself. If your Titan is destroyed, you must retrieve your SERE kit to bring it back. Reviving a downed titan takes 7 days, and 10000 GP worth of metals and circutry.

Rodeo (10th Level)

You can grapple creatures of any size. When grappling constructs of size large or larger, you roll the grapple check with advantage. Grappling creatures that are size Huge or larger does not restrian thier movement, and you mount the creature. You have advantage on attacking a creature that you have grappled of size Large or Larger, and automatically crit against creatures your grappling of size huge or larger using melee attacks.

Titan Storage (11th Level)

Instead of your titan following you around and being stored planet-side, you can spend 1 hour sending your titan to a orbital satellite drop-pod. If the titan spends 24 or more hours in the drop pod it takes the effects of a long rest. You can spend an action to remotely signal your titan to be dropped into a point you designate within 30ft of range. Your titan takes 1 round of combat to return to the surface and enters combat on your initative. It gains temporary hitpoints equal to half of it's HP for 2 turns and the temporary HP dispells when it takes an attack or movement.

Anti-Titan Weaponry (13th Level)

If you do not already have access to one, you select a Anti-Titan weapon and add it to your inventory. The Anti-Titan weapons are detailed at the end of the class.

Titan Augmentation (15th Level)

You augment your titan with an additional feature, listed at the end of the class.

2nd Extra Attack (18th Level)

You may make 2 additional attacks when taking an attack action.

True Pilot (20th Level)

You gain expertise in all weapons, and treat all weapons as +1 weapons.

Grapple Pilot

You have a grapple, it's nothing special, but it's yours, and your happy with it.

Grapple (1st Level)

At first level, you gain access to the Grapple Action. When taking a grapple action, choose a point within 60ft of range. You then grapple to that point. You provoke attacks of oppurtunity when grappling past enemies. when attempting to grapple up a wall or around a corner, you must make a DC 15 Acrobatics check. On a successful check you are able to ascend to the top of the wall as long as it isnt double the range of your grapple or swing around the corner moving the rest of the grapple range left after subtracting the previous feet moved.

Additionally,

  • Your second svaing throw proficency becomes Strength.
  • Your hit dice per level becomes a d8
  • Your AC while grapplig is increased by 2
  • You choose an additional skill proficency from Acrobatics, Survival, or Perception

Retrieving Grapple (3rd Level)

Your skills with the grapple have improved, you can now use the Grapple Action to target an object of size small or smaller. If the object is being held by a creature, you must make a contested Acrobatics check against the targets Athletics or Acrobatics check. A failed save disarms the object from the creature. The object then instantly grapples back to your character, and you can choose to hold the object or let it fall to the ground.

Ensaring Grapple (5th Level)

Your grapple is a mere extension of your combat prowess. You can now make a grapple check using the Grapple Action as long as the creature is within the range of your grapple. While grappling a creature with your Grappling Hook, you can use a bonus action to pull the creature half of your grappling distance towards yourself.

Grapple Fighter (9th Level)

Your grapple is simply another way of dispensing attacks. Your unarmed strikes can now be made with dexterity, and your unarmed strikes are made with a d4. you can make a unarmed strike after concluding any Grapple Action




Grapple Combatant (13th Level)

Your unorthidox fighting style with the grapple gives you a unique advanatge against other creatures. When using the Retrieving Grapple feature and successfully stealing a weapon from a target, you can make a free attack action using the same weapon against that target. After making the attack, you immedately drop the weapon at your feet or up to 5 feet away.

Grapple Master (17th Level)

You can now make a Grapple Action as a bonus action Credit: Source (Titanfall 2 Wiki)

Holo Pilot

Advanced Holographic Technology helps to aid your combat effectiveness.


Hologram Projector (1st Level)

At first level, you gain access to the Hologram Action. You take the Hologram Action as a bonus action. When you take a Holorgram Action, you create an exact duplicate of yourself, you can only have 1 duplicate active at a time. This duplicate shares your AC, has 1 hitpoint, and cannot attack. This duplicate can only perform a basic command, either running in a straight line to a designated point in range, holding a sniping or firing position, or pretending to be in a downed state. This duplicate dissapears after 1 minute. Creatures attempting to discern the true Holo Pilot must make a DC 15 intelligence check. They don't have to make a check after observing the duplicate for 30 seconds, or when you make an attack action or object interaction while both you and the duplicate are visiable. A failed save convinces the target that the duplicate is the true Holo Pilot.

Additionally,

  • Your second saving throw proficency becomes Charisma
  • Your hit dice per level becomes a d8
  • You gain proficency with thieves tools
  • You choose an additional skill proficency from Deception, Persuasion, or Intimidation

Mimicing Hologram (3rd Level)

Your Hologram Projector has been augmented. You can now command your hologram to mimic your actions after moving your movement speed or less. Targets attempting to discern the true Holo Pilot while the hologram is mimicing your actions becomes a DC 17 intellegence check, and they no longer can discern you from the hologram by observing it for 30 seconds. You can have the hologram stop mimicing your actions at any time.

Extended Hologram (5th Level)

Your Hologram Projectors activated time is extended, you can now have a hologram active for 2 minutes instead of 1.

