Bio-weave Nanite Armor
The Nanite-muscle compound that has a regenerative ability like the Mri body itself does. The armor aquires a bit of the symbiote when it first melds with the user. A thin film of this symbiote on the interior of the armor gives it great strength and allowing for a fast regeneration.
The nanites are programed to keep themselves at a specific number per specific area for added durability and energy projection. To do so they can use the protiens in the muscle cells of the armor to create new nanites. These muscle cells are easily replaced by the symbiote attached to the armor.
They take 2-3 days to grow and another day of melding before they are fully ready for combat. They are being grown for Ranger Battalions, officers, and naval personnel. Frontliners are likely to see these by 3766.
Kutathi Power Armor
During previous campaigns the difficult terrain found on alien worlds pushed Mri engineers to create this power suit. The Suit contains a shoulder mounted energy mortar system and a right arm pulse laser. On the left hand there is a powerful claw that can be used to grab onto toughened steel or as a close range melee weapon. Inside the suit a full life support system is embedded allowing for space and non-habitable planet combat. Another of the key parts of the suit is the Jump Jet system that allows the user to fly for a limited amount of time. This can allow users to reach high cliffs much faster than normal infantry.
50mm shoulder fired mortar x1
Force Beam x1
Glowstone Wrist Blade
The spear is 7 ft long.
The Quixos is the first deployment of this new system which turns the high energy waves into a much more streamlined beam moving at the same speed as other beams at the same energy. This gives the beam a total speed of 1.6c and the ability to cut through any material object. The beam had a width of 6.4cm giving it plenty of size to completely cut objects in half in a similar fashion to a primary laser.
Force Beam Rifle
Range: 1/100th of a normal force beam
Clip size: 39
3 PISg Anti-personnel rifle
10 PISg Anti-armor Rifle
The MAR-4 utilizes a specialized rail gun system created for use with the new glowstone weapons. With advancements still pouring out of the touchstones, glowstone ammunition became available. The glowstone naturally emits light at high levels and heat at low levels. When put into a plasma containment field the glowstone absorbs higher heat levels allowing for it to reverse its original purpose emitting low levels of light and high levels of heat. Along with the specialized rail system this weapon fires at near light speed giving it AP capabilities beyond normal weapons and a a kinetic weapon it has a high stopping power as each glowstone bullet. In keeping tradition the MAR-4 still has the Lightsaber bayonet on it.
In an attempt to update the firepower of the MAR-4 weapon designers have begun to place 2 sets of rails for the rail gun on the interior. Each is capable of firing a round giving the weapon increased rate of fire to make it more comfortable for a Mri's reflex abilities. The Ammunition has also been increased aswell.
Range: 13 miles
Clip Size: 104 Glowstones
Primary Laser Rifle
Clip time: 4 hours constant running
Juggernaut Artillery Platform: JAP
The JAP is the largest and most produced Artillery Platform the Kutathi Military produces. With a barrel Width of 150 cm it is able to fire massive rounds into enemy positions and cause havoc in any city that comes under siege by it. The rounds can be loaded with a variety of warheads. To increase survivability of the large machines each are equipped with both personal LNS shields and a deployable Overlay Shield. Damage from this artillery platform is legendary in size. A sustained barrage has leveled cities in the past. The weapon has proven effective up to 560 Miles and has a record distance of 630 Miles with a path divergence of 20 miles in the direction of planetary spin.
Weapon: 150cm artillery shells or ICBM
Kutathi Rocket Artillery is small compared to other pieces of their military but are capable of delivering chemical and hi explosive death to enemy forces. The rockets have a 50 mile range and have been known to set up VX fields infront of and behind enemy armies. The ability to hover allows the vehichle to traverse a greater variety of terrain and makes relocating much simpler. These are deployed just behind frontline formations.
Weapon: Missile Pods x2(6 tubes per pod)
Price: 9,500 Aurei or 25.3 Talents
Vulcan A-A/Anti-Personnel Tank
The Vulcan Tanks were created to provide excellent A-A fire using Magnetic Acceleration weapons to pull AP rounds on targets up to 125,000 ft. Also using the same rounds the Vulcan tanks have been able to desecrate enemy infantry formations from long distances and when they get closer use the bullets to clear buildings and even do damage to enemy tanks. These Tanks are equipped with small personal plasma shields that absorb some of the damage dealt to them. These are hover tanks which allows for a faster pace across enemy terrain.
