Design Phase, Cold Season 1940 AC
Proposal: "Behemoth" Assault HovercraftThe recent discovery of Caelium and Gavrillium has given rise to some rather extreme ideas amongst the design teams. One, in particular, has gotten an unfortunate amount of funding. They've transplanted an 8in gun turret, armor and ammunition handling and barbette included, from a crippled Mukebaza heavy cruiser into a..."tank". The turret, with much-reduced ammunition stores and therefore a shortened barbette, sits on top of an oval-shaped body, the main turret mounted slightly above a set of 6 120mm twin enclosed gun turrets off of Silada destroyers, facing in all directions. Cutouts in the lower faces of each turret and alterations to the elevation gear allow the 120mm and 200mm turrets to depress far enough to hit very close ground targets. Lower down on the body, in sponson-esque mounts, are ASH weapons aimed to sweep the ground near the vehicle to destroy infantry or anything that escaped the notice of the other turrets. Also included are numerous MGs aimed to cover every possibly angle. And one armored viewport on the bottom, that allows the crew to ascertain whether anything has taken shelter underneath them. If anything does, the gravity system is slowly powered down and the annoyances are crushed before operations resume.
The vehicle is powered and moved by a combination of a Gavrillium-based power source, the "Gavreactor", and a form of Caelium that counteracts gravity...and causes the entire vehicle to hover a few feet above the ground. The Gavreactor powers the large amount of Caelium necessary for this, it uses 'Aligned Gavrilium'; Gavrilium that has been heated to melting point, combined with a number of alloying agents, then cast and cooled under the influence of a strong magnetic field. Put simply, when in a magnetic field, Aligned Gavrilium generates heat on one side, and cold on the other (proportional to the strength of the field). How? Don't ask. Which is to say, Aligned Gavrilium does eventually 'deplete', but 'sane' physicists assure us that the process is impossible regardless. Anyway, with rods of Aligned Gavrilium in hand, creating a super-efficient reactor is child's play. One need merely exploit the considerable temperature differential between the two ends of the rods, which in this case we have done by creating a closed-circuit of purified water. The water is turned into super-heated steam on one end, passes through a turbine, and is rapidly cooled into near-freezing water on the other. To modulate the reactor's power, the electromagnets used to generate the magnetic field can be adjusted.
The Caelium system is created by alloying Caelium with some iron that was found in a Well, and then blasting sound at it from some direction. This creates a field of directional gravity around the system, which can be influenced and altered in shape by a adding much smaller units of the system in other locations. This field is capable of almost exactly cancelling out the gravitational effect of the Earth on the ship, and can be altered to provide omnidirectional propulsion or turning power for the vessel, not that it normally needs to turn.
This system allows the Behemoth to hover over any terrain and move at a reasonable speed despite its humongous mass. It will be capable of participating in amphibious assault despite being mostly a land vehicle. Internally it can carry many troops in the space left in the hull underneath the 5" guns, which do not need anywhere near the same vertical space as the 8" triple turret.
The Behemoth is heavily armored, with 150mm of armor on the bottom of the vehicle, splinter protection on every magazine, 200mm of armor on the outward faces, and 80mm of armor on the top. A thin layer of 15mm steel is used as spaced armor. The 200mm triple turret is protected by a 200mm turret face and 150mm turret sides and back and an 80mm armored roof, while the exposed portion of the barbette is armored with 200mm again. The internal portions of the barbette have their armor reduced to splinter protection.
There's only one of them, but the "Behemoth" is a large and powerful device we hope to use to break any defensive line, even those located across the straits from us.
Difficulty: Normal
Results: (5+3) (5+5)=10,
Superior"Behold now behemoth, which I made with thee; he eateth grass as an ox."
After getting in touch with our homeland there was a trade of some pretty interesting ideas. One of these ideas was a landship, but our fellows could only theorize with what little Gavrillium and Caelium they had gotten to experiment with from refugees. We took their plans and ran with them.
"His bones are as strong pieces of brass; his bones are like bars of iron."