Hologram Fighter (9th Level)

You gain the Sneak Attack feature of the Rouge class. You deal 2d6 of sneak attack damage. You can only roll sneak attack damage when a creature thinks that a duplicate is the true Holo Pilot. You do not have a limit for how many times you can roll with sneak attack per round.

Advanced Hologram (13th Level)

You can create and control an additional duplicate with a Hologram Action. While both duplicates are active and within line of sight of you and any target, the DC check to discern the true Holo Pilot increases by 3

Hologram Master (17th Level)

Once per long rest, you can create and control up to 6 duplicates in 1 Hologram Action. These duplicates all mimic your movements but move in every other direction than yours. Creatures attempting to discern the true Holo Pilot have thier checks increased by 2 for every other duplicate after the first. Credit: Source (Titanfall 2 Wiki)

Pulse Blade

A Pulse Blade guides your pilot, your combat and recon skills are invariably tied to this simple recon device


Pulse Blade (1st Level)

At first level, you gain access to the Pulse Blade

Pulse Blade

Light, Finesse, Thrown (60/90). 1d8 Piercing Damage.

You make the Recon Pulse action as a free action after you throw the Pulse Blade and it lands.

Recon Pulse

Range: 15ft radius centered on the pulse blade.
Duration: 6 seconds.
All creatures within range of the ability are highlighted for you for the duration. you can see these highlighted creatures through walls, windows, doors, and magical/non-magical darkness. You can discern a targets physical features and holstered weaponry as long as they are highlighted. Your attacks made against highlighted targets are made with advantage.

You must retrieve the Pulse Blade before you can make the Recon Pulse action again. Additionally,

  • Your second saving throw proficency becomes wisdom
  • Your hit dice per level becomes a d8
  • You gain proficency in perception
  • You choose an additional skill proficiency between Survival, Nature, or Perception. You gain expertise in perception if you already have proficency in it.

Blade Fighter (3rd Level)

You have expertise with daggers, knives, and the Pulse Blade (when rolling for an attack, you add double your proficency bonus). Weapons you have expertise in act as +1 weapons.

Extened Pulse (5th Level)

You make two Recon Pulse actions per throw of the Pulse Blade. Your allies can now see the highlighted targets.







Pulse Blade Assassin (9th Level)

When attacking a creature by throwing a Pulse Blade and rolling at least 5 above it's AC, You automatically kill the creature if it's CR is lower than 1/8th of your level in Pilot rounded down. (IE: 9th level Pilot can kill creatures of CR 1 or lower because 9/8 rounds down to 1)

Blade Master (13th Level)

Your expertise weapons now count as +3 weapons instead of +1 weapons

Pulse Blade Master (17th Level)

Your Pulse Blade automatically retrives itself to your character 10 seconds after it concludes it's Recon Pulse Credit: Source (Titanfall 2 Wiki)

Stim Pilot

"Run fast, Hit Fast, Win Fast!" - Octane, Apex Legends


Stim (1st Level)

At first level, you gain access to the Stim Action. You take the Stim Action as a bonus action. When you use the Stim Action, your Movement speed doubles for 6 seconds. You then heal your Pilot level once every 6 seconds for 12 seconds after the previous effect concludes. You must wait 1 Minute between using Stim Actions.

Additionally,

  • You gain expertise in Dexterity saving throws
  • Your hit dice per level becomes a d6
  • You gain expertise in Acrobatics
  • You choose an additional skill proficency between Slieght of hand, Stealth, or Athletics

Stim Sprint (3rd Level)

You've learned to extend your Stim movement speed time through extended use and extensive training. Your movement speed increase time goes from 6 seconds to 12 seconds.

Stim Evasion (5th Level)

While your movement speed is doubled from the Stim Action, you gain the effects of the Rouge classes Evasion Feature, and you can use the Uncanny Dodge feature once per Stim Action (only while your movement speed is doubled).

Stim Strikes (9th Level)

When moving past a target while your movement speed is doubled from the Stim Action, you can take a reaction to make an unarmed strike against the target. You roll this unarmed strike with a d4, the attack uses dexterity instead of strength,and a successful hit from this attack counts as a critical hit.

Stim Fighter (13th Level)

When making an attack against a target while under the movement speed increase effects of a Stim Action, you may make an additional attack against that same target (this extra attack stacks with all extra attack features)

Hastened Stim (17th Level)

You can choose to take a Stim Action every 30 seconds instead of every minute. Your movement speed doubling time increases to 18 seconds instead of 12 seconds but you only heal half of your Pilot level rounded up once after the movement speed increase effect concludes, these effects are only applied when using the Stim Action after 30 seconds instead of 1 minute. Credit: Source (Titanfall 2 Wiki)

Cloak Pilot

"a force so menacing and unbeatable, it could only be described as supernatural. He called them...'Ghosts'" - Call of Duty: Ghosts


Cloak (1st Level)

At first level, you gain access to the Cloak Action. When taking the Cloak Action, you gain the effects of an Invisibility spell for 30 seconds. You cannot be detected by any means while invisible unless your phyiscially hit by an attack. You lose these effects when you take an attack action. You must wait 2 minutes between Cloak Actions.

