Year 1917 A.C. Hot Season, Revision Phase
Proposal: RGL-15 Senapang Rifle Grenade Launcher
RGL-17 Senapang Rifle Grenade Launcher
The RGL-17 is a rifle grenade system. It is, in essence, a specialized thick-walled cartridge with an unusually powerful amount of propellant using our artillery guns' Gavrililum propellant mixture, plus a slight modification to our Senapangs' barrels. The grenade's "tail" slides over the barrel (with matching cutout sections to slide over the bayonet lug and front sight post, respectively) and is held in place using a small pin inserted into any of a set of holes in the side of the tail, which allows the grenade to be set to different positions for firing at targets at different ranges. The grenades are mostly identical to our present infantry grenades with a tail assembly fixed to the base of the grenade and a slightly more aerodynamic nosecap and fins welded to the grenade. The nosecap replaces the present cap and includes a mechanism such that when the grenade is fired both a double-length (14-second or so) timer and the impact fuse are armed, to ensure detonation even if the grenade lands in soft material like sand. A simple flip-up sight allows the user to range the grenade for indirect fire when using the maximum launching power. Soldiers are advised to consult their manuals for ranging lower-power shots. Soldiers in Avalanches who wish to direct-fire the grenade should probably just point and shoot, they'll be at close range anyway.
Difficulty: Normal
Result: 3 (2+1) =
Buggy Mess Our many grenades have worked well in the past, but the Abberan's have been able to outrange us with their own
Wickerman and
Modea cup launchers. This is no longer the case. Or, at least, not completely the case any longer. Initial designs proposed alterations to grenades that'd allow them to fire at adjustable angles, but unfortunately this small QoL addition didn't make it. What did make it in was the fins that stabilized flight, a relatively aerodynamic nose cone, and the 14 second and impact fuses.
Changes to the
Senapang went undone as there was some fear of ruining the
Senapang's performance in it's primary role.
In order to use the rifle grenades they must be slid over the end of the
Senapang's barrel and a special cartridge loaded with GavPowder loaded into the rifle. The force of the blast launches the grenade and primes the fuses. Use of the rifle grenades will heat up the barrel, causing some unreliability in regards to performance immediately after launching a grenade but not by much.
But the issues begin after launch. It's not too uncommon for the fin assembly to completely detach from the grenade upon firing. The grenade launches, sure, but it regularly tumbles on a less than desirable course. In the case of the M2s, the launch can sometimes cause premature activation of the gavrillium payload. This often results in either an air burst closer than expected or a straight immediate detonation. As a result the
M3 Fragmentation Grenade is the only currently fielded launchable grenade.
The
RGL-15 Senapang Rifle Grenade Launcher system adds
2 Ore and
1 Chemical Compounds to the standard version(s) of the grenade(s) it launches, making deployment of a launchable
M3 Fragmentation Grenade cost
4 Ore and
1 Chemical Compounds, keeping it
(CHEAP).
----------------
Well, at least you tried. Sometimes things just don't go quite right. Good news is the
Tectonic is back in our hands and ready for deployment at your behest. It's time to kick the Abberans from Salvios like mud from our boots. As always, you are to also select a sector to entrench, a resource to produce somewhere, and two tactics (better terminology for what's allowed now methinks).
IT IS NOW THE STRATEGY PHASE!Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (CHEAP).
