Interplanetary Transport Craft: A primitive “shuttle” capable of carrying a unit and basic equipment to another planet. It’s quite large, and built completely in space. Docked to it are SSTO rocket shuttles designed with just enough fuel to carry things to/from planetside and return. However, the lack of large empty spaces in the shuttle and craft as well as limited fuel in the rocket shuttles means it can’t carry “heavy” things. The ITC relies on efficient chemical engines for thrust and powers essential systems via solar panels. While it can still carry units, the ITC cannot carry any item with a minimum weight above 1 CU.
Cargo: 4 CU
Expense: 3x
Resources: Metal, Exotics
Venture-Class Combat Transport: A somewhat small vessel fitted with two launch bays capable of quickly launching stored small craft. Has a basic radio suite allowing for communication with local radio-equipped ships or planetary ground forces, but not interplanetary communication. The Venture-class uses one large chemical thruster to obtain relatively poor speeds, and a reinforced skeleton can possibly keep the ship intact with some damage. Like the ITC, the Venture-Class cannot carry any item other than a Unit with a minimum weight above 1 CU.
Cargo: 2 CU
Expense: 1x
Resources: Metal, Exotics
A-ASF-8 Light Combat Vessel: A tiny "fighter" designed to intercept threats in orbit and provide limited atmospheric support while being deployed from a transport ship. Its extremely tiny amounts of fuel means it can't leave the vicinity around its mothership and if it heads into the atmosphere, it can't return until picked up by the mothership manually. Has basic jet engines allowing ~10 minutes of powered atmospheric flight, but is still very cumbersome when powered and mostly flies by gliding downwards towards the ground after deorbiting from its mothership's orbit. Has 4 unguided very low-yield missiles that have to be expertly aimed to even have a chance of hitting things. Targets by vision alone; takes huge time to find targets in space+air and is also slow in both space+air. In ITCs, the vessel is deployed via a very long process in which it is manually pushed out of the ITC. Sometimes called an "attack glider".
Weight: 1 CU = 1x
Expense: 6x
Resources: Metal
"Songbird Banshee" Radar-Guided Missile: A missile variant that's twice as heavy and big as our standard missile. Uses radar guidance and two stages to acquire new targets. Has IFF functionality and targets the closest non-friendly radar entity. Can manuever in limited amounts, to the point where if the target isn't performing effective evasive maneuvers and the launcher is pointed at the target, it can reliably hit. Carries a low-yield destructive payload which can reliably breach unarmored spacecraft but isn't effective on the ground unless directly fired at a ground target. The first stage provides a boost and the second limited cruising, and fins allow it to work effectively in-atmosphere. Doesn't require a Production Line, but has to be assigned to missile-using designs.
Printed Pistol: A basic pistol that’s created via advanced 3d-printing techniques, making it very cheap. Unfortunately, its benefits stop there. It’s uncomfortable to use, inaccurate, works at short ranges, and fires very weak rounds. Fortunately, these rounds are still enough to puncture the basic suits and unarmored clothing used by soldiers on the field. Very light. Unreliable.
Weight: 1 CU = 10x
Expense: Unlimited
ABR-1M: A simple yet effective semi-automatic battle rifle completely designed in Amaok, using custom-designed ammunition. Works best at a moderate-long distance, but still works well at long and moderate distances. Grows less effective at closer and more long-ranged engagements. Very effective at punching through light Kevlar and other armor. The gun is entirely modular, with each part of the gun (not just attachments) being easily removed and attached. Hot-swapping and repair can be done effectively in the field and the creation of new modules or attachments taking advantage of this is quite easy. Its modularity makes field repairs and storing on one's person extraordinarily easy, somewhat increasing combat effectiveness. The rifle has an automatic firing mode, but its prone to frequent jamming and is notably inaccurate. Ammo shortages require use of the ABR-1 to be heavily limited in close-range engagements.
Weight: 1 CU = 4x
Expense: 4x
Resources: Metal
X112 Space Suit: A bulky space suit originally designed for the vacuum of space. It’s relatively flexible compared to spacesuits used by earlier space agencies such as NASA, but greatly restricts agility. Its complete lack of armor doesn’t help either. Luckily it’s cheap to produce.
Weight: 1 CU = 3x
Expense: Unlimited
Armoured Space Suit: A version of the X112 with very light Kevlar covering vital parts of the body. Notably increases overall injury survival rate, but wearers will still be heavily wounded by projectiles and the like.
Weight: 1 CU = 3x
Expense: 1x
Resources: Metal
Kevlar Armor & Uniform: Very basic thin-layered and light-weight partial Kevlar armor. Not even a helmet is included. This armor was originally used for security personnel sent with the colonies. It cannot be used in conjunction with regular armor. The facilities for producing Kevlar are still very limited in the colonies, making this armor a luxury.
Weight: 1 CU = 5x
Expense: 1x
Resources: Metal
Radio: Communications are done via basic radio systems. However, the size required means units would have to lug expensive radio systems to planets with them in order to communicate with Central Command back at their homeworld.
Weight: 2 CU = 1x
Expense: 2x
Resources: Metal
Fusion Engine: A huge 1-mile in radius Tokamak-based Fusion Reactor. Produces power comparable to a much smaller conventional power plant. Requires very long and energy-consuming warmup time. Once activated, will start to meltdown, produces extreme magnetic effects in 10-mile radius while stunning people in radius.
Magnetic Reactive Armor: A useless piece of high-tech armor which attempts to slow incoming projectiles using magnetic pulses. Superconductors generate an electromagnetic field when hit by a projectile, slowing it. But it notably decreases armor piercing of projectiles and requires extreme amounts of heavy equipment set up behind it, making it nonviable for anywhere but a lab environment. A constant charge must be provided to the outside plate, the superconductors must be constantly cooled, and capacitors have to provide energy to create the electromagnetic effect. Can only generate a pulse every thirty minutes, given access to a city-scale power grid.
Production Line 1: Interplanetary Transport Craft (3/3)
Production Line 2: Printed Pistol (Unlimited)
Production Line 3: X112 Space Suit (Unlimited)
Production Line 4: Kevlar Armor & Uniform (0/1)
Production Line 5: Venture-Class Combat Transport (1/1)
Production Line 6: Armoured Space Suit (0/1)
Production Line 7: ABR-1 (1/4)
Production Line 8: A-ASF-8 (4/6)
Production Line 9: Radio (2/2)
Production Line 10:
Items covered in [brackets] aren't fully deployed, and the Unit must be sent the design again successfully to fully deploy the item. Partially deployed items still cost an expense level, and attempting to fully deploy it does not cost any expense levels.
Unit 1:
Equipped: X112 Space Suit, ABR-1, Printed Pistol
Location: A2
Unit 2:
Equipped: X112 Space Suit, ABR-1, Printed Pistol
Location: C2
Unit 3:
Equipped: Armoured Space Suit, Printed Pistol
Location: A1
Unit 4:
Equipped: X112 Space Suit, ABR-1, Printed Pistol
Location: B2
Unit 5:
Equipped: Kevlar Armor & Uniform, ABR-1, Printed Pistol
Location: B2
Transports
Interplanetary Transport Craft #1: Unassigned
Interplanetary Transport Craft #2: Unassigned
Interplanetary Transport Craft #3: Unassigned
Combat Vessels
A-ASF-8 #1: Unassigned
A-ASF-8 #2: Unassigned
A-ASF-8 #3: Under Construction
A-ASF-8 #4: Under Construction
A-ASF-8 #5: Unassigned
A-ASF-8 #6: Unassigned
Venture-Class "Grand Buck": Under Construction