The
Behemoth is a massive "ground-based" vehicle with an ovoid shape covered in 200mm armor
just about everywhere save for the 150mm armor on top of the thing, with an extra 30mm layer of spaced armor. The vehicle measures at 30m in length and about 20m at it's widest point, with a height of 12m. The body of the
Behemoth also tapers inward from bottom to top in order to increase effective armor thickness and improve the chance of a deflected shot.
"Lo now, his strength is in his loins, and his force is in the navel of his belly."
At the center of this monster we installed what we call a GavReactor. This large construction uses Aligned Gavrillium, an alloy of the freshly-attained Gavrillium and copper and immersed in a powerful electromagnetic field during the entire process. Aligned Gavrillium has a positive and negative end, where the positive end absorbs heat and the negative end expels it. The temperature differential can be modified based on the strength of the electromagnetic field it is within, with the Earth's natural magnetosphere causing almost imperceptible radiation of heat and cold. The reactor provides power thanks to a large closed-circuit pipe of purified water that passes through a steam turbine as steam (woah) thanks to the Negative end before the Positive end converts it back into water. The GavReactor is capable of providing power to every system and subsystem on the
Behemoth. While we've measured decay in Aligned Gavrillium used within the GavReactor, it is so miniscule that it should be years before it needs to be replaced. We expect this to be very difficult to replicate elsewhere, but the effort could be worth it.
An adjacent soundproofed chamber houses a Tonal Caelium Drive, a device built around a large sphere of refined Caelium alloyed with Welliron and anchored to the ship. The Caelium Core is surrounded by speakers that emit a highly directionalized hum when activated. When agitated, the Caelium Core produces a strong gravitational field that pulls on the core in the direction of the sound, as if it's trying to reach out to the source. Higher frequency sounds create more intense fields and allow the
Behemoth to move at speeds of 30km/h even with all it's mass. The Tonal Caelium Drive allows omnidirectional movement, and a series of smaller Rotational Drives installed at the front and back of the vehicle allow it to turn fairly quickly relative to it's size.
"He is the chief of the ways of God: he that made him can make his sword to approach unto him."
6x2 120mm guns are positioned equidistantly around the
Behemoth's main gun and are capable of depressing enough to fire shots at close targets - but not close enough to damage the
Behemoth itself, obviously. The primary gun is a triple 200mm turret mounted centrally and also capable of firing at relatively close targets thanks to it being raised enough to depress effectively. Each turret is fully protected with 200mm armor, as is the exposed portion of the 200mm gun's barbette. Splinter protection provides some level of internal defense as well.
"Surely the mountains bring him forth food, where all the beasts of the field play."
The
Behemoth has a good bit of extra space that can be used to transport a cohort of soldiers when assaulting positions. Over a dozen well-protected sponson guns utilizing
ASHes dot the sides of the ship. The
Behemoth is also
lousy with machine gun mounts currently utilizing
Musakilas in order to cover every angle of approach. When in close-combat with the enemy, the
Behemoth is also able to sit over enemy positions and lower itself onto them, crushing softer or smaller targets (which are admittedly most things) should it need to. A number of hatches and a rear ramp allow infantry to disembark and assault positions directly that cannot be pulverized by the
Behemoth.
"Behold, he drinketh up a river, and hasteth not: he trusteth that he can draw up Jordan into his mouth."
The
Behemoth is a large, versatile, novel vehicle capable not only of engaging forces on land, but at sea as well. While it's combat ability in a naval engagement would be somewhat limited, it's ability to support a coastal assault cannot be understated. It can provide fire support to rival smaller naval vessels while providing more direct support as well as the capability to break through - or completely bypass if the captain is ballsy enough - enemy positions.
The
Behemoth is and always will be a
(NATIONAL EFFORT). We expect to see it crush many an enemy, though no doubt our homeland will want to take a larger bite of the powers afforded to us by Gavrillium and Caelium.
Accompanying text was discovered in local ruins as part of a fairy tale novel.Proposal: Mutant Rose | Xilmal JagpalSorry Nuke, I had to cut it to meet the character limit and I didn't feel like opening up another tab. Looks like I have to start separating the armories from the updates now. Here's the link tho
Difficulty: Very EasyResults: Pain. It was all Xilmal really felt. Her vision was shot. Her body, broken. But her spirit, her will, those remained untouched. She was a prime soldier before her traumatic experience behind enemy lines, and while none knew her story but herself, everyone understood the disarray among the defenders of Talwar Beach was solely her own doing.
