INT COMBUST ENGINE — This is a typical four-cycle that Detroit’s been pumping out for the past 100 years. This engine burns petrol in each of its cylinders in turn, timing the cycle so one cylinder is always firing while another exhausts. Each holds a piston which cycles in and out of the cylinder, pushing a driveshaft to provide mechanical power to the unit. Just don’t light a match while fueling!
SUPERCHARGED ENGINE — This engine is the same as an Internal Combustion Engine with one major difference: air is forced into its carburetor by a turbo spun directly off of the engine’s driveshaft. This allows for faster combustion in the cylinders, more efficient burning of fuel, and a higher overall power-to-weight ratio. This system grants a boost in juice for only a bit more cost, mass, and room.
DIESEL ENGINE — Another type of internal combustion engine, this one’s difference lies in the fact that it depends upon compression pressure in the cylinder to heat the fuel to combustion. It offers the advantage of twice the power of the IC standard, while only requiring the space of an SC and mass of the IC. All in all, the Diesel Engine is a very cheap option for high power output.
GAS TURBINE — This is the pinnacle of internal combustion technology. Using natural gas as fuel, this engine allows for faster combustion in the cylinders and less power-draining re-circulation of exhaust. Its reduction in weight more than offsets the increase in open space and resources required. Plus, its unique whine-flutter sound is sure to confuse any ignorant opposition that we face.
COLD IGNITION RKT — The Cold Ignition Rocket Engine employs a chemical rocket to provide mechanical power to the drivetrain. This rocket is ‘cold ignition’ because the explosive reaction within the combustion chamber of the engine is sustained solely by chemical interaction; no flame or spark is required for ignition. It is the most powerful fuel-burning engine available.
FUEL CELL — A major advance in drive technology, the Fuel Cell Engine is the first all-electric engine ever developed. No combustion occurs within the engine; no waste gasses are produced by the Fuel Cell. Instead, the power source is a chemical battery filled with reactive plates and electrolyte, which promotes electron transfer ‘across’ the cell and, thus, through the drive.
ACTIVE METAL — Our scientists had trouble naming this amazing engine; there was consider- able debate about how it actually works. The Active Metal Engine depends upon micro-robots and quantum-mechanical switches to create mechanical energy for the drivetrain. In operation, the engine looks like a single, writhing mass of shining steel and makes an unsettling chittering sound under strain.
FISSION REACTOR — Most energy in the universe is locked in atomic nuclei and electron orbitals. Now, we can tap this limitless source of power with radioactive isotopes and steam drive. Fissionable materials such as U-238 are brought to critical mass, where they precipitate neutron release and a chain reaction. Waste heat is then converted into mechanical energy using steam turbines.
FUSION REACTOR — No longer happy to gain power from atomic decay, we are now able to force two hydrogen isotopes to collide and form a helium atom. In the process, massive amounts of radiation are released which can be harnessed into power using the same steam turbine setup employed in the Fission Reactor. This amazing engine produces 10X the juice that the lowly Internal Combustion can.
12.7 MM MACHINEGUN — For cheap, effective distribution of mortal injury, there are few equals to the good-old 12.7mm MG. Firing lead slugs, it pokes holes in un-armored targets.
20 MM CANNON — A large gun, great for perforating light armor, with more penetrating rounds than the MG. Carry this big stick and forget about walking softly!
30 MM CANNON — The big gun’s bigger brother, this variant boosts range and power by increasing resource costs. But when you need to stop big armor, cost seems unimportant.
DUAL 40 MM AA GUNS — Making an infernal racket when fired, the Dual 40mm AA Guns are a welcome addition to any air defense force. Double your barrels, double your fun!
20 MM VULCAN — Take a Machine Gun, add a cylinder of barrels, spin those barrels to keep them cool; and you can churn out rounds at awe-inspiring rates. This is the Vulcan way.
