Mouth
One of the highest point of attachment for weapons or ordinances.
1. Standard heat beam
Using the excess thermal energy produced by the movement and function of the Tyrant, this beam is fairly powerful though against other heavy mecha it is only good enough to do light damage. This beam requires enough excess thermal energy to be built up to use.
2. Bio-plasma
Has an external energy gland which stores enough plasma charges for 50 blast. Each blast is good enough to wipe out a medium mech in one shot.
3. Bio-Flame
A powerful burst of natural napalm. Good for taking down swaths of infantry. A direct hit to the gland can lead to explosive and flammable results.
4. Acid
A powerful corrosive acid effective against many types of metals. External glands are vulnerable to being piunctured though the acid will not affect Tyrant armour.
5. Shard
Extremly sharp and tough natural crystal shards. The muscle around the shards are contracted and the spikes are sent out at armour piercing speeds. The muscle control is good enough that a variable number of shards can be sent out at any one time. New shards are regrown but take up toa day or two to do so.
6. Toxic lash
A quick tounge which applies a deadly toxin which can incapacitate or kill most organics. Only good against unarmoured soldiers.
7. Extra sensory
All weather and condition sensory package. Communication betwwen Tyrant units seem adequate enough that they can use individuals as EWAC units.
8. Shield generator
If the default psychic field is not good enough then this shielding unit can be added. By vibrating the winglets at high speed an anti-energy field is created. As long as there is metabolic activity to spare then the generator can keep on being used. Continual assaults can wear down the energy reserves of tyrants.
9. Stealth generator
Creates a light bending field which renders Tyrant invisible. Requires a large amount of metabolic activity so this bio-morph is not activated for long.
10. Miasma mouth
Spreads out toxic gas to deal with swarms of enemy soldiers. Ineffective against troops suited for biological warfare.
11. Burrower mouth
A small nest of acidic burrow worms reside in this bio-morph. On command the worm will leap out of the mouth and burrow thru any enemy it is directed against. Takes 12 hours to gestate and mature another burrow worm. Good against heavy armored targets.
Arms
The smaller utility arms are used for fine manipulation and control. Hidden behind armour plating they are only exposed for use. The larger claws and front leg hooks are terrifying close in weapons. If more firepower is neede then even these delicate appendages can be brought to play.
12. Bone Sword
Made of the same material as the carapace armouring this sword can slice thru tank armour easily.
13. Psychic blade
Powered by a few dozen pilots this sword is psychically charged. Able to deal with beam blade wielding opponents.
14. Lash whip
This whip is semi-sentient, coated in toxin, and razor sharp. This melee weapon is widely seen due to its versatile nature.
15. Shard rifle
Standard issue physical weapon. Fires out crystalline shards at sonic speeds. Cannot regenerate ammo.
16. Hammer fang
Collective equivalent to a shotgun. Good against heavy enemies.
17. Thunder fang
Energy projection cannon. Equivalent to a medium mecha plasma rifle.
18. Boom launcher
Equivalent to a bazooka. Fires out explosive larva. Can regenerate more ammo but requires at least 5 minutes.
19. Hand flamer
Hand mounted flame thrower. Good against infantry.
20. Chem spreader
A chemical spray gun. Good against infantry.
Top mounts
The heaviest of equipment are mounted on the top hump of the Tyrant.
21. Extra sensory
A scout’s equipment. Good for information gathering or detecting cloaked enemies.
22. Bio-Plasma cannon
Heavy plasma cannon for taking out squads of mecha. Only has enough energy for 200 shots.
23. Shard cannon
The largest shard weapon made. Fires either singly, 2 at a time, 3 at a time, 4 at a time 5 at a time to all at once. Can regenerate shards but takes up to an hour.
24. Fuel Pods
Used to provide additional fuel for extended operations or to provide more metabolic fuel for energy hungry bio-morphs.
25. Bio-flame cannon
A large flame spewing cannon able to wipe out battalions of troops in one shot. Has enough fuel for 1 minute of continual use.
26. Shield generator
Same as the mouth mounted version but more powerful. Can be tired out by continual assaults.
27. Adrenal pack
Allows for short burst of increased and enhanced metabolic activity. Will allow a Tyrant to rampage with even greater effect for short periods of time. The effect of continual use will wear down all systems of a Tyrant.
28. Seeker nest
Small colony of explosive bugs reside in this Bio-morph. Given a target they will swarm and then explode. An effective analog of homing missiles or other smart targeting weapons. The seeker supply can gestate within half an hour.
29. Large boom launcher
The bigger version of the boom launcher. Can gestate new boom insects in 15 minutes.
30. Stealth generator
Even more effective then the mouth mounted version. Can stealth up to a target and then destroy it without removing cloak. However the effect can be detrimental if the stealth field isn’t dropped every 5 minutes for 1 hour. The stealth field will eventually cause the Tyrant’s armour to break down due to the field effecting armour while in stealth.
31. Razor net launcher
Fires out a battlefield enveloping razor net. Good for interfering and hassling unamoured soldiers.
32. Miasma generator
Used to toxify and deny the area against toxin sensitive opponents. Can produce a toxic cloud that will cover a 10 km radius area.
33. Bio-toxin cannon
A combination of toxic chemical spreader and acid launcher. Extremely effective against other biological units.