Design Phase, Cold Season 1940 AC
Proposal: "Jarha" Caelium-Stabilised ShotgunThe Jarha Caelium-Stabilised Shotgun is a pump-action shotgun, with a four-shell tube magazine. The bore is 27mm (roughly 4 gauge), with shot, slug, and saboted armour-piercing slug shells available. Notably, an ordinary shotgun of this size would have a dangerous amount of recoil (or significantly weaker shells, or weigh too much to be practical for military use). This is where the Caelium Stabiliser comes in; using a mechanism based on the firing mechanism of the 32a, it is capable of creating bursts of powerful localised gravity. Not powerful enough to propel the Jarha's shells, but powerful enough to reduce recoil by an appreciable amount. The Stabiliser is located behind the firing chamber of the shotgun, and is automatically activated when fired, creating a burst of gravity centered on itself, opposite to the recoil. This allows the Jarha to be kept at a manageable weight and recoil for regular infantry usage.
As mentioned, the Caelium Stabiliser is less effective than the version used in the 32a, on account of its simpler design. This is mainly due to cost considerations, as the Jarha is intended to be cheaper to produce than the 32a.
It is anticipated that the Jarha will be both capable of significant armour penetration (when firing slugs), and quickly clearing a trench/tunnel/bunker (when firing shot).
Difficulty: Hard Normal
Result: (6+2)=8,
AverageThe SMG we "acquired" from the Pact has proved even more beneficial than we initially hoped. The only real difficulty we had with coming up with how to make the
Jarha work came from the need to reverse-engineer something we've only replicated in whole. But thanks to some engineer's love of shotguns, the process of converting the replicable but relatively mysterious mechanisms was a little easier to wrap our collective heads around.
The
Jarha is a fearsome and heavy-looking weapon. Based on the smaller pump-action shotguns used for hunting at home, it uses a similar action to load 27mm shells into the firing chamber from it's 4-round tube. When the trigger is pulled, a Caelium Stabilizer based on the SMG-32a activates, creating a gravitational counterforce to the massive amount of recoil typically caused by firing a round as massive as the
Jarha's. While it helps, the weapon does still give some kick. The Stabilizer also acts to passively negate
some of the weight of the
Jarha, but it still proves to be heavier than contemporary shotguns. Mind you they also don't fire rounds as large as the
Jarha does.
Rounds are individually loaded through the bottom of the tube, with red shells for shot, blue for slug, and armor-piercing sabot with green breakaway fins. It's only drawbacks are those that would naturally occur with a low-capacity weapon with larger rounds, which is to say it requires frequent reloading and the ammo becomes burdensome when the rest of an infantryman's kit is taken into consideration.
The weapon is relatively easy to develop, costing
5 Ore and
2 Caelium, making it
(CHEAP).
----
Proposal: Gupta-Class GR-SubmarineThe Gupata is a 99 meter long submarine, approximately 25% longer than the Hetham. The outer hull has a noticeably different shape; not intended to cruise on the surface, it is streamlined for underwater travel, with a more rounded profile and very little deck space. It has 10 torpedo tubes (8 bow, 2 stern), and carries 36 torpedoes. There are no armaments on 'deck'.
The heart of the Gupata is a Mk.II GavReactor. Based on the one used in the Behemoth, it uses a simpler, easier-to-produce design, with a correspondingly lower efficiency (while still being more powerful than an equivalently sized diesel engine, and obviously consuming less fuel and producing less waste). The reactor powers electrical motors that are intended to propel the Gupata at a speed of ~16kn (submerged). A small backup diesel generator is included, to allow the Gupata to limp into port if the GavReactor fails.
A standard suite of Wellsonar, WellSap-damping in the engine room, and radio equipment is included. A reasonable level of comfort is provided- with such luxuries as air conditioning, refrigerators, and individual bunk space- to ensure the crew is capable of performing well even after weeks at sea. The sizeable storage space on board also contributes to this, as the Gupata can carry enough supplies to last the crew for months.