Additionally,

  • Your second saving throw proficency becomes Intelligence
  • Your hit dice per level becomes a d8
  • You gain expertise in thieves tools
  • You choose an additional skill proficency between Investigation, Nature, and Survival

Cloak Striker (3rd Level)

Your cloak based fighting style grants you extra advantages. You gain the Rouge's Sneak Attack feature, except the prerequisites for dealing sneak attack damage are changed to the following:

  • if you are cloaked
  • if you are hidden
  • if you have advanatge on the attack roll

    Your sneak attack damage correletes to how the Rouge calculates sneak attack damage.

Extended Cloak (5th Level)

Your cloak time increases to 1 minute instead of 30 seconds.

Cloak Actions (9th Level)

You can make a Hide or Dodge action as a bonus action.

Cloak Exploiter (13th Level)

Your ability to exploit attacks against you while hidden or cloaked grants you the following benefits. When an attack that is made against you misses while your under the effects of the Cloak Action, Hide Action, or Dodge Action, you can make an attack as a reaction against that same attacker.




Cloak Master (17th Level)

You can take the Cloak Action as a bonus action, but the cloak time is halved. Credit: Source (Titanfall 2 Wiki)

Phase Shift Pilot

The void is your ally, and shifting into and out of danger makes your combat style quite unique.


Phase Shift (1st Level)

At first level, you gain access to the Phase Action.You can take the Phase Action as a reaction if you've taken damage from any source. When you take a Phase Action, you immedatley transfer to a alternate plane of reality (The Void) that appears as a mirror world to the world your witnessing. You stay in this plane for 6 seconds before returning to the plane you came from. You cannot take any form of damage while in the alternate plane. You can only take a Phase Action every 18 seconds.

Additionally,

  • Your second saving throw proficency becomes Athletics
  • Your hit dice per level becomes a d6
  • You gain expertise in Slieght of Hand
  • You choose an additional skill proficency between Acrobatics, Survival, and Deception

Into The Void (3rd Level)

You can choose to exit The Void at any time instead of waiting the full 6 seconds while using the Phase Action

Reactionary Phase (5th Level)

If you are about to take damage from any source, you can make a Dexterity Saving throw, where the DC is equal to half the damage you would've taken from the source. On a successful save you take a Phase Action.

Phase Fighter (9th Level)

You can take a unarmed strike attack against a target as a free action if you come out of a Phase Action within five feet of them. This attack counts as a critical hit as long as it hits.

Voices From the Void (13th Level)

While in The Void, you can use a reaction to give any ally you can see advantage on thier next saving throw, skill check, or attack roll.









Phase Master (17th Level)

You can choose to double your time in the void while phasing, but you must wait twice the amount of time to use the Phase Action Feature. Credit: Source (Titanfall 2 Wiki)

A-Wall Pilot

"You are up against the wall and I am the FUCKING WALL!" - Bulldozer, PayDay2


A-Wall (1st Level)

At first level, you gain access to the A-Wall Action. When you use this feature, you create a 10x5ft energy wall in fancing the direction you are looking 5 feet in front of you. The wall itself cannot be destroyed or shot through fron it's outward facing side. However, opponents can target the walls base projector, the projector has an AC of 15 and an HP of 15, destroying the projector ends the effect. The wall lasts for 1 Minute and you must wait 1 minute before using it again. You can walk through the wall on both sides. When shooting from the walls inteior side, you gain a +2 to your damage rolls.

Additionally,

  • Your second saving throw proficency becomes Constitution
  • Your hit dice per level becomes a D12
  • You gain a +2 to Constitution
  • You choose an additional skill proficency between Survival, Athletics, or Intimidation

Protectorates Wall (3rd level)

You've gotten a better grasp on the use of the A-Wall. You can use a reaction, once per short rest, to throw your A-Wall in front of another ally up to 15ft away.

Improved A-Wall (5th Level)

Your A-Wall tech has improved. Your damage bonus shooting through the wall increases by 1 and your A-Wall lasts an extra minute (You cannot have more than 1 A-Wall up at one time)

Better Base (9th Level)

Your A-Wall has a reinforced projector. The Projectors AC becomes 18 and it's health is instead 1/10th of your own total max health.

Base of Fire (13th Level)

Your A-Wall's damage bonus increases by 1, and you roll an additional weapon damage die when dealing damage by shooting through the A-Wall

A-Wall Master (17th Level)

Your A-Wall lasts unitl dispelled or destroyed, and you roll with advanatge when making attacks through the A-Wall

Credit: Source (Titanfall 2 Wiki)

Titans

Credit: Source (Pulled from the Titanfall reddit)



Ion

Huge Construct, unaligned


  • Armor Class 15
  • Hit Points 200
  • Speed 25ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 18 (+4) 14 (+2) 12 (+1)

  • Condition Immunities Poisoned, Charmed, Frightened, Petrified, Blinded
  • Senses passive Perception 20
  • Languages Common
  • Challenge 16

Auto-Pilot. This construct does not have to be piloted to function. While unpiloted, It can only use it's Splitter Rifle attack, and follows basic commands such as Gaurd, Follow, ect.

Piloted. The construct requires an active pilot to take any actions (except actions listed in the Auto-Pilot feature), and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Towering. Creatures of Medium size or smaller can stand in the Ion’s space.