She was rescued, but recovery seemed impossible. She was therefore the perfect candidate for experimentation with the Mutant Rose.
Botanical studies in the homeland had been focused on research into the double helical molecule known as Deoxyribonucleic Acid, or DNA, and it appeared to be present within human cells as well. With the knowledge of the effects the Mutant Rose has on local wildlife, Genetic Engineers began work in earnest on creating a means of controlling the mutation. While they dabbled with the more common Mutant Roses at first, they ultimately decided to utilize the Painted Mutant Rose, a vibrant flower with each petal a different color. Being rare even among Mutant Roses (being themselves a mutant of the species unable to breed), they are unlikely to be utilized for anything meant to be deployed en masse.
First, Xilmal needed to be stabilized. While she wasn't dead, her health was deteriorating rapidly enough that she'd be gone within a week.
She had been in a medically-induced coma for three days. During that time her body attempted to mend it's many wound. It did so. Spectacularly. She came to on her own as her body countered the effects of the drugs being pumped into her. Over the course of 24 hours after introduction of Painted Nectar her body had healed over, leaving nothing behind to give away the fact that she'd been uncomfortably close to death, not even scarring. Others were not so lucky, as half of the remaining subjects died from injuries that refused to heal.
While other subjects seemed to reject their Painted Nectar treatments once they'd healed, for some reason the Painted Nectar within Xilmal continued to work it's mysterious magic on her body.
Xilmal reported feeling uncomfortable as her body changed ever so slightly, adding a couple inches of height and increasing muscle density over the next couple days. Physical tests showed a dramatic increase in strength and endurance as she broke world records at every single turn. Running speed and time, lifting and carrying ability, leaping capability, lung capacity, all of these measured quite literally off the charts the Genetic Engineers held.
The day after breaking just about every record athletes the world over cared for, Genetic Engineers noted her eye color had shifted from an almost black brown to a bright orange. Visual tests revealed her eyesight to be an unprecedented 20/2, as well as the ability to see in nearly no-light conditions given a moment to acclimate. Audio tests also showed an ability to detect a range of sound twice as large as a standard human's without any negative effects from louder noises tested up to 140 dB.
Day after day new things were discovered. Her bones proved unbreakable. Her skin became resistant to cutting and would stiffen in response to blunt force. She had "learned" to moderate chemical production within her body, allowing her to control her output of adrenaline and temporarily boost her augmentations even further. Eventually the Genetic Engineers ran out of tests and began to throw everything they could at her - up to and including driving a truck at her at full speed while she was blindfolded and shackled to the ground (she ripped the shackles out of the ground and decimated the engine of the truck with a powerful swing of the chain as she sidestepped the vehicle) and live-fire combat exercises (she completed a massive obstacle course covered in LIE gas without a mask while under constant fire without getting hit).
Near the end of her evolution, Xilmal's regenerative ability was tested once more. At first it was a cut across her shoulder blades. The skin began to mend before the cut had even finished. A deeper stab saw the blade being forced out as the flesh tried to heal within moments of being penetrated. Then it was the loss of a finger. It regrew seconds later. Then a hand. Forearm. Leg. Xilmal mentioned a level of of pain well within her tolerance with every operation, but was very calm as every removed part grew back rather quickly. While it was assumed her regeneration was linked to nutrition in some way, two very peculiar things were discovered during the final days of Xilmal's treatment, in particular about her skin.
Her cells had been augmented heavily enough to photosynthesize. So long as she stayed hydrated (which proved not to be a problem as her body stored water with unprecedented efficiency) Xilmal was able to nourish herself with sunlight. So long as she wasn't trapped underground for a month, Xilmal would be quite capable of full functionality without the need to eat. The second peculiar discovery, one which led to quite a scare, was an ability to alter the color of her skin at will. This chameleonic ability was
insanely powerful, and save for her clothing and profile, she could blend in perfectly with her surroundings.
