Titan Parts
Basic Arm : Cost 0
As its name implies, this is the simplest arm type and is commercially available on the open market. Although it's relatively weak, the Basic Arm is cheap and far simpler to build than other appendages.
Farsight shield blade : Cost 2 (Note, probably don’t want to deploy this)
While an ambitious idea, the Farsight arm needs a lot of work. In the first place, our engineers struggled to fit both a physical shield and the necessary gear for a force field into the same arm. While the benefits of doing so successfully are obvious, in this case our engineers’ reach exceeded their grasp. As such, the Farsight arm is almost entirely nonfunctional, as while it can project a very weak shield it has issues with articulation, power, the integrity of the physical shield and shield strength. Among other issues the blade function breaks when you try to use it to cut anything of even middling durability, just like if you hit the shield with a hard enough impact.
Hindsight Lance Arm : Cost 1
A standard arm with a shield assembly that can project a forcefield lance, in the shape of a triangular prism, which is incredibly sharp, and which rotates at great speed. These two factors combined grant the lance surprising penetrative ability, busting through armor and other defenses. Do remember, however, that the nature of this weaponized force field is a bit more fragile then normal, and while this should not affect its offensive capacities, attempting to use it as a blunt weapon, or strikes that come from the side of the lance, might end up ‘snapping’ it. However, should this happen it should be only a matter of seconds to re-form the force field lance.
HIVE cluster missile pod: Cost 2
A Box of 10 hive missiles, each one is a massive medium range missile carrying 3000 submunitions. Each submunition is a rocket propelled explosive-thermite based incendiary mix. CANNOT BE RELOADED.
Basic Torso : Cost 0
The Basic Torso has no special features or abilities. It's just a cheap, quick-to-build body frame that can accommodate any appendage type.
Flashfire Torso : Cost 1
The Flashfire torso is a marvel of engineering, with not one but two modes in which the engines can be used, Impulse mode, which is the original design intention, a burst of incredible speed in a given direction, and boost mode, a prolonged burn with the engines that can let a titan get up to higher speeds while traveling.
However, it still has its issues. The primary one is that it’s impossible to turn while the engine is in impulse mode, you have to pick a direction to go and the engines give you a burst of speed in that general direction. This is because it is necessary to lock the servos which articulate the engines to protect them from damage, as they’re rather sensitive to the shock of the engines firing at full power. It’s just the price paid for their accuracy and precision.
Boost mode, meanwhile, can be maintained for longer and does not lock the engines in place, allowing you to use the engines to turn or change the direction you’re boosting in. However boosting does not replace the need to use legs for propulsion and maneuvering, and can’t let you fly, though it can slow a titan’s fall. However, due to heat and power issues, after prolonged boosting or using impulse mode the engines must shut off for a short period.
The Flashfire’s engines are incredibly reliable, as are the servos that aim them, rarely failing and being incredibly easy to use. However as expected the armor of the torso is somewhat subpar, below that of the basic torsos provided at the start of the competition.
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Flusterflare Addon : Cost +1
An extra subsystem for the booster pods that define the Flashfire, the Flusterflare Afterburner dumps a mix of additional fuel and metallic sodium fragments into the expanded exhaust chamber. While this does boost speed and offers a chaff filled fireball that looks like a titan exploding, it also does a number on the engines. Chaff and more fuel don’t do good things to rocket engines, and after a few uses it damages the rockets enough that you threaten actually exploding if you use it further.
As such, it heightens maintenance significantly. Thanks to the new magnetic shielding placed on the thrusters, we have eliminated the heightened maintenance issue. The boost is also not as significant as we would like, but still serviceable.
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Flashfire Pinions : Cost +1
A set of force field projectors which create wings for the Flashfire torso, allowing for limited flight and gliding in boost mode, increasing speed by a bit. Also allowing a short burst of true flight while using the Impulse mode, letting titans traverse previously impassable areas
Basic Legs : Cost 0
Basic Legs have no special features or abilities. It's just a cheap, fast pair of legs that will help you get a Titan "up-and-running" in a hurry.
Talarion force skates : Cost 1
Basically a set of small Skis made out of force fields which have been altered to be frictionless, it works excellently on hard ground and in sand, allowing a Titan to coast along with little issue. However, the system is power hungry and doesn’t work with water. It also turns out that skis aren’t great for kicking…
Decathlon legs: Cost 1
A set of legs with superior systems and incorporating 4 different forcefield configs, though we must switch the forcefields off in order to switch modes. These modes are as follows. The force board mode allows for faster transit over water, sand, and basically anything that’s not too rough, in conjunction with our flashfire torso at least, all in all this is the fastest configuration, and the one that will probably be best for moving between fights. The second config is a set of ground spikes, perfect for stabilizing against incoming attacks or from our own recoil, not that we really have any weapons with high recoil yet, it also renders the mech immobile until the spikes are cancelled. The third is a set of force field greaves, able to survive a decent amount of damage, though it does limit the leg’s mobility some. Finally, we have a set of blades projected out of the legs to boost kicking, which the legs are designed to support, though somewhat poorly, since titans are rather large and falling over would be very inconvenient, which tends to make kicking an unusual tactic.
Support Vehicles
Armored Combat Vehicle (ACV) : Unit Cost 0.5
This robotic combat vehicle consists of a central computer processor, wheels, commercial steel armor, and a low caliber low power cannon combined with an internal ammo storage. Neither smart nor strong, at least they are cheap.
Armored Skirmish Vehicle (ASV) : Unit Cost 0.5
A simple robotic combat vehicle with a central processor, a set of hover propulsion units, and almost nothing for armor. It is armed with a small missile launcher, surface to anywhere with built in ammunition storage. Not particularly smart, and the missiles are inaccurate as heck, but at least they’re cheap and fast.
Mobile Defense Station (MDS) : Unit Cost 0.5
Tall armored towers on tiny treads, topped with a low power laser pulse cannon. Their computer cores hide deep in the bottom of the tower, and despite being made of commercial steel the armor plating is still thick.
Hovering Transport Vehicle : Unit Cost 0.5
These expansive hovering vehicles are large enough to transport entire tanks within, but are also large and lumbering targets. Completely unarmed, they depend on escorts for protection, both for themselves and their helpless cargo.
Electronic Warfare Component (EWC) : Unit Cost 2
Shaped like a block black monolith covered in pulsing red lines dotted with the occasional radar dish, the EWC is essentially a large armored server housing a powerful hacking component.The lines of the monolith are composed of a special nanowire that can be used to forcibly access enemy electronic components by interacting with them directly. This requires physical access to work, meaning you must be close to a support unit. If no damaged portion is present the nanowire will attempt to force access by creating one itself, drilling into the enemy target with countless lashes of nanowire whips. Once access is established the EWC takes full control of any electronic components, placing AI inside allowing the hacking to continue after the connection is abolished. However this overloads targets it takes over after a few minutes, as, unfortunately, the process of installing our own AI causes the hardware to start melting down, meaning that our installed AIs have to bail out after a few minutes. In addition each EWC can only control 4 other drones at a time. Note, the range of the EWC is incredibly low for takeovers.