Core thread This faction inhabits a vast mountain range.
Military hardware mecha starting equipmentMHM unique mechanic: Overload, reactors fail hot instead of safe, giving a Meltdown Mode with boosted power output before your reactor finishes cooking you into slag.
MHM mechs are significantly less expensive. As such prices are for a production run of 4 mechs
Frame choice of:Stealth frame: Detect this! Has a decent capacity rating and built in information warfare equipment, including adaptive camo, ECM, and anti radar systems. Midrange in terms of weight and speed, costly. 8 funding, 2 industrial capacity
Legs/mobility choice of:Digitigrade legs: backwards bending legs, boosted leaping ability, lower to the ground. 2 funding 1 industrial.
Starting weapon(s):
Harken launcher array: High powered grappling wire anchors, utilizes railgun tech to fire incredibly heavy grappling anchors at speeds high enough to kill tanks. 1 funds 1 industrial capacity
HMG: exactly what it sounds like, a heavy machine gun. Good against light vehicles and infantry, along with aircraft. 1 funding 1 industrial capacity
Missile pod: A missile pod stripped from a heli, limited ammo, but capable of targeting both armored land targets and flying foes with equal ease. 1 funding
Tether: rather than having its own power source this mech uses a cable hooked up to the city’s power grid. Cheap, but has all the downsides. Free
Micro fission reactor: a very small nuclear reactor, overloading it will be incredibly dangerous, but it can run for prolonged periods of time and provides a lot of power. 3 funding 4 industrial capacity
Man-machine neural interface: Provides feedback and decent control, free on all mechs.
Support unitsMissile militia: Surface to anywhere missile launchers and AK 36s given to a group of poorly trained militia, what could possibly go wrong? May or may not rout as soon as they are confronted with enemy forces. 1 manpower 1 funds
Howitzer battery: high powered long range artillery, struggles against smaller targets. Immobile, but relatively cheap for the amount of firepower it has. 1 per battery 1 industrial capacity, 1 funds
Ultraheavy plane: Lots of bombs, lots of paratroopers. Massive and hella expensive, also slow, both in flight and at rearming/refueling. 3 industrial capacity 10 funding
Heavy tank: High firepower, low mobility, can take a ton of punishment before dying. Equipped with two heavy miniguns and an anti tank gun. Hella slow, exceptionally vulnerable to air strikes. 2 industrial capacity 5 funding
Fighter plane: Exactly what it sounds like, a fighter jet, effective against enemy air units, less so against ground targets. Has some problems with the engine giving out in humid conditions. 1 industrial capacity 2 funds
Heli: a heavily armed helicopter, effective against most targets with its missiles and machine guns. Modular, can be re equipped to suit a wide variety of situations, don’t try to run its engines in humid areas. Current loadouts, standard, Recon: no guns but has a sensor suite +1 funds, Light transport: Capable of carrying a single squad -1 funds. (cheaper)
Base cost for standard loadout: 2 industrial capacity 3 funding.