Hi!
Titan Experience Summary
Titans accrue 1 XP for every VP awarded the unit/titan destroyed.
XP TABLE BATTLE HONORS XP LEVEL
0-5 0 Moderati
6-15 1 Princeps
16-30 2 Princeps Senioris
31-50 3 Princeps Majoris
51-75 4 Princeps Primus
76-100 5 Princeps Commander
101+ 6 Legio Grandmaster
If you have accrued sufficient XP to increase to higher level you gain 1 battle honor. Roll a d6 for honor type
Roll Honor Type
1-3 Crew skill
4-6 Titan upgrade
Once type is determined roll on the table for that type to determine the specific honor gained.
Titans with Honors and VP
The cost to bring a titan with honor to battle is not changed as it increases its skill. Thus is your warlord cost 900 points to build, it will cost the same regardless the amount of honors it has. That's the benefit of a skilled titan. You have earn this. However, the prestige involved in destroying such opponents is HUGE. So add 1 extra VP to those awarded for destroying the titan per honor achieved. Thus a "grandmaster" with 6 honors awards +6 extra VP to the base VP of the titan (in our warlord example 9VP for base + 6VP for honors for a total of 15VP's!!).
Alternate System: Honor Points Buy
Some want to be able to bring a titan with honor to a battle as a "one-shot" deal for a game. The cost of the titan is the same as per the construction rules with the added cost as follows:
100 points cost for the FIRST honor
200 points for the SECOND honor
300 points for the THIRD honor
400 points for the FOURTH honor
500 points for the FIFTH honor
600 points for the SIXTH honor
Six honor is the maximum for any titan.
Thus a warlord titan that starts at 800 points costs 2900 (29 VP's) points to bring as a warlord grandmaster.
This is because the effects are not additive and the player will be selecting honors. Thus a pretty lethal and costly.
Otherwise earn them the old fashion way...

Honor Loss and maintenance.
Titans with honor destroyed in battle retain all crew honors (if they escape alive) and are ported over when they command a new titan. Upgrades are lost when the titan is destroyed in battle. The crews experience is REDUCED to the minimum amount of XP needed to retain the honors the crew has.
Grandmaster's Influence
Achieving Grandmaster status is rare. Thus they are granted a boon no other Princeps can boast. When a Grandmaster's titan is destroyed (assuming the crew survives) the Grandmaster new requisitioned titan will automatically receive TWO titan upgrades. Such is the power of the Grandmaster's influence!
As an additional option, princeps of majoris status and above (short of grandmaster) gain ONE titan upgrade.
Crew survival
When the titan is destroyed in battle the crew has a slim chance of survival. Roll a d6 and on a 6 the crew has ejected successfully and survives to fight another day.
For every TWO honor obtained a bonus of +1 is added to this roll. The maximum bonus at grandmaster level is +3 (a roll of 1 or 2 is a failure, survival is NEVER a sure thing!).
My next post will start listing crew skills and upgrades, but I wanted to clarify that since titan upgrades can be short lived, they will be more POWERFUL in comparison to crew skills which have a higher degree of reuse due to survival.
Imperial Titan Crew Skills
1. Marksmanship: Marksmanship. The moderati is particularly blessed by the machine spirits. ONE weapon (chosen by player once honor is taken, weapon selection is permanent) can be fired with deadly accuracy. Because the moderati is an expert at targeting weak points on enemy armour, the weapon may add an additional -1 to the weapon's TSM. Furthermore, any shots against enemy units with hit location templates roll TWICE for scatter and the player takes the MOST FAVORABLE one for his shot. Also, if the weapon selected is a barrage and is required to scatter, the scatter is reduced to 1D6cm rather than 2D6cm. If the weapon is ever destroyed (blown off, etc) the moderati linked to the weapon is slain and the honor lost. This may be taken multiple times. Once per weapon system.
2. Blessed by the Machine God. The servitors and tech priest that are part of the crew show superb efficiency. Re-roll missed repair rolls (this applies to all downed shields) once.
3. Tactical Genius. The princeps is a master of the codex titanicus! Once per game the princeps may take TWO activations. They CAN NOT be consecutive. Plasma usage remains as normal, so the titan needs to have sufficient plasma to fuel its actions. If the Princeps is of grandmaster level it may take TWO activations (still cannot be consecutive).