The Painted Mutant Rose's Nectar seems particularly unstable. (This is just a narrative justification for why you could make mutations that can effect Xilmal without needing to subject her to more experimentation.)
Such successful experimentation with the Painted Mutant Rose will likely impact further efforts in utilization of more common colors of the Mutant Rose.
Xilmal Jagpal, Sui Centurio, will always be a
(NATIONAL EFFORT). She has become more than human, and we expect to see her bring a swift end to many Initharian ambitions.
Results: (6+6)+2=14,
Unexpected Boon (Only needed to roll once)
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You've got two revisions to work with. Remember that the Research Credit bonus still applies to any National Effort action!
IT IS NOW THE REVISION PHASE!The Rupture: 3 Ore, 2 Oil, 2 Wood, 2 Wellmaterials
The Mesas: Ore, Pact Caelium, Empty (2/3 Nodes)
Badlands: Gavrillium, Wellmaterial, Caelium (3/3 Nodes) [Glas Bolg Transporter x2]
Desert: Oil, Wellmaterial, Pact Gavrillium (3/3 Nodes)
Volcanic Range: Empty, Pact Caelium, Empty (1/3 Nodes)
Burning Hills: Pact Caelium, Ore, Empty (2/3 Nodes)
The Wastes: Empty, Empty, Empty (0/3 Nodes)
South Peaks: Pact Gavrillium, Pact Gavrillium, Empty (2/3 Nodes)
Southern Stormlands: Empty, Empty, Empty (0/3 Nodes), Heavy Pact Presence
The Mudflats: Empty, Empty, INITHAR (0/3 Nodes)
North Peaks: INITHAR, INITHAR, Empty (0/3 Nodes)
E. Boiling Seas: Total Control
W. Boiling Seas: Total Control
E. Maelstrom: Significant Initharian Control, Pact Fortress In Strait
W. Maelstrom: Light Initharian Control, Pact Fortress In Strait
Ore: 5
Oil: 3
Wood: 2
Wellmaterial: 4
Mutant Rose: 0
Gavrillium: 1
Caelium: 1
Land
Samarata 1902: A 7mm bolt-action rifle with a 5-round box magazine effective out to 1000m. Light, reliable, and can utilize a variety of sights. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-32a: A Pact weapon firing 12.5mm FMJ/GE rounds. Recoilless and relatively light thanks to the use of Caelium throughout the design. Fires 1200RPM and uses a 30-round box magazine fed to the bottom of the weapon. Light, but not as light as we imagine a standard SMG would be. Costs 4 Ore, 3 Caelium, 3 Gavrillium. (VERY EXPENSIVE)
Mk.III Musakila Machine Gun: An 8.5mm automatic machine gun utilizing 20- or 40-round box magazines. Rate of fire is sacrificed for an effective range of 1200m. Costs 4 Ore. (CHEAP)
Autoresonant Siege Horn: A tube capable of "firing" sound at an object after detecting it's resonance frequency (or after it's manually dialed in). Nearly 1.5m long and lightweight. Air canisters are screwed into the back to provide air for "ammunition" to "play" the weapon. Extremely effective against a wide range of targets, but limited to use within 100m. Cost 4 Ore, 5 Wellmaterials. (CHEAP)
Niramata Mk.II Heavy Mortar: A 105mm mortar utilizing HE, Smoke, and LIE Shells. Rifled barrel gives solid accuracy out to it's max range of 4km. Costs 5 Ore. (CHEAP) (LIE Shells[C])
Havezara-108 Mk.IV: A 108-mm artillery piece on a split-tail carriage and easily towable with a barrel that can be pulled back to reduce profile. Reliable and effective. Currently fires HE rounds out to 16km. Has a gun shield for some protection. Costs 6 Ore. (CHEAP) (Lie Shells[E])