30 MM VULCAN — 50% larger bore on the barrels means 50% larger rounds fly out. This Vulcan variant provides a tad more punch for a tad more cost. The next step.
50 MM AUTOCANNON — An extremely large bore cannon with automatic breach-clearing and reloading which fires an explosive round. Our first real option in anti-armor weapons.
70 MM AUTOCANNON — Even bigger than the first Autocannon, the 70mm is a powder-keg waiting to be sparked. Few heavy targets will offer serious resistance to its onslaught.
CV 40MM CASELESS — A 40mm cannon which consumes its shellcase when firing, allowing for a higher rate of fire and much greater accuracy. Engage with impunity and wraith.
105 MM TANK GUN — 105mm of anger. This gun opens up whole new horizons in destructive might. What once took four shots now takes only one. This beauty simply is essential.
120 MM TANK GUN — A 14% increase in bore has yielded a 33% jump in power. Of course, it is heavier and more costly, but the payoff in penetration makes these objections moot.
9 MM LT. RAIL GUN — If you think 9mm is too small, you haven’t yet seen 9mm slugs flung by a super-magnet. Quiet, deadly, and light, the Rail Gun is the new standard in ordinance.
15 MM RAIL GUN — One-upping the 9mm variant comes with a major increase in weight and costs. But hearing the ‘SKREE … BOOM’ of it firing brings tears to commanders’ eyes.
20 MM RAIL GUN — This is the ultimate slugthrower, pushing the envelope of bore diameters and charge- building. Puts a Tank Gun to shame; comes with earplugs standard.
TOW-2 MISSILES — Long range, high dam- age, low power: every- thing you want in a weapon is now ready to deploy. These are a standard in any force, worthy of investment.
HELLFIRE MISSILES — A longer-range, lighter missile variant, the Hellfire offers flexibility to attackers, while granting distant reach to defense. All- in-all, a solid choice.
2.75″ ROCKET POD — Sometimes, battlefield situations call for big booms. When, however, a scattering of more localized destruction is called for, reach for ‘Tiny Cluster’.
JAVELIN MISSILES — The Javelin is a more powerful, longer range missile option for the discriminating leader. It makes up for a slow firing rate with sheer destructive might.
MLRS MISSILES — This is an artillery- class missile, useful at extreme ranges, which can provide fast support. Its drawbacks are mainly its low ammo loadout and low speed.
PULSE LASER — The Pulse Laser is a basic infrared emitter that controls power drain by strobing the beam emissions. If this weapon has any short- coming, it’s messiness.
HEAVY PULSE LASER — A larger variant of the Pulse Laser, this one gives up the power gain from pulsing by making each pulse a whopper. This energy weapon can ruin a tank’s day.
X-RAY LASER — An energy weapon whose beam is high frequency, the X-Ray Laser has the distinct quality of being able to boil an enemy’s liver while not even charring his skin.
PLASMA TORCH — A variant on an old machine-welding tool, this device instead spits super-heated gas called plasma at its target, often vapor- izing all remains.
PLAMSA ACCEL — This weapon increases the delivery power of the plasma by encasing it in an electro-mag shell until impact. No standard unit can sur- vive a single round.
PARTICLE BEAM — Essentially a miniature particle accelerator, it spins atomic nuclei up to relativistic speeds, then releases them upon the target. Fission often results.
MINES GEN PURPOSE — These are placed upon the battlefield in areas where you expect enemy movement. Once a unit passes over one, it explodes, directing damage to weak bottoms.
MINES HEAVY DUTY — These represent the next stage in Mine development. They, quite simply, deliver more damage when detonated than the General Purpose models.
MINES SUPERCOMBUST — These mines, when detonated, actually start an air-fuel explosion directly above which can boil steel and vaporize flesh. Use with caution!
155 MM HOWITZER — This classic weapon fires upon targets at extreme ranges. Though slow, its explosive rounds deliver massive damage to all but the best-armored enemy.