4.Emperor Guide Me! The moderati is supremely devout and the name of the Emperor always on his lips! One weapon selected receives a EXTRA attack dice AND the attack dice from that weapon that miss may be re-rolled once per turn. This may be taken multiple times, once per weapon system.
5. Berserker Fury! The Princeps is particularly vicious and adept at close combat. The titan re-rolls losses in close combat once per turn.
6. Lightning Reflexes. The crews mind impulse units have been superbly maintained and their coordination is without peer. The cost for first fire control is reduced to one plasma and advanced fire consumes no plasma. All titan weapons suffer no penalties for snap fire
Imperial Titan Upgrades
1. Masterwork Plasma Reactor. Thrice blessed by the highest Magos Technologis of Mars, this reactor purrs with efficiency. Maximum capacity increases by +3 and the Titan generates a bonus 1d3 plasma per turn.
2. Adamantium Shielding. Roll TWO dice for armor saving throws and pick the highest.
3. Ejector system. Roll TWO dice for crew survival with +1 bonus (cumulative with honor bonus)
4. Turbo Weapons. The titan receives advanced prototype weapons. -1 save modifier bonus to all weapons. +1 to damage rolls on all weapons. Destroyed weapons are replaced with another prototype weapon.
5. Increased Shielding. Plasma output for shields increased. Roll at the beginning of the game and add +1d3 additional shields for the remainder of the battle.
6. Enhanced Agility: The Titan has been fitted with experimental gyroscopic fittings on its legs giving it supreme maneuverability. The Titan's legs have been upgraded. The Titan may add 5cm to its move rate and may make as many turns as desired during movement.
Chaos Titans
They use the same rules for Imperial titan crew skills and titan upgrades (when I make the lists I will change the names and flavor text of course), However each time a chaos titan receives an honor, there is a change the chaos gods are watching and a chaos reward is granted. But the chaos gods are fickle as well as unpredictable, so what is obtained is not certain....
When you receive an honor roll a d6. If the number is equal or LOWER than the amount of honors accrued a chaos reward is obtained (at the highest level a reward is automatic).
If a chaos reward is gained, you get the one equal in number to your honors. So if you have one honor and get a reward you get a chaos tail (number 1). If you have 4 honors and get a reward you get number 4 Soul eternal. Note you get EXACTLY the one for your number of honors. You don't get to select number three if you have 4 or more honors. Chaos gods demand you accept their gifts as IS!
Chaos Rewards
In addition to the extra VP yielded upon destruction for honors, additional VP are awarded for chaos reward equal to the number on the table to gain chaos rewards (I made them in increasing power, so the last ones are whoppers!!!)
1. Chaos tail. The titan grows a tail that gives +2 to CAF and a shooting weapon with the battle cannon stat line. Both features cannot be used in same turn. If you already have a tail increase caf to +4 and double attack dice for firing weapons, +1 to hit and -1 save modifier bonus.
2. Chaos Head. The head of the titan changes to reflect the crews preferred chaos god. Players choice.
Khorne: Close combat bonus +3, re-roll failed close combat dice (cumulative with crew upgrade) non-titan units within 25 cm must roll morale or fall back.
Tzeentch: Ray of change. Use Battlecannon stat line with 4 attack dice. Any unit hit and failing its armor save gets transformed into pink horrors. Units of super heavy class or higher are unaffected. One pink horror takes the place of one infantry stand/model/vehicle to a maximum of 4 per turn (if all hit and the target fails the save).
Slannesh: Soporific mist. All units within 25cm lose one close combat die (roll 1d6 instead of 2) unless a psychic save is made. Also if the titan wins close combat the tongue lashes out and attempts to snap one weapon off (players choice). Roll on damage table immediately.
Nurgle: Stream of Corruption. Use the large flame template. Effects as Great unclean one stream of corruption.
If you already have a head add these powers as a bonus to what you already have (cumulative).
3. Attuned to the warp. The titan, given the gods capricious desires, may open a rent into the warp and may move through it a distance equal to its charge move. When it travels thusly it is immune to any kind of reactionary fire. If the titan chooses to charge out of the warp and engage in close combat it gains a bonus +1d6 to close combat rolls.
The ability is not reliable however. Roll 1d6 to see effects when a warp hole is opened.
1 The chaos titan is sucked into the warp and is delayed. The titan spends the rest of the turn in the warp and may exit the next turn.