Katarani Medium Tank Mk. I: A lightly armed medium tank with a 70mm gun with relatively low ammo stores and a Musakila on the turret. Protected by 80mm frontal and turret armor, 50mm elsewhere. Thin spaced armor provides questionable protection against standard munitions but serves it's purpose in triggering refocyte munitions. Wellbronze agitators in the engine and fuel tanks allow diesel fuel use in devastating cold, but can break off and damage the engine. Wellsap lines the interior of the tank and the engine compartment. Costs 7 Ore, 4 Oil, 5 Wellmaterials. (VERY EXPENSIVE)
Sikari Mask Mk.III: A gas mask/wellwood flute that resembles a bird's face. Evokes a stronger emotional response than the old flute. Costs 4 Wellmaterials. (CHEAP)
Legion Issued Explosives: A satchel of 8 dirty pipe bombs that rarely work and when they do are often suboptimal. Blasting cap sets off a volatile compound that also causes severe damage to mucus membranes. L.I.E. is unreliable in every sense of the word. Costs 4 Ore and 4 Oil. (CHEAP)
-Legion Issues Explosives Set: A satchel of 8 pipe bombs (3HE, 3Frag, 2Chem) compatible with a variety of triggers including a pull-pin, pressure plate (set to 200kg), timer, and electrical wire. Loses grenade functionality but greatly increases reliability. Costs 7 Ore and 4 Oil. (EXPENSIVE)
Wellshrubbery Mk.II Concealment Kit: A kit containing seeds and a noisemaker for growing wellshrubbery. Needs a lot of loud noise and a bit of water to grow. Plants are hardy, durable, and dense. It roots firmly to most surfaces and can last for a few days before withering away. Costs 6 Wellmaterials. (EXPENSIVE)
Strings of Motion: Specially-made string instruments using a variety of Well-based materials to produce an effect of mildly quickening the body. Military use sees armies covering a bit more ground than one would expect. Costs 6 Wellmaterials. (EXPENSIVE)
Legionary "Terra Nova Expedition" Uniform: A tough uniform that comes in one of three colors with hot and cold weather variants. Basic kit includes a machete, gas mask, excellent boots, and smooth shades. Helmet is shaped like a rimmed dome. Worn by all Embrallish soldiers.
Rogi Hunter-Killer Vehicle: An open-topped 4 crew vehicle with a 50mm cannon, hits speeds around 45km/h, and is protected by 30mm front armor and 20mm of armor everywhere else. Has a pintle-mounted machine gun. Fast and agile, more than adequate for heavier hit-and-runs. Cost 5 Ore and 3 Oil. (CHEAP)
Xilmal Jagpal, Sui Centurio: A heavily mutated, but not readily apparently so, supersoldier unlike anyone else alive. Capable of extremely rapid regeneration, strength and speed more than double that of the (now second) strongest and fastest humans, enhanced hearing, 20/2 vision, unbreakable bones, damage-resistant skin, an extremely impressive lung capacity, and imperviousness to chemicals not regulated by her own body, which she also has total control over. Photosynthesizes for sustenance, and has at-will chameleonic skin. Always a (NATIONAL EFFORT).
"Behemoth" Assault Hovercraft: A 30m long, 20m wide, 12m tall, ovoid armored hovercraft. Protected by 150mm top armor, 200mm armor elsewhere, all with 30mm of additional spaced armor. Armed with 6x2 120mm guns and a central 200mm triple turret, with dozens of ASHes and Musakilas supplementing it's firepower. Can transport a fair number of soldiers. Uses a GavReactor for power and a Tonal Caelium Drive for propulsion. Has a top speed of 30km/h. Always a (NATIONAL EFFORT).