Titan Armor. The outer layer of the Ion is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the Ion takes no damage from that attack. If the Ion takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Actions

Titan Melee. Melee Weapon Attack +4 to hit, reach 10ft., one target. Hit 2d10 + 5 Bludgeoning Damage

Splitter Rifle. Ranged Weapon Attack: +4 to hit, range (100/200)., one target. Hit 4d8 + 5 Energy Damage

Laser Shot. Ranged Weapon Attack: +4 to hit, range (100/200)., one target. Hit 3d10 + 5 Energy Damage

Tripwire. (Cooldown 2) Bonus Action You set three mines up to 30 ft away from you and no more than 25ft apart from each other, then a energy beam connects the three. Any target crossing the energy beam triggers all three mines. any target caught within 20ft of any mine must make a DC 20 Dexterity Saving throw, taking 5d12 Energy Damage on a failed save and half as much on a successful one

Vortex Shield. (Cooldown 1) Reaction You create a energy shield that blocks all incoming projectiles in front of you. On your next turn you drop the shield and chose a target within range, you then make all attacks that you blocked with your shield against that target dealing half the total amount of damage dealt.

Laser Core. (Cooldown 5) Ranged Weapon Attack: +8 to hit, range (400/600)., one target. Hit (10d10 + 5 Energy Damage)

Electric Smoke. (2 times per day) Reaction you create a 10ft radius sphere of smoke centered on yourself. All creatures within the smoke take 4d4 Lightning damage when starting thier turn in, ending thier turn in, or moving through the effected area

Credit: Source (Titanfall 2 Wiki)



Scorch

Huge Construct, unaligned


  • Armor Class 15
  • Hit Points 250
  • Speed 20ft.

STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 25 (+7) 18 (+4) 14 (+2) 12 (+1)

  • Condition Immunities Poisoned, Charmed, Frightened, Petrified, Blinded
  • Senses passive Perception 20
  • Languages Common
  • Challenge 16

Auto-Pilot. This construct does not have to be piloted to function. While unpiloted, It can only use it's T-203 Thermite Launcher attack, and follows basic commands such as Gaurd, Follow, ect.

Piloted. The construct requires an active pilot to take any actions (except actions listed in the Auto-Pilot feature), and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Towering. Creatures of Medium size or smaller can stand in the Scorch’s space.

Titan loader. This construct takes reload actions as a bonus action.

Titan Armor. The outer layer of the Scorch is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the Scorch takes no damage from that attack. If the Scorch takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.











Actions

Titan Melee. Melee Weapon Attack +4 to hit, reach 10ft., one target. Hit 2d10 + 7 Bludgeoning Damage

T-203 Thermite Launcher. Ranged Weapon Attack: +4 to hit, reload 1, range (60/90),. one target. Hit 3d6 + 7 Fire Damage. Creatures within 10ft of the target must make a DC 15 Dexterity Saving throw or be dealt half of the damage dealt to the inital target.

Firewall. (Cooldown 2) Ranged Attack You create a wall of fire on a solid surface within 5 feet. The wall is 50 feet long, 10 feet high, and 1 foot thick. The wall is opaque and lasts for 2 Turns. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. Both sides of the wall deal 5d8 fire damage to each creature that ends its turn within 5 feet of either side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.

Incendiary Trap. Bonus Action choose a point within 30ft, you throw an Incendary Trap to that point. When it lands it begins spewing out aresolized flammable gas in a 15ft radius. The gas can be ignited by any kind of fire from any source that is thrown or ignited within the area. Creatures within the area when the gas is ignited must make a DC 15 dexterity saving throw, and on a failed save take 3d6 fire damage and half as much on a successful one. They take an additional 3d6 Fire damage when ending thier turn in the fire, walking through the area, or when you start your turn.

Thermal Shield. (Cooldown 1) Reaction You create a fire shield that blocks all incoming projectiles in front of you. creatures within 10ft of you must make a DC 15 dexterity saving throw or take 2d10 fire damage, they take this damage when trying to walk through your occupied space while the sheild is up. Incendary Traps are ignited when you use this ability while within 15 feet of them

Flame Core. (Cooldown 5) Ranged Attack: All creatures in a 60ft cone in the direction you are facing must make a DC 22 Dexterity saving throw or take 12d8 fire damage. Titans take double damage.

Electric Smoke. (2 times per day) Reaction you create a 10ft radius sphere of smoke centered on yourself. All creatures within the smoke take 4d4 Lightning damage when starting thier turn in, ending thier turn in, or moving through the effected area

Credit: Source (Titanfall 2 Wiki)



Northstar

Huge Construct, unaligned


  • Armor Class 15
  • Hit Points 150
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 18 (+4) 14 (+2) 12 (+1)

  • Condition Immunities Poisoned, Charmed, Frightened, Petrified, Blinded
  • Senses passive Perception 20
  • Languages Common
  • Challenge 16

Auto-Pilot. This construct does not have to be piloted to function. While unpiloted, It can only use it's Plasma Railgun. attack, and follows basic commands such as Gaurd, Follow, ect.