2-3 The warp tunnel is opened but leads to the wrong place. Roll for scatter direction and roll 4d6 for distance.
4-5 The warp tunnel is stable and opens on desired location
6. Not only does it open as intended, but when the attack is completed roll for scatter with 4d6 and the titan moves a second time as the warp whisks the titan to safety.. or even greater doom....
4. Soul eternal. The crew and titan are one. They are fused in some unholy fashion. When the titan is destroyed you still roll for crew survival as the soul can escape imminent death. If it survives and inhabits another titan it transforms it anew into the lost titan! Crew AND titan upgrades are KEPT!
5. Essence of Chaos. You acquire the power of the greater demon that is your patron OR select 2 chaos cards randomly each game and the titan may use them as if it were a demon.
6. Daemonhood! The titans turns into a giant daemon of chaos undivided. Anything goes here. Think along the lines of things like Bubonis, Skylok, etc. Come up with something unique!
Eldar technology provides warpgates for its crews to escape destruction. The starting roll for "ejecting" is 5+
Eldar Titan Crew Skills
1. Disengage!. The supreme agility of the eldar crew means the titan can not be easily tied down! The titan crew can break from close combat at any moment if it still can move (avoiding it if it wishes). This means a crew with this skill cannot be pinned in close combat. If it decides to engage in close combat the opponent rolls only 1d6 (instead of the normal 2d6) to simulate its agility in avoiding close combat blows.
2. Evade! The titans has the grace and speed to dodge incoming shots with ease. Under the alternate eldar titans move and fire like command units and have a fixed holofield save of 3+ whenever they move AT LEAST THEIR ADVANCE MOVE (if they do not move or move less than their advance move they get no save). A crew with evade is so adept at dodging that the holofield for incoming shots is 2+ and they get a holofield save versus barrages at 5+.
3. Bonesingers. The crew has been trained in the art of singing to the psychoplastic wraithbone of which the titan is made of. Their siren song means they can repair any damage on a roll of 2+ (only fails on a one). Weapons that are totally destroyed ( including those with weapon honor upgrades) can be regrows BETWEEN battles (not during the battle) on a roll of 4+ (50% chance).
4. Pinpoint accuracy. The advanced targeting reticules are enhanced by tapping into the latent psychic abilities of the crew. Re-roll all missed shots once. This only applies to the crew whom control the arm weapons and thus may be taken a maximum of TWO times (once for each arm weapon). Also use one die for hit location scatter rather than the standard two (player picks which die) Wing mounts are part of the titan and don't require crew intervention and thus cannot be selected.
5. Hipshooting. The skill and coordination when moving and fire is sublime to behold! The titan can move and shoot during the MOVEMENT phase. In essence it takes its entire activation on the move. It does not fire in the combat phase since it fired its weapon in the movement phase.
6. Wind of Isha. The crew can coax blinding speed and incredible feats of acrobat out of their titan. Add +10cm to the titans move and it can jump over obstacles that are half its height of lower with no penalty to move. It can jump over higher obstacles but ends its move immediately after clearing an obstacle of this height (no further movement).
Phantom Upgrades
1. Reinforced Wratihbone. All hit location saves gain +1 (maximum save of 0)
2. Enhanced Warp Gate. A stable portal is always open giving the crew excellent chances of escape. Roll 2d6 in stead of 1 for "ejection". Like Imperials you get a +1 bonus to this roll for every honor.
3. Blast of the Pheonix. extra energy is diverted to the main guns. Weapons gain an addition -1 to the save modifier (maximum of -6) and +1 to damage table rolls. May be taken TWICE, one for each arm weapon.
4. War Cry. The titan has psychic amplifiers that send a piercing shriek that stuns the enemy. Enemy units CAF is halved for the purposes of close combat if it possess a hit location template. Enemies within 25cm that do not possess a hit location template (those that do are to tough not to be affected outside close combat), have their CAF reduced to ZERO for that turn.
5. Daemonbane. The titan is made to engage the minions of chaos. The titan receives an additional d6 for close combat versus demonic units and chaos units with hit location templates and ALL attacks (including ranged) count as psychic attacks for purposes of harming demons. Misses again chaos titans and greater demons can be re-rolled once.
6. Augmented Holofied. The holofield protects even when the phantom is not moving by diffracting its image. It also gives a holofield save versus barrages at 6+. it can be combined with evade to make the barrage save 4+.