Sea:
Submersible Engineered Aquatic Litter Diver Propulsion Vehicle and Rebreather: Essentially a torpedo with a seat that moves at a cool 3 knots. Provides slow but relatively reliable transport for individuals underwater. The rebreather system functions, as do the controls. Not too impressive, but works nonetheless. Costs 6 Ore and 5 Oil. (EXPENSIVE)
'Sharak' Oxygen-Enriched Submarine Torpedo: A poorly constructed and poorly tested torpedo with great range and piss poor reliability. Has a couple different fuses, but those hardly ever work anyways. Still, when it works, it works. Costs 4 Ore and 3 Oil. (CHEAP)
Mamkirali Naval Lander: A large tracked amphibious transport capable of transporting 22 soldiers or, currently, a single Havezara and crew. Forward cabin has a cupola to provide Commander with 180 degree FoV and protected by 20mm armor. Cargo compartment is protected by 10mm armor and is left uncovered due to fumes from the engines venting into it. The pipes also transport Wellquartz noise from a mechanism installed in the engine, boosting mood of troops within. Has two rear-mounted Musakilas. Costs 5 Ore, 3 Oil, 4 Wellmaterials. (CHEAP)
Hetham-Class Submarine: The Hetham is 77m long and is capable of going 12 knots surfaced and 6 submerged. It is armed with 4 bow and 2 stern torpedo tubes and can carry 20 torpedoes, and comes with a single 80mm deck gun. Utilizes WellSonar for improved detection abilities and has basic communication equipment. The engine room has a WellSap coating to dampen noise. Costs 3 Ore, 3 Oil, and 4 Wellmaterial. (CHEAP)
Silada-Class Destroyer: A 115m long ship with 120mm belt armor and 100mm elsewhere. Travels at 38 knots. Armed with a quintuple torpedo mount and 3x2 120mm rapid firing dual purpose guns capable of firing AP, APHE, and Flak shells. Utilizes WellSonar and has basic communications equipment. Space between armor and hull is filled with WellMoss to provide some quick patching over wounds in combat. Costs 5 Ore, 3 Oil, and 4 WellMaterials. (CHEAP)
Mukebaza-Class Heavy Cruiser: The Mukebaza is a 186m long ship utilizing 4 propellers powered by 4 steam turbines to give the ship a 30-knot speed. It is armed with 3x3 200mm guns, 4x2 120mm guns, and 10x2 20mm AA guns. Armor consists of 80-150mm at the belt, 80mm at the deck, and 100mm on the conning tower. Utilizes WellSonar for improved detection abilities and has basic communication equipment. Costs 5 Ore, 4 Oil, and 3 Wellmaterials. (CHEAP)
The Leviathan: The submersible flagship of the Great Fleet. Massive, dependable, and armed with 32 torpedoes and four 25mm autocannons. Can stay asea for nearly a year. Cramped, but well-stocked. Uses a variety of wellmaterials to improve it's sonar systems while making itself practically invisible to them. Survivability is improved thanks to a pair of internal hulls running the length of the ship as well as three more specialized internal hulls. Always a (NATIONAL EFFORT).
Air:
Mk.II Baza Fighter: The Baza is a gull-winged single-propeller aircraft capable of speeds of 380km/h. It has two machine guns in the nose and carries two 50kg bombs. Armor is practically nonexistent. Costs 3 Ore and 3 Oil. (CHEAP)
Special:
Unique Resource - Wells: Wells are strange, relatively poorly understood subterranean environs housing any number of forms of cave-adapted life whose parts can be used to manipulate the world through sound.
-Wellquartz: A mineral found within wells that evokes a range of blissful feelings with intensity dependent on the tone.
-Wellbronze: A metal capable of detecting sound and responding with vibration. Electrical current focuses the detection cone and increases sensitivity and clarity.
-Wellvine Sap: A plant extract that can be processed into a resin capable of absorbing and nullifying sound. The resin is also brittle and inflexible.
-WellMoss: A dense moss that grows relatively quickly when exposed to water and sound, sustains poorly when not submerged. Can be destroyed through consistent direct application of fire.
Unique Resource - Mutant Rose: A strange flower found on Harren that augments and mutates living things.
-Painted Rose Nectar: An extremely rare flower that's been processed for it's mutative abilities. Very potent. Designs using this are always a (NATIONAL EFFORT)
LIE Shells : Shells used for indirect fire that disperse a highly lethal chemical cloud. Available at one Expense Level above LIE on any weapon tagged (LIE Shells), with current shell cost in brackets for easy reference.
Aligned Gavrillium: Specially treated Gavrillium that has a Positive Cold end and a Negative Hot end.
Traits:
Well Of Knowledge: The Embralish Empire is always very well informed on their opponents. While the means is not always know, it is almost always spot-on. Any credit can be replaced for an Espionage Credit, and espionage rolls gain an extra roll. A small bonus is also applied to rolls for designs related encryption, decryption, and infiltration.