Weapon: Rotary Vulcan Cannons x2
Price: 13.2 Talents
The Toxin Main Battle Tank is another hover tank. The primary weapon is the Twin Plasma Particle Cannons mounted on the top of the tank. Along with those there are small ports near the front that the tanks can unleash a devastating stream of fire. The tank has proven itself in jungle combat by burning forest before them allowing for easier access to other ground forces. Though its called a Main Battle Tank its more closely resemblant of a Light Tank, 35 tons, and can move extremely fast over most terrains.
Plasma Flame Cannon x1 (front)
120 mm Hypervelocity Cannon x2 (swivel, top)
Price: 45,000 Aurei or 120 Talents
Light Mech: Nantuko
Force Beam: Left and Right Arm
4 LRM Tubes: Left Torso
2 Light Ion Pulse Lasers: Right Torso
Glowstone Machine Gun: Bottom Torso
Light Mech: ha-jo
Specs: 10 tons
1 Primary Laser
Light Mech: Owens
The Owens Scout Mech is used for infantry support on the frontlines. It also is used for quick scouting missions ahead of larger attack forces. They are highly effective against infantry and can be used effectively against small armored columns.
Two .50 Cal Machine Guns
6 SRM Tubes (5 missiles per tube)
Price: 23,000 Aurei or 61.3 Talents
Light Mech: Uller
Weight: 30 Tons
SRM Rack: Left Shoulder
Medium Beam Laser: Left arm and Right Torso
Light Gauss Cannon: Left and Right Arm
Extended Range Medium Beam Laser:
Abilities: Missile Jamming
Light Mech: Corvus
Weight: 35 tons
Medium Beam Laser: Right Arm
Vulcan Cannon: Left and Right Torso
Light Gauss Cannon: Left Arm
Abilities: Jump Jets, Radar Jammer, Communications Jammer, ECM
Price: 28,500 Aurei or 76 Talents
Medium Mech: Spirit
5 Force Beams (2 on each side and one below the cockpit)
3 Primary Lasers (1 on each side and one below the cockpit)
GWM missiles (1 Tube, 5 missiles)
Plasma Missiles (2 Tubes, 10 missiles per tube)
Abilities: ECM, Radar Jamming, Jump Jets, Multi-form, Comm Jammer
Crew: 1 (also 1 VI)
Medium Mech: Stiletto
This Mech has earned a deadly reputation across battlefields. Due to its ability to completely hide itself from view and radars it can sneak up on enemies and unleash its devastating flamethrower from its right side. The mech is also quite fast and has a demonic nature to its appearance.
.50 Cal machine gun
10 SRM Tubes (5 missiles per tube)
Abilities: Cloaking, ECM, Radar Jammer, Null Sig, Advanced heat sinks
Medium Mech: Uziel
Demensions: 9.6m tall 8.5 wide 2.33 deep
Weight: 50 Tons
Vulcan cannon: Left Center Torso
Particle Projection Cannon: Left and Right Arm
50mm Hypervelocity Cannon: Left and Right Torso
SRM 6 pack: Top center torso
Abilities: Jump Jets, Missile Jammer
Price: 59,000 Aurei or 157.3 Talents
Heavy Mech: Nova Cat
Weight: 80 Tons
2 Particle Projection Cannons: Right Arm
3 Heavy Beam Lasers: Left Arm
Abilities: Missile Jamming, ECM, Communications Jammer
Price: 102,000 Aurei or 272 Talents
Heavy Mech: Timber Wolf
The massive Timber Wolf mechs dominate enemy formations where ever they are used. Their awesome size creates fear amongst infantry and tank jockeys alike. Timber Wolf Mechs are used in 'Wolf Packs' ranging in size from 4 mechs to 20 mechs. The use of them in groups allows them to take on large enemy armies without stressing too much importance on a single pilot.
Timber Wolf Specs:
40 SRM/LRM Tubes (5 missiles per tube)(Missiles can be traded out depending on rest of Pack)
2 Pulse Laser cannons
2 Heavy Gauss Cannons
Abilities: Missile Jamming
Assault Mech: Blood Asp
The Blood Asp mech has more armor than the Timber Wolf and is also used in groups (2-5). These mechs are responsible for being the work horse of any frontline army. They have strength enough to destroy entire columns of enemy tanks while retaining much of their own armor. In one battle the Blood Asp mech teams were used to cut the enemy army in half so that they could more easily destroy the enemy the following day. After being taken off the KOF sales the Blood Asps were upgraded to be more powerful.
Blood Asp Specs:
2 120 mm hyper-velocity cannons
20 LRM Pods (5 missiles per pod)
1 Planet Class AM missile launcher (2 missiles)