Alternate Eldar Titan Honors
The Eldar crew can select to follow a path as they do in everyday life and be faithful to that path. Instead of the standard crew list the Eldar crew selects a path skills.
Bonesinger: Crew ability as per your list.
Harlequin: Probably a crew ability, may re-roll Close Combat dice once per engagement and never check Morale when fighting Chaos.
Pathfinder: Gains Infiltration.
Dark Reaper: Upgrade, gains Quickdraw and improves TSM by 1 (either for all weapons, or may be selected once per weapon).
Dire Avenger: Upgrade, gains one additional shot with a specific weapon. May be chosen once per weapon.
Fire Dragon: Not quite sure what to do with this one. Probably gives Elite. Ignores Cover to all weapons within 25cm range.
Howling Banshee: As per your "War Cry" ability.
Striking Scorpion: Upgrade. Gain an additional 2d6 in close combat, usable against any target.
Swooping Hawk: Upgrade. Gains revenant style Jump Packs
Warp Spider: Upgrade. Base move is tripled, but gains nothing when on Charge. If it moves further than it's old base move, it rolls as per Warp Spider. Also gains Fire on the Fly.
Wraithguard: Upgrade. Crew is replaced with spirit stones, spread out across the whole Titan. Ignore all damage to Head location. 'Crew' always survives unless Reactor Exploded.
Shining Spear: Upon entering a CC, make an immediate attack against any one foe. The foe takes a hit on 4+ with a -2 TSM. This also applies when the titan overruns. This only applies when the titan moves into CC.
Exarch: When an Eldar Path Titan hits maximum Level, it is known as an Exarch Titan rather than as a Grandmaster. In addition to it's chosen Path (Crew or Upgrade) ability, it also gains the Command special ability.
WE NEED TO FLESH THIS OUT FOR ITS FINAL FORM
Orks.
They do not use plasma rules and are ordered normally. Their krew has no hope of escape from a doomed gargant unless it has some skills to do so.
Crew.
1. Git ta wurk gobbos!. The gargant has pressed some gretchin into service. The gargant now can attempt to put out fires as if it were a mega-garant. If it is a mega-gargant gain +1 to roll to put out fires.
2. Gotcha! The boyz firing this weapon have gotten pretty good at aiming thier gun to great effect. One weapon system gets to re-roll misses and re-roll the aim dice once per hit to determine hit location.
3. Secrit Planz. The Kaptain knows running away is sometimes better than dying. If the Gargant is destroyed roll 1d6 and on 4+ the kaptain and his crew escapes!
4. Ram dat gitz! The Kaptain knows how much orks like speed. If the gargant is on charfge orders he can order it to move THREE times its advance speed into close combat. The enemy titan receives 1 automatic hit to a random location on the hit location template. The gargant gains 1d6 for close combat versus unit with hit location templates. Units with no hit location use the info below.
Da grazzcutta: A giant rotating blade has been mounted underneath the Gargant. If the Gargant attempts to overrun enemy units, they are hit on a roll of 4+ (rather than 6 as is usually the case) with a -2 (rather than 0) to save modifier.
The Gargant must be armed with the "Da grazzcutta" mekboy weapon to use this skill.
5. Maniak Mekboyz. The Kaptain has recruited an inspired (and insane) mekbiy to kustomize his gargant. A non-mega gargant titan may add one mega gargant style weapon. A Megagargant adds +1 to the roll to see how many mekboy weapons it can fire.
6. Doos watz I tells ya! The Kaptain is particularly loud and threatening, coaxing maximum efficiency from his krew. The gargant now functions as a command unit and may charge and first fire.
Gargant upgrades
1. Fire hoses. Roll 2d6 for each fire to see if they can be put out.
2. Improved Shielding. The power fields no longer flicker, There is no chance of a penetrating shot.
3. Increased shielding. roll 2d6 and pick the highest. These are additional power fields available to the gargant.
4. Big Gunz. One weapon system receives -1 bonus to save modifier and +1 to damage rolls. Can be taken multiple times.
5. 'eavy armor. All hit locations gain +1 to saves (maximum 0 save)
6. Shielded Magazine. Only a roll of 6 ignites the magazine in spectacular fashion. The table now reads 1-5 (first result) and 6 for the worst result. Results however are NOT rolled immediately, but wait until the end phase.
end of part 1.
Primarch