Sea Wolves: Our submersible fleet has proven itself to be lethal and fearsome, and more resources have been dedicated to our submersible fleet. Submersible ships and related designs and revisions are one difficulty lower.
Old World Blues: The Initharians are keen on using Abberan successes to their advantage. With engagements at close range, and plenty of fighting within trenches and bunker complexes on the horizon once someone manages a foothold, we've decided to dedicate manpower and resources to developing Close-quarters weaponry not unlike that used by our tunnel rats at home. Close-Quarters weaponry has it's difficulty level reduced by one tier.
Research Credit x1
Espionage Credit x1
M1 'Nima': 8mm rounds, 10-round box magazine semiauto rifle. Effective range of 425m. Almost perfectly silent save for the sound of the refocyte firing mechanism striking and triggering the rounds. 75cm long, weighs 3.6kg. (CHEAP)
M2 'Haaheo' Heavy Rifle: 9kg, 100cm long 8mm rifle utilizing refocyte battery-charged refocyte plate to fire rounds (some refocyte) out to 850 meters. Functional against light armor with the use of Refocyte bullets. Has bipod and scope. (CHEAP) (Refocyte Bullets)
-M2.1 'Haaheo-B' Rifle: A 7kg version of the Haaheo sans bipod. The rifle is balanced with the battery mounted forward of the receiver. Unknown properties involving refocyte lead to reduced RoF. (CHEAP) (Refocyte Bullets)
M1 'Kakala': 8mm Light Machine Gun, utilizes 30-round box magazine or 80-round pan magazine that feed into the top of the gun. Effective range of 500m and is practically silent save for the rapid clapping of metal-on-metal firing the rounds. (CHEAP)
Wikiwiki Armored Carrier: A lightly armored, very fast, very durable civilian truck turned military transport. Can reach 130km/h in perfect conditions due to "Supercharged Coilengine" with batteries charged via some suspension mechanism. Cab houses a driver and gunner for the pintle-mounted Kakala on the roof, while the bed has seating for eight. Bed can be covered by a cloth or hard cover. Capable of towing equipment if necessary. (CHEAP)
G2 Alanui: Inithar's first armored combat vehicle. Uses AP and Refocyte rounds, though AP suffers from a lack of muzzle velocity from the refocyte firing mechanism and should only be counted on working in extremely close quarters. Has 50mm armor on all four sides and the turret, 20mm up top, and 15mm beneath. Can travel at speeds of 50km/h. Comes with two Kakalas for extra protection. (EXPENSIVE)
M1 'Pohū Ringa' Dual Purpose Grenade: A torpedo-influenced hand grenade using refocyte as it's trigger and payload. Causes a lethal concussive blast within 5m, and injures those within 15m. A frag case can be slid over the grenade to add a little extra shrapnel. (CHEAP)
M1 'Hau Kai': A facemask and earmuffs meant to protect from Embralish chemical and psychological weaponry. Has a single large eyepiece, filter ports on the left and right, and mimially interferes with wearing a helmet. Earmuffs block out most sound, making verbal communication practically impossible, though the earmuffs can be slid off the ears. (EXPENSIVE)
M2 'Laweano' 120mm: A semiunreliable 120mm artillery piece capable of firing smoke, Refocyte, HE, and AP shells. Requires significant maintenance for the uncommon-but-not-uncommon-enough event of a jam, but otherwise works well enough. Can fire shells out to 18km at 12 RPM. (VERY EXPENSIVE)
Wikiwiki Armored Carrier: A lightly armored, very fast, very durable civilian truck turned military transport. Can reach 130km/h in perfect conditions thanks to it's Supercharged Coilengine which has coil uptime dramatically improved with the use of the suspension to charge auxiliary batteries for it. Cab houses a driver and gunner for the pintle-mounted Kakala on the roof, while the bed has seating for eight. The bed can be covered by a cloth or hard cover. Capable of towing equipment if necessary. (CHEAP)
G2 Alanui: Uses AP and Refocyte rounds, though AP suffers from a lack of muzzle velocity from the refocyte firing mechanism. Has 50mm armor on all four sides and the turret, 20mm up top, and 15mm beneath. Can travel at speeds of 50km/h. Comes with two Kakalas for extra protection. (EXPENSIVE)