200 MM HOWITZER — Better alloys allow us to dramatically widen the bore of a Howitzer to 200mm. This increase will grant longer range and greater damage delivery to target.
SIDEWINDER — Mountable only on the Anti-Aircraft Tank hull, this mud-to-air missile will return control of the skies to a harried ground force commander.
STINGER — Available only to the Gunship, this air-to- air missile insures its commander of having air superiority versus all but the toughest enemy units.
ALUMINUM — Being the easiest material to form and mount onto units, Aluminum is the obvious first choice for armor. It is light and resilient and suffices for protection when space and cost are the greatest concerns. Unfortunately, it is easily battered away by heavy fire. Nevertheless, it deters those pesky infantry and light units and allows basic units to deploy in battle.
STEEL — Breakthroughs in alloy development have enabled the use of hardened Steel as an armor material. Though carrying a steep cost in weight and resources, the 40% gain in protection frequently sells this material, especially if the buyer is the future driver of a unit to be protected by it. Our first really heavy armor available, our assault units would benefit from upgrading to it.
TITANIUM — Titanium is a miracle new alloy which attempts to combine the strength of Steel with the malleability and lightness of Aluminum. Though it succeeds in only being a bit lighter per layer than Steel, it is also a bit stronger. Any units equipped with it will enjoy greater durability and more nimble handling and, thus, will rule any battle against lesser-armored forces.
CHOBBAM — The heaviest of the armors, Chobbam is composed of layer upon layer of ceramics, titanium, and depleted uranium. It virtually ignores all smallarms fire, can shrug-off light shells and missiles, and only weakens under heavy, sustained fire. If you have any serious ground-pounding units, this is the armor with which they need to be upgraded.
CERAMIC COMPOSITE — Materials technology has left metals behind in its quest for lightweight, durable alloys. Ceramic Composite Armor employs complex, carbon-based molecules in its composition to create powerful ionic bonds in the material while accruing less mass. It thus provides twice the protection of Aluminum for only 50% more weight. Of course, pinching pennies is out of the question.
PLASTI-STEEL 3 — As it turns out, metal alloys still have some advances to offer materials science, specifically concerning their use with polymers. Plast-Steel is an alloy forged at near-plasma temperatures employing highly-refined iron ore, the purest nickel, and polymers blended with ceramic reagents. The result is a highly flexible and malleable plate armor tougher than titanium.
PLASTI-STEEL 5 — Plast-Steel 5 is the last step in conventional plated armor. Our scientists can develop no better materials with the current Laws of Physics and can only try to thicken the useful layers and explore alternative armoring techniques. Tougher, harder, longer lasting, more flexible; this alloy is everything you’ve been screaming for.
MOLECULAR LAMINATE — Where once we added layer upon layer of hard, reflective, angular metal alloys to increase the durability of an armor, now we apply Occam’s Razor, simplifying and annealing the chemical bonds in the material to tighten them and forge all-new bonds. This shell, though light and thin, is truly unbreakable. Rather, it tends to tear free of its moorings when ‘penetrated’.
QUANTUM FOAM SHELL — Hardly an armor layer at all, Quantum Foam Shell is composed of static- contained micro-singularities that absorb battle damage and eject its energy over their event horizons. Impressive for its gut-wrenching, swirling surface, it nevertheless has the sobering tendency to suck the unit using it into these singularities when it finally gives way.
BASIC TARGETING — The Basic Targeting Computer is essentially a gunner’s starter kit. It is near-sighted, only providing benefits to accuracy at close range. It performs only the most rudimentary ballistic calculations and is totally “dumb” when it comes to tracking targets or maintaining shoot lists. The gunner keys in only range, wind, and elevation data; the computer then provides deflection.
ADVANCED IMAGING — Improvements in gunner’s display resolutions have allowed the Advanced Imaging Computer to be developed. Now, when a target is entered into the computer’s banks, it’s position is more finely demarcated on the display, thus enabling more accurate ballistic calculations over slightly longer distances. The trivial cost hike is recovered in increased ammo efficiency.