Piloted. The construct requires an active pilot to take any actions (except actions listed in the Auto-Pilot feature), and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Towering. Creatures of Medium size or smaller can stand in the Northstar’s space.

Titan loader. This construct takes reload actions as a bonus action.

Titan Armor. The outer layer of the Northstar is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the Northstar takes no damage from that attack. If the Northstar takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Actions

Titan Melee. Melee Weapon Attack +4 to hit, reach 10ft., one target. Hit 2d10 + 8 Bludgeoning Damage

Plasma Railgun. Ranged Weapon Attack: +4 to hit, reload 8, range(400/800)., one target. Hit 6d8 + 8 Force Damage. Before rolling to hit, you can spend a bonus action to deal an additional 2d8 force damage on a successful hit.

Cluster Missile. (Cooldown 1) Ranged Attack: Choose a target within 100ft, you fire a cluster missile at that point. All creatures must make a DC 20 Dexterity saving throw or take 6d6 fire damage. For the next 2 turns, any creature ending thier turn, starting thier turn, or taking movement within 10ft of the point take an additional 2d6 bludgeoning damage

VTOL Hover. (Cooldown 3). You fly up 50ft in the air for 3 turns and gain fly speed equal to your movement speed, you cannot ascend or descend with the added fly speed.

Tether Trap. (Cooldown 2) you shoot a Tether Trap up to 30ft to a point within range. any creature of size large or larger walking within a 20ft radius of the trap becomes grappled for 2 turns. A grappeled creature cannot walk more than 20ft away from the trap. The trap breaks at the end of the grapple time, and cannot grapple more than 1 creature

Flight Core. (Cooldown 5) Ranged Attack You take the VTOL Hover action and make 4 Missile Swarm Attacks on any target within 100ft as your action every turn while VTOL Hover is active.

Missile Swarm. (Flight Core only) Ranged Attack +10 to hit, range(100/200), one target., Hit 4d4 + 8 Fire Damage.

Electric Smoke. (2 times per day) Reaction you create a 10ft radius sphere of smoke centered on yourself. All creatures within the smoke take 4d4 Lightning damage when starting thier turn in, ending thier turn in, or moving through the effected area

Credit: Source (Titanfall 2 Wiki)



Ronin

Huge Construct, unaligned


  • Armor Class 15
  • Hit Points 150
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 18 (+4) 14 (+2) 12 (+1)

  • Condition Immunities Poisoned, Charmed, Frightened, Petrified, Blinded
  • Senses passive Perception 20
  • Languages Common
  • Challenge 16

Auto-Pilot. This construct does not have to be piloted to function. While unpiloted, It can only use it's Leadwall Shotgun. attack, and follows basic commands such as Gaurd, Follow, ect.

Piloted. The construct requires an active pilot to take any actions (except actions listed in the Auto-Pilot feature), and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Towering. Creatures of Medium size or smaller can stand in the Ronin’s space.

Titan loader. This construct takes reload actions as a bonus action.

Titan Armor. The outer layer of the Ronin is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the Ronin takes no damage from that attack. If the Ronin takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Actions

Sword Melee. Melee Weapon Attack +8 to hit, reach 15ft., one target. Hit 3d10 + 8 Slashing Damage.

Leadwall Shotgun. Ranged Weapon Attack +8 to hit, reload 4, range(30/90)., one target. Hit 4d12 + 8 Fire Damage

Arc Wave. (Cooldown 1) Ranged Attack: you create a wall of lightning on a solid surface within 5 feet. The wall is 40 feet long, 10 feet high, and 1 foot thick. The wall is opaque and lasts for 1 turn. When the wall appears, each creature within it's area must make a Dexterity saving throw. On a failed save, a creature takes 6d10 Lightning damage, or half as ,uch on a successful save. Both sides of the wall deal 6d10 lightning damage to each creature that ends it's turn within 10 feet of either side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends it's turn there.

Phase Dash. (Cooldown 1) Bonus Action You go into The Void, and move up to twice your movement speed. After you take your movement you return to the plane you came from.

Sword Block. Reaction If you are about to take damage from any non-melee source, you reduce the damage taken by 75%

Sword Core. (Cooldown 5) Bonus Action For 3 Turns, you gain the following effects: Your Sword Melee attack deals an extra 4 weapon damage dice per hit, your Sword Block reduces damage taken by 90%, and your Arc Wave deals an extra 3d10 Lightning damage for all effects.

Electric Smoke. (2 times per day) Reaction you create a 10ft radius sphere of smoke centered on yourself. All creatures within the smoke take 4d4 Lightning damage when starting thier turn in, ending thier turn in, or moving through the effected area

Credit: Source (Titanfall 2 Wiki)



Tone

Huge Construct, unaligned


  • Armor Class 15
  • Hit Points 200
  • Speed 25ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 18 (+4) 14 (+2) 12 (+1)

  • Condition Immunities Poisoned, Charmed, Frightened, Petrified, Blinded
  • Senses passive Perception 20
  • Languages Common
  • Challenge 16

Auto-Pilot. This construct does not have to be piloted to function. While unpiloted, It can only use it's 40mm Tracker Cannon. attack, and follows basic commands such as Gaurd, Follow, ect.

