Year 1917 A.C. Hot Season, Design Phase
Proposal: MHT-17 "Vanguard" Medium Hovertank
The vanguard is a caelium powered hover tank that is slightly larger than the Gendarme. It has a turret mounting a 100mm cannon and a coaxial scythe. This cannon borrows the recoil system from the Gorgon and adds k-wool padding to further reduce recoil. It has a variety of shells that can be fired including Rime, HE, Wickerman and AT. The turret has a built-in coincidence range finder and 2x optic for the gunner. The turret is turned by an electric motor allowing fast rotation. It is propelled by a number of aligned caelium thrusters, with a few on the sides allowing the tank to have more freedom of movement. Mounted on the front is a T shaped piece of metal. This piece of metal can be unfastened by a bolt and replaced easily in the field. Its purpose is to trigger enemy anti-tank mines early. At the back of the tank, there are force projectors similar to those that are used in deflection shields but are significantly weaker. These uniformly push down on the ground as the tank passes over it, triggering anti-personnel mines as it passes. The tank mounts a courier man radio to stay in contact with friendly forces. (Edit)The tank also has a sprayer system that can spray a mist of anti-rime agent. Since anti-rime agent is neither flammable or toxic it is safe to mount the tanks for it externally, saving on the already limited internal space of the vehicle.
In terms of armour, it has sloped armour with the following composition; an outer layer of 30mm cold steel, and then 6 layers each comprised of 1mm k-wool and 19mm of c-steel, all of this has a thin inner anti-spalling layer of k-wool. There is additional slat armour on top of that aimed at reducing the effectiveness of their ammunition. It's about 7mm. The rear of the tank is weaker in and has 10mm less cold steel.
Difficulty: Theoretical
Result: 9 (6+6-3) =
Above AverageThe
Gendarme has proven it's worth, but it's becoming increasingly apparent that it is a foreign design. Using what we've learned of armored landships we've created our own
Vanguard.
The body of the
Vanguard was fairly simple to come up with - we've been using hovertrucks for years, so making a tank hover took a simple adjustment of numbers. While the 120mm KC Composite, additional 30mm Cold Steel armor (20mm in the back), and 7mm armor slats over the more vital areas of the tank are certainly heavy, we've created powerful, compact enough systems to manage to get it to hover without making it
unnecessarily massive, but just so when under a combat load. A loosely-attached T-bar that can be pinned into a slot at the front of the tank works to trigger magnetic mines at a safe distance ahead of the
Vanguard. There
is a series of small gravitic projectors at the back of the tank, but they aren't too effective, instead forcing the rear of the
Vanguard upwards by a few centimeters and kicking up dirt behind them. Notably though, when the projectors are disabled and the tank drops back to it's normal height it receives a small burst of forward momentum. Observers note a low screeching emanating from the vehicle while the projectors are active, but it's nothing more than light interference between the tank's gravity fields. The
Vanguard can reach speeds of 30km/h.
The turret contains a 100mm gun hand-loaded with a wide variety of our different munitions, giving it a lot of flexibility at the front but little ability to maintain a consistent specific engagement type. The
Vanguard can attain a rate of 8-10 rounds fired per minute. The kick of the gun is a
little more powerful than the K-wool can compensate for, so four landing struts were added to the bottom of the tank to give it the ability to stabilize itself.
External tanks and sprayers outside the tank can be triggered to disperse a mist of chemicals around the tank (currently Citric acid for D-
Gavrillium neutralization), but are vulnerable to small arms fire and shrapnel.
A radio allows the
Vanguard to coordinate with one another as well as nearby forces.
While this "medium" tank performs fairly well, a relay switch responsible for the transmission of power to the forward gravitic drives often malfunctions. Design of the
Vanguard means a crewman must exit the tank and make the repairs at the rear of the vehicle while exposed to the enemy. This is complicated further by the need to work around the Cold Steel plating and poor positioning of the relay.
The
Vanguard is a sizeable vehicle at sizeable cost at
10 Ore,
5 Caelium,
5 Gavrillium,
4 Kinetic Sheep, and
3 Chemical Compounds, making it
(Theoretical) and something we are unwilling to risk on the field at this point.
----------------
You've come up with a fantastic concept. It's time to decide to improve upon it further or alter something else. [I also think I forgot to add your espionage credit into the spoiler for the song last turn, lemme fix dat].
IT IS NOW THE REVISION PHASE.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. (VERY 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)
ARA-1917MP-MHT "Vanguard": A hovering tank with a 100mm cannon, covered in 120mm of a K/C Armor Composite and 30mm of additional Cold Steel armor plating (20mm rear) and possessing armor slats over the tank's more vital areas. Uses a T-bar to trigger magnetic mines and a rear gravitic array to try to detonate pressure-sensitive mines but instead performs the gravitic-equivalent of a "burn-out" the rich kids do nowadays with their cars. Utilizes Rime, Wickerman, HE, and AP rounds. Fires 8-10 RPM and reaches 30 km/h. Has stabilizing struts and a power transmittting issue that requires intensive work for an exposed crewman. Utilizes a spray system for citric acid dispersal. 10 Ore, 5 Gavrillium, 5 Caelium, 4 Kinetic Sheep, and 3 Chemical Compounds. (THEORETICAL)
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 7 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 7 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, but cannot be cheaper than the Orleans.
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.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 2 Kinetic Sheep, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Ore, 1 Gavrillium, 1 Chemical Compounds (3/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., 1 Caelium (1/3 Resources) // 100% Control
North Peaks: 2 Ent., (0/3 Resources) // 100% Control (Radio Coverage)
Plains: 1 Ent., (0/3 Resources) // 100% Control
North River Crossing: 3 Ent., (0/3 Resources) (Radio Coverage)
Savannah: 2 Ent., (0/x resources) // 15% Control (Contested)
Ore: 6
Oil: 2
Wood: 2
Caelium: 4
Abberan Kinetic Sheep: 2
Chemical Compounds: 2
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
T2 "Breaker" Tank - Converted to Gendarme
Espionage Credit x1
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.
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.