NM2 Controlled mine "'Ohu Mameo": Sea mines remotely detonated by observers in shore-based lookout towers. While no stronger than the old mines deployed by the navy, the use of indicator cables makes them very useful for identifying and eliminating submerged targets. Need Light Control minimum in a sea lane to be deployed. (EXPENSIVE)
NM2 'Lehe' Torpedo: A refocyte-warhead torpedo of excellent make capable of traveling at an unparalleled 60 knots. The warhead detonates with an equivalent force of 500kg of HE with extremely reliable impact and magnetic triggers. (CHEAP)
"Armored" Civilian Craft: Seafaring craft barely better than what we can scrounge up, consist of what we can scrounge up with a few metal plates bolted on. (CHEAP)
Makuahine CLC: 50m long landing craft with 200 ton capacity, 20mm armor, a 90mm armored ramp, two 50mm guns, two Kakalas, top speed of 15 knots. Also has an array of smoke launchers out to 200 meters. (CHEAP)
Ho'oula-Class Destroyer: 105m long ship propelled up to 50 knots by a pair of "Supercharger Coilengine"-powered propellers. Armed with 4x2 120mm guns, 4x2 50mm flak guns, two aft torpedo tubes, mine track. Armor practically nonexistent. Also has a "Refocyte Bow" used to plow into targets covered by a rubber sheet when not in use. Seems to have a basic electronic and radio suite. (CHEAP)
Kaipo'u-Class Battleship: 250m long, reaches speeds of 28 knots thanks to "Supercharger Coilengines" powering four propellers. Armed with 5x1 300mm cannons, 10x2 120mm Refocyte cannons, and a handful of 50mm flak and Kakalas. 200-300mm belt armor, 300mm conning tower armor and 80mm deck armor. Seems to have a basic electronic and radio suite. (EXPENSIVE)
INFS Kona: Inithar's flagship and superbattleship that led to "Kona-type" referring to extremely large combat ships. Has a 2x300mm conventional cannon, 16 2x180mm Refocyte Guns and some 50mm flak. Well-armored, fairly quick, and agile for it's size. Has a coverable refocyte prow. Refocyte guns use shells of varying purity based on requirements for the rounds. The first Kona-type vessel. Always (NATIONAL EFFORT).
Unique Resource - Refocyte: A metal that in it's base state stores energy applied through impact until a threshold is reached, where it will deliver the entirety of the stored force at the point of impact. An uncharged piece resembles silver and will become a dark green as it charges. The Initharian's in-depth work on the material has seen it introduced into every spere of life.
Supercharger Coilengines: Engines utilizing Refocyte Coils in some manner along with refocyte batteries to act as superchargers. Practically silent.
Refocyte Bullets: High-purity steel jacketed Refocyte bullets capable of punching holes in light armor and causing spalling. Always considered available for any weapons with the tag (Refocyte Bullets) at one Expense Level higher than the weapon itself.
Refocyte Active Sonar: A modernized active sonar system utilizing a refocyte plate kicking against steel and picked up by hull-mounted hydrophones. The ping echo allows the sonar operator very good detection abilities.
Trait - A Sea of Colors: The Initharians have communicated through atypical means for millenia. This manifests as a keen ability to learn and utilize nonverbal communications on the battlefield as well as provide a number of difficult codes to crack when communicating verbally. We'd need to interrogate an Initharian to find out what exact effect this has on our conflict. (READ: prod them on discord to let you know, don't try to capture one in-game)
Trait - Acknowledged Marine Fellowship: The importance of trained and equipped Marines in this war is clear. We'd need to interrogate an Initharian to find out what exact effect this has on our conflict. (READ: prod them on discord to let you know, don't try to capture one in-game)
Trait - Bringing Up The Rear: Their distinct lack of support on the ground for their forward forces could prove to be their downfall. We'd need to interrogate an Initharian to find out what exact effect this has on our conflict. (READ: prod them on discord to let you know, don't try to capture one in-game)