ASSISTED TARGETING — Finally, computer logic circuits have been developed which will recognize and track objects presented to their sensors. The ATC is a landmark in accuracy over range. It has triple the precision of the Basic model, nearly twice the range, and all of the ergonomic features necessary for speedy use. Its high cost, though, guarantees its use in only the most critical units.
LASER GUIDENCE — The Laser Guidance Computer adds to the gunner’s precision by providing exact elevation and range data through the use of an infrared laser. The system pulse-lazes the target at which the gunner directs it and receives the pulses on a light sensor. It then uses the relative return times of the pulses to calculate the angle, range, and rate of approach of the victim.
COMPLETE THERMAL — The Complete Thermal Imaging Computer is a second brain for a gunner. It incorporates all of the previous systems’ advances and expands upon Advanced Imaging. Now, when a enemy is targeted, the system not only runs its ballistic computations, but also ‘reads’ the heat signature of the target, highlighting critical areas like engines and weapon barrels.
MINI RADAR — The first evolution in multi-target tracking, Mini-Radar is able to track, target, and maintain a shoot list for multiple enemies at once. This advance nearly triples the effectiveness of the system compared to Advanced Targeting while consuming only slightly more space than the Complete Thermal system. Situational awareness for the gunner is boosted to a whole new level.
FULL RADAR — Full Radar is a more advanced, higher range radar system intrinsic to the computer which grants even more target tracking and precision to the gunner. Emitting high frequency pulses of electromagnetic radiation, the Full Radar provides unparalleled situational awareness, tracking every target in its sweep range. This wonder nearly makes the human element obsolete.
HIGH ENERGY RADAR — There is no better targeting computer available. The High Energy Radar, by moving up the electromagnetic spectrum to emit its pulse, grants an observing and tracking range greater than most weapon ranges. Far from wasting this advantage, the system uses this edge to get the jump on any unobservant enemy. We should try to get this installed into every major unit.
KINETIC 50 KW PULSE — Shields are added protection for a unit which either dissipate or repel damaging energy which is directed at them. Kinetic Shields resist damage by absorbing then dissipating the energy into grounded capacitors. This weakest version, the 50KW Pulse Shield, attempts to absorb the energy in waves, fifty kilowatts at a time. As a result, it is fragile and sometimes out of synch.
KINETIC 50 KW CONT — The Continuous variant of the 50KW Kinetic Shield attempts to work around the key weakness in the Pulse variant: the off-time. By constantly maintaining the absorptive shield, it no longer ‘misses’ quanta of damage by being caught in the ‘off’ cycle. Of course, weight and cost go up if you decide to maintain continuous shielding. But then again: what price, victory?
KINETIC 100 KW CONT — This variant on Kinetic Shields is simply the bigger, better, tougher power rating for absorptive shielding. 100 kilowatts of protection is pro- vided by this device for only a marginal increase in weight and cost. This is one tech advance you should have no question about employing, once you have been behind one while it stops an incoming missile.
ENERGY 50 KW PULSE — Energy Shielding provides a far less expensive and power-demanding shield to the discriminating commander. Advances in electromagnetic waveform generation allow for shields to actually reflect or repel energy directed at them. This gets rid of the absorbing capacitors of the Kinetic Shield, dramatically reducing weight required and increasing protection provided.
ENERGY 50 KW CONT — As with the Kinetic Shields, Energy Shields can be maintained as waves or pulses, or can be directed as a constant stream of energy which never lets down its guard. The Continuous Energy Shield projects its defensive field in the constant manner and, therefore, is far superior in protection than the Pulse variant. In battle, it will prove that you get what you pay for.
ENERGY 100 KW CONT — Double your output, double your protection. This is the higher-wattage version of the Continuous Energy Shield. It was made possible by advances in energy quanta packetting that use magnetic bottles to prepare the field for emission. The bottles can contain much higher potential energy than the solid state emitters that powered the earlier variant.