Piloted. The construct requires an active pilot to take any actions (except actions listed in the Auto-Pilot feature), and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Towering. Creatures of Medium size or smaller can stand in the Tone’s space.

Titan loader. This construct takes reload actions as a bonus action.

Titan Armor. The outer layer of the Tone is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the Tone takes no damage from that attack. If the Tone takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Actions

Titan Melee. Melee Weapon Attack +8 to hit, reach 10ft., one target. Hit 2d10 + 5 Bludgeoning Damage

40mm Tracker Cannon. Ranged Weapon Attack: +8 to hit, reload 6, range(100/200)., one target. Hit 4d10 + 5 Force Damage. Target Gains 1 stack of Lock On

Tracking Rockets. (3 stacks of lock on required) 4 Ranged Weapon Attacks: +12 to hit, range(160/200)., Hit 2d12 + 5 Fire Damage.

Sonar Lock. (Cooldown 3) Bonus Action choose a point you can see within 60ft. You then fire a small projectile at the point. All hostile/neutral creatures & constructs within a 30ft radius sphere (goes through doors windows walls ceilings ect.) become highlighted for 3 turns, highlighted targets have attacks made against them roll with advantage by you and your allies. All hostile constructs gain a stack of Lock On

Particle Wall. (Cooldown 3) Reaction You create a 20ft wide 40ft tall energy shield 5 feet in front of you in the direction your facing. The outward facing side is colored red, while the inward facing side is colored blue. You can shoot out from the blue colored side. The shield has 100 Hp and blocks all range based attacks. The shield dissapears when the cooldown resets or when its health becomes 0

Salvo Core. (Cooldown 5) 12 Ranged Weapon Attacks +8 to hit, range(200/400)., one target. Hit 2d12 + 5 Fire Damage.

Electric Smoke. (2 times per day) Reaction you create a 10ft radius sphere of smoke centered on yourself. All creatures within the smoke take 4d4 Lightning damage when starting thier turn in, ending thier turn in, or moving through the effected area

Credit: Source (Titanfall 2 Wiki)



Legion

Huge Construct, unaligned


  • Armor Class 15
  • Hit Points 250
  • Speed 20ft.

STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 25 (+7) 18 (+4) 14 (+2) 12 (+1)

  • Condition Immunities Poisoned, Charmed, Frightened, Petrified, Blinded
  • Senses passive Perception 20
  • Languages Common
  • Challenge 16

Auto-Pilot. This construct does not have to be piloted to function. While unpiloted, It can only use it's T-203 Thermite Launcher attack, and follows basic commands such as Gaurd, Follow, ect.

Piloted. The construct requires an active pilot to take any actions (except actions listed in the Auto-Pilot feature), and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Towering. Creatures of Medium size or smaller can stand in the Legion’s space.

Titan Armor. The outer layer of the Legion is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the Legion takes no damage from that attack. If the Legion takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Actions

Titan Melee. Melee Weapon Attack +8 to hit, reach 10ft., one target. Hit 2d10 + 7 Bludgeoning Damage

Predator Cannon. 2 Ranged Weapon Attacks: +6 to hit, reload 30, range (50/80)., one target. Hit 1d10 + 7 Force Damage. This construct can spend it's attack action on it's next turn to make an additional Ranged Weapon Attack with the Predator Cannon if this construct spent it's previous turn attacking with the Predator Cannon. These additional attacks stack. (IE if you made 3 the previous turn, you take 4 attacks, ect.)

Power Shot. (Cooldown 2) Ranged Weapon Attack +8 to hit, range (50/80)., one target. Hit 5d12 + 7 Force Damage, Target makes a Strength Save, where the save is equal to half the damage dealt. Target is pushed back 30ft on a failed save.

Mode Switch. Bonus Action The follow effects become applied to the Predator Cannon attack. It's range becomes 160/200, its damage dice change to 1d12, and it only makes 1 attack per attack action instead of 2. The following becomes applied to the Power Shot, It's range becomes 160/200, it's damage changes to 4d12 + 7

Gun Shield. (Cooldown 4) Reaction This construct gains additional temporary hitpoints equal to 1/4th of it's max health rounded up for 3 turns.

Smart Core. (Cooldown 5) Bonus Action For 3 turns, as long as you can see the target you are making attacks against, you do not have to roll to hit.

Electric Smoke. (2 times per day) Reaction you create a 10ft radius sphere of smoke centered on yourself. All creatures within the smoke take 4d4 Lightning damage when starting thier turn in, ending thier turn in, or moving through the effected area

Credit: Source (Titanfall 2 Wiki)

add ons addendum

SERE kit contents

  • Titan Core
  • Smart Pistol
  • Data Knife

Data Knife (Simple)

  • Light, Finesse, Thrown (20/60). 1d6 Piercing Damage.
  • Grants user an additional proficency bonus on checks used to hack with this weapon

Smart Pistol (Simple)

  • Light, Reload 8, Range(50/100). 1d6 Energy Damage.
  • You do not roll to hit with this weapon.