--GGG-12P Portable Gatling Gun: A GGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 3 Caelium and 4 Gavrillium. (CHEAP).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
----LGG-12P Portable Light Gatling Gun: An LGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 2 Caelium, and 2 Gavrillium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (CHEAP)
Avalanche Combat Engineering Kit: A full-steel shovel or entrenching tool designed for use with an Avalanche (or Collision) as well as a nifty canvas bag (with adjustable strap and excellent padding) that holds up to 6 10kg explosives which can be placed in a specially designed gavrillium-capped casing. Has a seven second fuse or can be set off manually with a pullcord. The explosives can be replaced by four Gavrillium Mines.8 Ore, 3 Gavrillium. (EXPENSIVE)
BSU Exoskeletal Combat Rig: The Berani standard uniform is made of light cotton dyed khaki and a metal exoskeleton. The legs utilize myomer to increase the wearer's speed and jumping ability. Has a 4mm Caelium Steel chest plate. The top half of the exoskeleton has a number of clips and straps used to attach equipment. Entrenching tools are provided to all soldiers. Uses a Caelium Steel helmet with glorious padding.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAV-15 'Apibaru' (Pattern B): An 8-wheeled, 2-propellered amphibious armored personnel carrier armed with an LLG-12 and open-turret LFG-13. Has a hexagonal cross-section and uses 35mm Caelium Steel armor plating. Can hit 60kph on land or 8 knots/15kph in calm waters. Can carry ten passengers and four crew. 7 Ore, 4 Gavrillium, and 5 Caelium. (EXPENSIVE)
MLS-16 "Tectonic": A bipedal 6m tall Mechanized Lifting Suit with three crew. Covered in 100mm armor with 200mm plating on a lot of the left side. Uses two twin-linked SMG-12a's, three GGG-12s, and Caelium Steel fingers to grasp and utilized a special-made 105mm "rifle" as well as large explosive charges. Has a cardboard head manned by men of paper. ALWAYS A (NATIONAL EFFORT).
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h. 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Gavrillium Mines: Landmines based off of the M2 Dispersion Grenade. Can have a pressure or magnetic trigger. Will be deployed in sectors with at least One Entrenchment.
Salviosi Jacks: A hard-to-destroy trio of steel I-Beams riveted together and meant to deny enemy vehicles access to areas or funnel enemy forces, among other things. Will be deployed in sectors with at least One Entrenchment.
Ambrosia Gel: A gel made with Ambrosia extracted from the Nymph Rose and made usable. Sterilizes, numbs, and seals off wounds. Costs 2 Nymph Rose. (EXPENSIVE) [complex]
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Ambrosia: Nectar extracted from the Nymph Rose. Deadly when ingested untreated, freezing allows it to aid in healing at a cellular level.
RGL-17 Rifle Grenade Launcher: Less a grenade launcher, and more a modification applicable to our grenades. Fits a cap and tail on the grenade. A specialized cartridge fires the grenade and triggers a 14 second and impact fuse. Tail and stabilizers are often left affixed to the barrel while the rest of the grenade goes flying off. Unreliable, unpredictable, and currently only "safely" usable with the M3. Adds 2 Ore and 1 Chemical Compounds to the base grenade cost. [M3RG=(CHEAP)]
Specialty Resource
Gavrillium: A wondermaterial with many unknown qualities. So far we know that low applied heat produces a slow burn with results similar to coal, electromagnetic energy can be drawn from it, and depleted gavrilium has a dangerously low temperature.
Caelium: A metallic substance capable of affecting gravitational fields. When a current is applied it rises above the ground at a level proportional to the strength of the current, and will move if tilted. Can be used to make alloys with other metals.
Myomer: A synthetic fiber that mimics biological muscle, but with a much greater power-to-weight ratio.
Chemical Compounds: Represents the industry required to maintain a high demand of chemicals.
Nymph Rose: An imported flower containing many mysteries.
Salvios: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Gavrillium, 2 Myomer, 1 Caelium // 100% Control (Radio Coverage), (Transdimensional Communications)
Lowlands: 1 Ent., 1 Ore, 1 Caelium, 1 Gavrillium // 100% Control
Desert: 0 Ent., 1 Ore, 1 Chemical Compounds (2/3 Resources) // 100% Control
Plateaus: 1 Ent., 2 Ore, 1 Caelium // 100% Control
Badlands: 0 Ent., (0/3 Resources) // 100% Control
Rolling Hills: 1 Ent., 1 Caelium (1/3 Resources) // 100% Control
Volcanic Range: 0 Ent., 1 Caelium (1/3 Resources) // 100% Control
South Peaks: 3 Ent., (0/3 Resources) // 100% Control (Radio Coverage)
Savannah: 2 Ent., (0/3 Resources) // 75% Control (Contested)
South Crossing: 2 Ent., (0/3 Resources) // 100% Control (Radio Coverage)
Fortress-City Harren: 4 Ent., (0/? Resources) // 100% Control (Radio Coverage)
Ore: 6
Oil: 2
Wood: 2
Gavrillium: 3
Myomer:: 2
Caelium: 5
Chemical Compounds:: 1
Nymph Rose: 0
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Enhanced Fortification: Due to advancements in Salvios a sector can be brought to max Entrenchment with a Revision. Max Entrenchment Level has also been raised to four (4).
