Titan: Infiltration

Please Note: All current protoype concept artwork is AI generated, which can be devisive. It allows for rapid evolution of a visual baseline, which will then be give to a flesh-and-blood concept artist to create the final artwork prior to handing over to the moddelling teams.
No humans enployment rights will be harmed in this creative process...

Operational Technology









Comms Range Extender


Available on:

Increases the native communications range of an officer or mobile or static communications unit, allowing it to remain connected back to the R.T.N. over much greater distances. It can not be installed in regular troops or non-comms mobile units.








Drive Motor


Available on:

Provide primary propulsion to the unit either via wheels, tracks, fans or props. Additional drive motors can increase the top speed and acceleration of a unit, with diminishing returns, but at the expense of a considerable increase in mass, power draw and heat.








Environmental Scanner


Available on:

Typically equipped to deployment units, it scans the local terrain to evaluate the suitability for Reactor and Windfarm Deployments. By assessing the prevailing winds and local crush thickness and composition, it can provide heat map overlays to help the team assess the suitability of a given location for deploying these two modes of power generation. It can not be installed in regular troops or non-recon mobile units.








Exo-Skeleton


Available on:

Provide primary propulsion to the unit either via wheels, tracks, fans or props. Additional drive motors can increase the top speed and acceleration of a unit, with diminishing returns, but at the expense of a considerable increase in mass, power draw and heat.








Fuel Cell


Available on:

Contains the hydrogen slush that is used to drive the power source fitted to the unit. Additional fuel cells will increase the operational runtime of a mobile and troop units before it requires refilling or the amount of time that a static unit can operate under high load if insufficient power is available from the R.T.N.








Power Plant


Available on:

Miniaturized, room temperature fusion reactors that convert the hydrogen slush fuel into electrical power for use by drive motors, weapons platforms and other internal systems and components. As with drive motors for mobile units, after weapons platforms these are one of the hottest components installed in a unit.








Refuelling Pod


Available on:

Fitted to ARS units and assembly Outposts only, these are filled using RTN energy or locally generated power in the unit - they will replenish the fuel cells of mobile units at a given rate. The process takes time due to the complex handling procedures associated with the transfer of chilled hydrogen slush.

Offensive Technology









Comms Extender


Available on:

Counteracts the manipulation of the electromagnetic spectrum immediately surrounding a unit generated by a cloaking device, impairing the effect to varying degrees and increasing the visibility of the unit in the visible spectrum.








Combat Computer


Available on:

In addition to both providing detailed health and capability metrics on observed enemy units or countering an enemy unit’s ability to observe your unit, the combat computer can automate the activation and deactivation of a wide range of components fitted to the unit, including dynamically changing the units threat assessment capability between aggressive, passive and covert. It can significantly increase the effective range of a unit by optimising power consumption and, therefore, fuel.








Comms Disruptor


Available on:

Available to comms units only, it disrupts enemy units’ ability to transmit and receive communications signals over the airwaves. Has no effect on static unit communications as these use hardpoint connections via the RTN. It analyses the signal patterns and encryption employed by enemy comms and attempts to disrupt it over a given radius. This will not stop enemy mobile units from carrying out existing orders but will interrupt their ability to receive new ones.








Combat Computer


Available on:

Used against facilities to either access secure data terminals remotely, rather than enter the facility and access them directly, or can be used against any facility, outpost, or vehicle to slowly convert it to your team, in much the same way as the Psi Bias Influencer converts troops.








Long Range Fire Control


Available on:

Units equipped with this component can direct the fire control of other units with long range weapons to attack specific locations, even though that location may be outside the remote units’ own radar range. Typically used in conjunction with military facilities, assault boats and assault subs armed with long range missile systems capable of reaching many kilometres.








Night Vision


Available on:

Amplifies the output of photons received in low and ultra-low light conditions, providing a monochromatic view of the visible spectrum when it would otherwise be too dark.








Persuader


Available on:

When near enemy troops, it manipulates the function of the troopers AI brainwaves and, given enough time, will switch their allegiance to your side. It is the equivalent of a remote hacking device for synthetics. Available on Officer troops only.








Thermal Scanner


Available on:

Translates the infrared thermal emissions from hot surfaces into visible light to enable a target to be seen more clearly either when cloaked or at night.

Defensive Technology









Anti-Missile System


Available on:

An active defence system that attempts to jam missile targeting systems preventing them from acquiring a target lock and uses a combination of flares, chaff, and high velocity ball bearings to destroy incoming missiles when they do acquire a lock. Typically used in conjunction with a combat computer to provide optimal response to threat assessments.








Automatic Repair Systems


Available on:

A critical component that draws power from the unit's power source to direct a swarm of nanites to repair damaged components, weapons, and infrastructure.

The ARS operates on a set of policies (Critical, High, Medium, Low, and DNR) that are defined at unit creation but can be adjusted at any time, either by the command team, or autonomously via a combat computer, if installed. The policy defines the thresholds below which repair will start and the minimum acceptable level of repair before moving to the next lowest group.








Cloaking Device


Available on:

Manipulates the electromagnetic spectrum immediately surrounding the unit to deflect wavelengths of visible light around the object, effectively rendering the unit invisible in the visible spectrum to varying degrees.








Extensible Shield Wall


Available on:

An extensible shield wall that extends in front and either side of the unit when activated and, as the shield frequencies are known, allied troops can fire through it safely while enemy fire is blocked. The more instances equipped, the larger and stronger the shield will be at the expense of increased power draw and thermal load while active. However, unlike the unit's own shield, while the shield is active, the unit to which it is equipped cannot move.








Molecular Binding Generators


Available on:

Sitting somewhere between shields and armour, molecular binding generators apply strong electromagnetic forces to the shell of the unit, thereby greatly increasing its mechanical strength and impact resistance. Much like active shields, it comes at the cost of a significant power draw when operational.








Radar Range Booster


Available on:

Each additional unit extends the native radar range of a unit. Whilst, as with all other components, multiple instances offer diminishing returns, an increased radar range allows a unit to make more informed choices about its surroundings. Using active radar will draw more power and generate more heat than passive radar but yield far more accurate information at range.








Radar Stealth


Available on:

Counteracts the radar systems of enemy units by enabling an active coating that is applied to the hull which absorbs and obscures many of the frequencies implied by radar transmitters, effectively reducing the units’ profile to radar systems.








Shield Generators


Available on:

The primary defensive component of any unit, the active shield system generates perpendicular layers of electromagnetic energy that operate on specific, rotating frequencies to deflect or absorb in bound projectiles and radiation on specific wavelengths. If the type of weapon is known, shields can be strengthened on the specific wavelengths to provide increased production at the cost of heightened power draw and thermal emissions. A combat computer is required to undertake such analysis, of course.








Thermal Shunt


Available on:

Provides additional energy layers of active thermal webbing that draws the heat from internal components and converts it to an energy store where it must eventually be discharged before it exceeds capacity. Typically, such discharging is undertaken when the threat has passed, and it is safer to have an elevated thermal output.








Threat Assessment Jammer


Available on:

Masks the emissions of the weapons and technology components installed in a unit to prevent an enemy Threat Assessment Scanner from identifying them.








Threat Assessment Scanner


Available on:

Analyses the emissions detected by the relevant scanners installed for any enemy units in range, to identify installed technology components/weapons. Feeds into the combat computer to drive tactical decisions and display on screen HUD with unit data.