Light Weapons

R-201 (Martial)

  • Reload 20, Range (120/220). 1d8 Piercing Damage.
  • you make 2 attacks with this weapon per 1 attack action

    R-97 (Martial)

  • Reload 16, Range(80/120). 1d4 Piercing Damage.
  • you make 3 attacks with this weapon per 1 attack action

P-2017 (Simple)

  • Light, Reload 10, Range(60/100). 1d6 Piercing Damage

RE-45 (Simple)

  • Light, Reload 16, Range(60/100). 1d4 Piercing Damage
  • you make 2 attacks with this weapon per 1 attack action

Alternator Sub Machine Gun (Simple)

  • Reload 18, Range(80/160). 1d6 Piercing Damage
  • You make 2 attacks with this weapon per 1 attack action.

G7 Scout (Simple)

  • Reload 16, Range(150/240). 1d12 Piercing Damage

Heavy Weapons

Wingman (Martial)

  • Reload 6, Range(90/150). 3d6 Slashing Damage.

Vk-47 Flatline (Martial)

  • Reload 20, Range (100/180). 1d10 Slashing Damage.
  • you mkae 2 attacks with this weapon per 1 attack action

M1A3 Hemlok (Simple)

  • Reload 18, Range (160/200). 3d6 Slashing Damage.

30-30 Repeater (Simple)

  • Reload 12, Range (200/250). 1d12 Slashing Damage.

CAR Sub Machine Gun (Martial)

  • Reload 16, Range(60/120). 1d4 Slashing or Piercing Damage.
  • you make 3 attacks with this weapon per 1 attack action
  • this weapon is also compatable with Light Ammo, when using that ammunition type, it changes to Piercing Damage until the next time you preform a reload action.


Prowler SMG (Simple)

  • Reload 16, Range(50/100). 1d6 Slashing Damage.
  • you make 2 attacks with this weapon per 1 attack action

Spitfire Light Machine Gun (Martial)

  • Reload 30, Heavy, Range(100/200). 1d4 Slashing Damage.
  • You make 4 attacks with the weapon per 1 attack action.
  • Supressive Fire: twice per day, you can use your attack action to do the following. Choose a point within range, all creatures within a 10ft by 10ft cube must make a Dexterity Saving throw (DC 16). Then make 4 attacks with this weapon. all creatures who failed the save take full damage, and creatures who passed the save take half.

Energy Weapons

D-2 Double Take (Simple)

  • Reload 14, Range(250/300). 2d6 Energy Damage.

Volt SMG (Martial)

  • Reload 16, Range(40/120). 1d4 Energy Damage.
  • you make 3 attacks with this weapon per 1 attack action

Havoc Energy Rifle (Simple)

  • Reload 20, Range(120/200). 1d8 Energy Damage.
  • you make 2 attacks with this weapon per 1 attack action

L-STAR (Martial)

  • Reload Overheat, Heavy, Range(80/200). 1d4 Energy Damage.
  • Overheat. If you make 4 or more attacks with this weapon in 1 turn, you must spend the next turn reloading the weapon
  • You make 2 attacks with the weapon per 1 attack action.
  • Supressive Fire: twice per day, you can use your attack action to do the following. Choose a point within range, all creatures within a 10ft by 10ft cube must make a Dexterity Saving throw (DC 16). Then make 4 attacks with this weapon. all creatures who failed the save take full damage, and creatures who passed the save take half.

Devotion LMG (Martial)

  • Reload 30, Heavy, Range(60/180). 1d6 Energy Damage.
  • You make 2 attacks with the weapon per 1 attack action.
  • Supressive Fire: twice per day, you can use your attack action to do the following. Choose a point within range, all creatures within a 10ft by 10ft cube must make a Dexterity Saving throw (DC 16). Then make 4 attacks with this weapon. all creatures who failed the save take full damage, and creatures who passed the save take half.

Anti-Titan Weapons

AT-SMR (Martial)

  • Reload 20, Range (120/200). 1d4 Fire Damage.
  • You make 4 attacks with this weapon per 1 attack action.
  • Creatures of size Large or smaller take half damage from this weapons attack
  • When attacking creatures of size Huge or larger, you roll with advantage

Archer Heavy Rocket (Martial)

  • Reload 1, Heavy, Range (200/300). 5d10 Piercing Fire Damage.
  • This weapon deals the damage type listed that the target is most vulernable to
  • You cannot target creatures of size Large or smaller with this attack.

Charge Rifle (Martial)

  • Reload 4, Range (600/600). 4d12 Energy Damage.
  • Creatures of size Large or smaller take half damage from this weapons attack

Sniper Weapons

D-101 Longbow DMR (Simple)

  • Reload 12, Range (100/300). 2d12 Piercing Damage

Kraber 50. Cal Sniper Rifle (Martial)

  • Reload 6, Range (200/500). 4d12 Piercing Damage
  • Critical hits with this weapon deal 3x as much damage instead of 2x as much damage

Shotgun Weapons

M1904 Mastiff Shotgun (Martial)

  • Reload 6, Range(10/35). 2d12 Fire Damage

Peacekeeper (Martial)

  • Reload 5, Range(15/40). 2d8 Energy Damage.

