LimbsPlantigrade Legs: Effect 2, Range 1, Charge 2
Digitigrade Legs: Effect 3, Range 1, Charge 2
Arms: Effect 1, Range 1, Charge 2
Big Arms: Effect 1, Range 2, Charge 2
Limbs get to divide their effect between moving, turning, and attacking. A Digitigrade Leg might turn 45 degrees, attack with light damage, and move forward in one action.
TurretsTurret: Effect 2, Charge 2
Sponson: Effect 1, Charge 1
Turrets increase the arc of systems subsequently activated that round, with the Turret system increasing a 90 degree arc by two more for 270 degrees. The Sponson system increases a 90 degree arc to 180 degrees. These seem about right.
ShieldsShields: Effect 2, Charge 3
Deflectors: Effect 1, Charge 2
Shields allow a Titan to add or move shield tokens, and with a static Effect these are some of the only defensive options where Effect 3 can destroy a system. A single shield token is going to push Destroyed down to Heavy damage, and Heavy damage down to Light damage. Where Titans get a default 6 shield tokens at the beginning of the game, the ability to regenerate tokens, and to protect buildings with them should be important.
SensorsSensors: Effect 2, Charge 3
Sensors allow Titans to move buildings around the board, perhaps counter-intuitively. Alternately, they allow Titans to increase their initiative, and hence change the order in which they play and resolve the effects of cards. I've considered changing it up to be +2 because Sensors are Effect 2. This might warrant more investigation because I'm considering putting more rules into the game regarding deployment of buildings to handle them being represented by stacks of tiles rather than plastic buildings. There is also the option to allow players to increase their initiative and move a building tile.
CrewInitiate: Effect 2, Charge 3
Adherent: Effect 3, Charge 3
Master: Effect 4, Charge 3
Crew repair damage down to systems in the same System Diagram square, with the option of moving to a new square in the Titan when resolving their activation. That means that Masters can repair two systems in the same square with Heavy Damage on both, which is something like the worst case scenario where those systems aren't destroyed.
Jump JetsPlasma Jets: Effect 3, Charge 3
Thrusters: Effect 2, Charge 2
Jump Jets allow a Titan to move directly forward, and with Effect 2 that just about allows Thrusters to hop a Titan over a building or another Titan. Handy for breaking contact, and working board control. Plasma Jets take you slightly further, but it could be handy to hide behind enemy buildings before smashing them.
CapacitorsPlasma Capacitor: Effect 2, Charge 4
Plasma Cell: Effect 1, Charge 2
Capacitors allow a Titan to draw more cards from the top of their Titan deck, essentially giving themselves more option, and perhaps different options. Of course, for five cards you only get two new cards, but if those five are very useless it might be what you need. The Charge system is based on the opportunity cost of not being able to play those systems for a while, but as mentioned where that cost is actually very low, like having four crew on a Titan with no damage, I think it works out.
Extra ArmourExtra Armour: Effect 1, Charge 1
Extra Armour has no active effect, but it does have the passive effect of increasing initiative by 1 point if it takes damage. The attacking system allows a player to play extra armour to try and seize the initiative, or at least blunt an attack. I need to figure out how to simplify the attack system so this stays, as being able to catch and blunt attacks with cheap systems is an integral part of game-play. Right now the Effect 1 and Charge 1 makes for a nice floor.
ConfigurationConfiguration Cog: Effect 3, Charge 2
Just as crew can move around inside of the Titan's System Diagram, I thought it would be nice to have a system that moves other systems around, for a certain 'transformation' vibe.
WeaponsHand Effect 1, Range 1, Shield Breaker 2, Charge 1
Claw Effect 2, Range 1, Shield Breaker 1, Shock 1, Charge 2
Buzzsaw Effect 2, Range 1, High Explosive 1, Charge 2
Laser Blade Effect 2, Range 2, Armour Piercing 1, Charge 3
Rocket Pod Effect 1, Range 6, Hard Rounds 1, High Explosive 2, Charge 1
Mega Gun Effect 1, Range 4, Hard Rounds 2, Charge 1
Laser Battery Effect 2, Range 4, Armour Piercing 1, Charge 3
Gun Battery Effect 2, Range 4, Hard Rounds 1, Charge 2
Plasma Shotgun Effect 3, Range 3, Shock 1, Charge 4
Laser Macro Effect 3, Range 5, Armour Piercing 1, Charge 3
Macro Gun Effect 3, Range 5, Hard Rounds 1, High Explosive 1, Charge 2
Plasma Howitzer Effect 4, Range 5, Shock 1, Charge 4
So the Laser Blade, Laser Battery, and Macro Laser are all Charge 3 and all capable of giving an unshielded system a very bad time. The Macro Laser will give a system with one shield token a crunch. Armour Piercing gives them bonus damage against Titans, while High Explosive is bonus damage against buildings. Hard Rounds allows a player to scale the weapon's effect to requirements by adding an effect bonus at an equivalent charge cost. Shock affects cards in the target's hand. Notice that they're in three groups of 4, with the notion being that whether it's 2, 3, or 4 players there's a chance of drafting 'better' weapons and 'worse' weapons while there should be a balance of the various properties of each weapon.