Improved Endurance: Thanks to technological advancements, our forces see an overall increase in endurance and stamina.
Transdimensional Communications: We can communicate with nations from different times and spaces.
United Forenian Alliance: Thanks to the sharing of info with our interdimensional ally we have generally better pilots.
UF-39-APC "Salamander" Pattern-B - Converted into Apibaru
Espionage Credit x1
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP) (OBSOLETE)
--ARA Model-1916A "Medea" Self-Loading Rifle: An upgrade of the Modea swapping the 12-round en-bloc magazine with a 25-round detachable box and added 2x a magnification sight. Still suffers from occasional issues. Costs 2 Ore and 2 Wood. (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to SparkPack deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (CHEAP)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling. Includes sunglasses for the intolerable Salviosi sun.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (CHEAP)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
--ARA Model-1916 "Frostgiant" Nike Upgrade Package: A Nike with the armor replaced with Cold Steel as well as pouches meant to hold plates made of a K-Wool/Chemical resin for additional protection past the armor. Cold. Costs 4 Ore, 2 Gavrillium, 5 K-Wool, and 3 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
--"Repentant" AA Truck: A Faithful converted into a hovertruck, with it's cargo capacity replaced with a 60mm autocannon. Can reach 67 km.h and has six support struts for bracing. Costs 5 Ore, 3 Gavrillium, 3 Caelium, 3 K-Wool, and 2 Chemical Compounds. (CHEAP)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (EXPENSIVE)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm Caelium Steel armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 18 knots/33kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. D-rings provide the ability to strap things securely into place. Moderately power-hungry, and very ambitious. 9 Ore, 3 Gavrillium, 4 Caelium, 3 Chemical Compounds. (VERY EXPENSIVE)
--ARA-1915NC-AAL/b "Nodens": A Neptune without the Gravity Deflectors. Otherwise there is no difference between the two. Costs 8 Ore, 4 Caelium, and 2 Gavrillium. (EXPENSIVE)
Aircraft..?
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (EXPENSIVE)
Odysseus Class Interceptor: A metal dart originally meant to be a ground-breaking aircraft to provide Abbera aerial supremacy. Reliably hits the ground. Costs 6 Ore. (CHEAP)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 6 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
----RSN 1916-COR/ASS “St. Thaddeus”: A St. Marie with updated Aligned Caelium propulsion, a radio system, and the 40mm cannons replaced with double-barrel 60mm autocannons. Can reach 55km/h. 7 Ore, 5 Caelium, 2 Gavrillium, 2 Kinetic Sheep, and 3 Chemical Compounds. (EXPENSIVE)
--RSN 1913-COR/ALS "Mother Orleans" Aircraft Launching Ship: An Orleans with the Gorgon replaced by a catapult launcher for a pair of Odysseus craft. Cost is tied to Odysseus deployment.
The Sky Tyrant: A 350m long skybourne battleship. Armament consists of 2x triple-barrelled 420mm gravitic Jotunn-based guns and 12x 155mm Gorgon-based guns, as well as dozens of 60mm autocannons. Utilizes HESHRP, WHKM420mm, and Rime shells, as well as standard HE and AP for the smaller guns. 500mm K/C Composite and Cold Steel armor provides protection from enemy fire and produces a cloud around the ship and Gravitic Shield Projectors deflect many shots. Lift and propulsion systems give the ship a speed of 33 knots or 61km/h. A Radio suite provides (Radio Coverage) where deployed. IS CONSIDERED AN [OFFENSIVE DESIGN] AND IS ALWAYS A (NATIONAL EFFORT).
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Miscellaneous
Tiny Plastic Barragan: This is a tiny plastic Barragan Attack Corvette. It's got a lot of tiny places for tiny guns, and would probably be quite fearsome if you were also tiny. The bottom of the base reads "Series 2, 4/64 (R)". (VERY EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.