100 KW MAG THERMAL — Magnetic Thermal Shielding picks up where the Continuous Energy Shielding left off by employing a highly unstable plasma to effect damage repulsion. This plasma, contained within a magnetic lattice, simply refuses to be any more excited by energy bombardment, smoothly repelling any energy quanta directed at it. Yet, the need to let in light is a small hole in its armor.
1 MW QED FLUX — QED Flux Shields are to shield technology what Quantum Foam is to armor. Rather than trying to manage damage energy directed at it, the QED Flux merely sends it out of the known universe. By maintaining micro-singularities within a magnetic matrix on the unit hull, it generates an event horizon over which it can eject any incoming fire. Just watch that you don’t lean on it!
EXTERNAL POD — This is simply an externally- mounted pod which increases the available space on a unit that employs it. Nothing is free, though, and the External Pod grants its space at a minor increase in weight, cost, and defensive profile stature.
CHF/FLR POD — This pod stores chemically-fired flares and ribbons of metal which are automatically ejected when a missile or targeting computer begins to track the unit. Considering that this protection comes with no power cost, it will soon seem obligatory.
ELEC JAMMER — Electronic Jammers are the flip- side of the Chaff and Flare Pods in that they actively deter and confuse incoming tracking signals rather than passively throwing up distract- ions to tracking sensors. The gain they bring, however, has its price.
TRNS GEARING — This handy device offers the option of designing gearing into the drivetrain of a unit so that it can transfer excess top speed capability into increased available power for the unit’s systems. It is used most in heavy units with major ordinance.
OVER DRIVE — The Overdrive is the inverse of Transmission Gearing in that it allows a unit design to trade excess power for an increase in top speed. It is perfect for squeezing extra k.p.h.s out of lightly-armed or -shielded recon units.
AUTO LOADER — This tricky mechanical device bypasses the biggest bottleneck in the rate-of-fire formula: the human loader. By automatically clearing a weapon’s breach and inserting the next round, it greatly reduces firing time.
MINE ROLLER — The Mine Roller is a special device which clears an area suspected as being mined by simply setting off mines over which it rolls. It controls and directs detonation in order to prevent such a mine clearing method from being a Pyrrhic victory.
FLASH CHARGER — Designed as a flexibility tool, the Flash Charger is a bulky device which can be put in-line with the unit’s drivetrain to increase the overall available power to the unit’s systems. Though it consumes weight, already slow units love the juice.
AMMO BULLETS — What can we say, boss? It’s Ammo. Adding this special will add a number of rounds of bullets equal to the ammo loadout of your most plentiful weapon, 40mm or less in bore. Thus, three identical weapons with one Ammo case go to 133% each.
AMMO SHELLS — Adding this special will add a number of rounds of shells equal to the ammo loadout of your most plentiful weapon, 50mm or more in bore. Thus, three identical weapons with one Ammo case go to 133% each.
AMMO MISSILES — Adding this special will add a number of shots of missiles equal to the ammo loadout of your most plentiful launcher, MLRS excluded. Thus, three identical launchers with one Ammo case go to 133% each.
AMMO MLRS — Adding this special will add a number of shots of missiles equal to the ammo loadout of one of your MLRS Missile Launchers. Since a unit can carry only one MLRS Launcher, this effectively doubles its load.
UNIT RELOADER — Available only to Transport Choppers and Personnel Carriers, this handy little item will rearm all soldiers loaded into the unit with which it has been equipped. No troop transport should be without this extension to tactical utility.
AMMO PLASMA — Adding this special will add a number of shots of plasma equal to the ammo loadout of your most plentiful Plasma weapon. Thus, three identical weapons with one Ammo case go to 133% loadout each.
NEURAL LINK — Though only one is allowed per unit, there is no greater overall benefit to a unit’s effectiveness than this item. It creates a direct, neurological connection between the vehicle and its driver, providing instant, immediate control.