EVA-8 Shotgun (Simple)

  • Reload 8, Range(10/30). 2d6 Fire Damage.
  • you make 2 attacks with this weapon per 1 attack action

Mozambique (Simple)

  • Reload 6, Range(15/60). 3d8 Fire Damage

General Rules

How Titans Work

Titans always go on & share your initative. When a titans hitpoints become 0 it enters a Doomed State.

Titans in a Doomed State can still take actions, bonus actions, and reactions, but become susceptible to Finishers. Titans in a doomed state explode after taking 3 attacks from any damage source that deal damage over thier Titan Armor feature threshold.

A Finisher can be used on a titan in a Doomed State only from another titan performing a successful melee hit. A Finisher automatically destroys the target titan, your titan heals 50 HP, and you describe how you destroy the enemy titan. It is often that finishers are performed in gruesome fashion (Ie: a Legion-Class titan stabs its Predator Cannon into the Pilot Cockpit of a Ronin-Class titans chassis and unloads it's entire magazine into the Ronin, bisecting it.)

Titans & Pilots always take half fall damage.

All Titans are vulernable to Lightning Damage

Titans can only take rests when they are in the Orbital Satellite Drop-Pod

Pilots can auto-eject from a Doomed State titan as a free action on thier turn, auto-ejecting sends the pilot out of the titan and 100ft into the air. The pilot does not take fall damage from the fall of this action. The titan auto-matically self destructs after the pilot has ejected. Pilots also auto-eject with thier SERE kits in thier inventory.

How Ammo Works

There are 6 Ammo types: Light, Heavy, Shotgun, Energy, Sniper, and Titan, Anti-Titan Weapons take Titan Ammo

When taking a weapon that uses one of these 6 ammo types as your starting equipment, you add ammo of the wepaons type equal to the 4x the weapons reload number. Anti-Titan weapons use Titan Ammo

You can use a set of Tinkers Tools & 50 GP of metal materials to make 4d10 ammo in any type of weapon that you own after a long rest. The DC to craft ammo is 15.

You can craft any of the weapons available using the Gunsmithing feat.

the cost to buy simple weapons is 500 GP for handguns, 1500 GP for SMGs, 2000 GP for Shotguns, 2500 GP for Assualt Rifles, 3500 GP for Sniper Rifles & DMRs, and 4000 GP for LMGs. The cost for martial weapons is double the amount for the corresponding class of simple weapon. You craft these weapons using GP materials in circutry & metals equal to the GP to craft the weapon. You spend 3 days to craft a handgun and 7 days to craft a weapon of any other type.

ALL TITAN WEAPONS THAT HAVE THE RELOAD TAG USE TITAN AMMO, ALL TITANS HAVE A POOL OF 10x THIER LARGEST RELOAD NUMBER OF TITAN AMMO. THESE AMMO POOLS AUTOMATICALLY REPLENISH AFTER A TITAN FINISHES A LONG REST

Titan Augmentations

You choose 1 from the following list to add to your titan, you can change these augmentations after a titan finishes a long rest

Assualt Chip

  • Your titans Auto Pilot feature can now use all the abilities of its class, except for its Core Ability (Smart Core, Salvo Core, ect.)

Stealth Auto-Eject

  • You become under the effects of a Cloak Action for 30 seconds after Auto-Ejecting

Turbo Kit

  • Your titans movement speed increases by 20ft

Overcore

  • The cooldown of your Core Ability (Smart Core, Salvo Core ect.) is 4 instead of 5

Nuclear Ejection

  • When your titan self destructs after you've ejected, all creatures within a 40ft radius make a DC 22 Dexterity Saving throw, and on a failed save take 50 points of Fire Damage and half as much on a successful one.

Counter Ready

  • Your titans Electric Smoke can be used 3 times per day instead of 2 times per day.

New Feats

Pro-league aim

  • Prerequisities: 20 Dex, Hit at least 2 Nat 20s with the Kraber
  • You don't suffer disadvantage when attacking from close range using the Kraber.
  • The Critical hit damage from a Kraber shot increases to 4x instead of 3x

Finisher

  • Prerequisites: at least 5 levels in the Pilot Class
  • When taking a melee attack action on a creature of size meduim or smaller from behind that has less than 1/10th of its Max HP or while hidden, you instantly kill the creature if it's CR is at least 8 levels lower than your Pilot Level, you get to describe how you kill the creature in question, you can use this feature equal to your dexterity modifiers and regain all uses on a long rest.

Vulture

  • Prerequisites: none
  • You can make a DC 20 investigation check to scavenge 1d10 ammo of a type that you are carrying from any corpse. You can only make this check once per corpse.

TTV aim

  • Prerequisites: 20 Dex, Hit at least 2 Nat 20s with a wingman
  • You don't suffer disadvantage when attacking from close range using the Wingman.
  • The Critical Hit Damage from the Wingman becomes 3x instead of 2x

Clip Hitter

  • Prerequisites: get a crit with a martial ranged weapon
  • Before rolling to hit any target, you can attempt to "Hit a Clip". Instead of rolling 1d20, roll three instead. You will take the lowest roll from the three dice unless you get a Nat 20, which it then counts normally as one. You cannot roll with disadvanatge or advanatge when choosing to "Hit a Clip". You can use this feature a number of times equal to your dexterity or wisdom modifier.
Created by Qryptide