The intended role of the Gupata is to strike fear in the hearts of Embral's enemies, by being everywhere and nowhere at once. The ability to travel submerged and engage in prolonged deployments means that the Gupata can cause trouble almost anywhere. Merchant shipping, unwary convoys, wary convoys- it matters not, all are vulnerable to a volley of torpedoes from the deep. The Gupata can obviously also serve in a more direct combat role, if needed, where the superior firepower and lower risk of getting caught will make it a more formidable adversary than the Hetham.
Additionally, the Gupata serves as a testbed for submarine reactors- if successful, larger examples could be installed in the Leviathan, giving it a similar level of endurance.
Difficulty: Very Hard HardResult: (2+1)-1=2,
Utter FailureMan, oh man. This one was disappointing. I'm saying this as a GM. I actually wanted to see this one do something, and was going to be a little generous given that it was an 11 before I lost everything and had to redo it all. Not much I can be generous about on an utter failure (though notably you may notice i did still give you
something, because i try to to have failures be useless anyways- unless you're abberan and made the barragan). Anyway, back to the game. I mean war. I mean none of this exists. Wake up, you're in a coma.
The engineers working on the
Gupta had some work cut out for them, but unfortunately their progress was hampered in a number of ways. First was Lady Amanvir, who for some reason saw it as crucially important to thoroughly question each engineer working on the new model GavReactor, which took a significant number of man-hours away from that part of the project. Our ambitions asea proved to be distraction enough that we honestly can't even be too upset about our people focusing on this other problem. See, we did develop a cigar-shaped hull for the
Gupata, but made an awful discovery while testing the first vessel.
WellMoss from wrecks in shallower waters, especially those by the sea lanes (which are even more concentrated in areas Inithar has control thanks to their mines), were proving to be quite the invasive species. The seafloor near these wrecks was slowly being blanketed by a slowly but consistently expanding and thickening mass of WellMoss. While we can be fairly certain these ever-encroaching masses haven't been discovered by anyone else, there may come a time where awareness of their existence is unavoidable. Let's hope we can figure out how to completely eliminate the WellMoss on the seabed before it crawls ashore, or that this war's over and we're gone by the time it does.
Oh right, yeah, the
Gupata. We didn't get many details from the hull tests, since maritime efforts were almost completely focused on this new accidental Embralish ecological disaster.
----------------
Well, it's a good thing you have some revisions!
IT IS NOW THE REVISION PHASE.The Rupture: 3 Ore, 2 Oil, 2 Wood, 2 Wellmaterials
The Mesas: Ore, Caelium, Mutant Rose (3/3 Nodes) [Glas Bolg Transporter]
Badlands: Gavrillium, Wellmaterial, Caelium (3/3 Nodes) [Glas Bolg Transporter x2]
Desert: Oil, Wellmaterial, Gavrillium (3/3 Nodes) [Glas Bolg Transporter]
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: 1
Gavrillium: 1+1 (Undecided)
Caelium: 1+1 (Undecided)
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)
"Jarha" Caelium-Stabilised Shotgun: A pump-action shotgun that loads 27mm shells firing shot or slugs, as well as armor-piercing sabot rounds. The tube magazine hold four rounds. The weapon is somewhat heavy, but not as bad as it looks due to the caelium stabilizer installed in the gun that lightens it while also providing a counterforce to somewhat negate the recoil from firing the large rounds. It doesn't have any drawbacks outside of anything naturally inherent to shotguns and larger small arms. Cost 5 Ore, 2 Caelium. (CHEAP)
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)
Health Augmenter (eXperimental): A pulpy pinkish paste made from the Common Mutant Rose. HAX is a medic's kit in a single tube - anesthetic, sanitizer, bandage, sutures, all in a single easily-applied mixture. Tastes less than good. Costs 3 Mutant Roses. (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)
-'Sharak' Oxygen-Enriched Submarine Torpedo Mk.II: A well-made torpedo with with reliable triggers. Great range and great reliability. Looks exactly like the older model. Costs 4 Ore and 3 Oil. (CHEAP)
--'Sharak' Oxygen-Enriched Submarine Torpedo Mk.IIb: A variant of the Mk.II designed for use on surface ships. A less potent air mix reduces range but makes them less dangerous to the ship they're on. Looks exactly like the older model. 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)
Gupata-Class Hull: A currently unusable 99 meter-long submarine hull. (THEORETICAL)
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)
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)