So, equipment. Six successes of Iteration X equipment, more precisely. Choose any of these options below and mind the cost. The net result should total to 7 points. Note you have roughly 20 soldiers between your White Tower units and the Expendabros. You might also take a look and notice that the gear amounts you're getting for this are somewhat larger than your normal level! This is the advantage of a very long duration mission with a lot of fighting and also having some help from the Syndicate and a member of Command.
Tech
[ ] Heavy Ordinance Fabricator (2 pts)
Fabrication system capable of building most conventional military ordinance
Matter 4 construction of complex machinery up to roughly Tomahawk ALCM size
Useful when you really need several tons of fuel-air explosives
[ ] Iteration X Cyberdog (1 pt)
Progenitor Smart Animal enhanced with Iteration X cybernetics
Cybernetic enhancements provide protection against most small arms (+4B/4L soak), enhanced strength, speed, agility
Much Armaments (Sharpened primium-edged teeth, ocular laser projectors)
Very Primium (+2 CM)
Wow (Time 3 wired reflexes)
[ ] Drone Swarms (2 pts/swarm)
Iteration X hivemind attack drones
Remote controllable by any DEI/ADEI equipped Iterator
Standard light infantry weapons make for effective distractions
Individual drones can self-destruct to destroy heavier targets (combat constructs, vehicles)
Internal nanotech allows for self-replication to original numbers with sufficient feedstock
[ ] Combat Synthetics (1 pt for 2, 2 pts for five-robot fireteam)
Post-Reckoning HITMark Replacement
Optimized for lower intensity warfare and security
~25% Stronger, faster than normal humans, resistant to small arms
Intelligence roughly equivalent to V1-Series Victor Units
[ ] Iteration X HITMark V (1 point each)
Standard Iteration X synthetic combatant
Standard armaments: IX-22 chaingun, primium edge close-in weapons systems
Superhuman strength and speed, survivable against HMG fire
Primium endoskeleton provides +2 countermagic
[ ] Compact Combat Drone (CCD) (1 point each)
HITMark V equivalent combat drone
No synthflesh disguise
Folds into suitcase-sized storage mode
IX-22 replaced with compact 40mm micromissile launcher due to space limitations. Reduced magazine size, increased power
Can be thrown by enhanciles or soldiers in heavy powered armor to act as reconaissance and decoy
[ ] MFR-12 Kappa Unmanned Combat Aerospace Vehicle (3 points each)
Advanced unmanned superfighter
Remote piloting or AI control
Dedicated AI has hyperaccelerated cognition (Time 3 Accelerate Time) and predictive tactical programming (Time 2/Entropy 1 precognition)
Armament is 8 microfusion missiles, twin 30mm revolver cannon, and high-power free-electron laser.
May be docked externally
[ ] Iteration X HITMark VI (8 pts)
HITMark VI Strategic Combat Platform
Use With Caution
Designed for Theological Suppression Duties, majority assigned to Ragnarok Command
Standard Weapons include LONGINUS Close-In Weapons System and DEVASTRA Anti-Warship Plasma Lance
Strength-Weight Ratio Exceeds 150:1
Operation Expenses Extreme
[ ] Life Support Modifications (1 pt)
Modification to QUEST design to allow for carrying more than 1 crewmember
May require hypermathematical space-saving techniques (Correspondence 4)
Without additional help, can support ~20 additional crew members in relative discomfort, 10 normally, or 5 in comfort
Removes conventional missile launch systems and halves HVM fabrication capability
Custom modification turns QUEST into a fast VIP transport instead of a dedicated fast attack vessel
[ ] External Crew Module (1 pt)
Self-contained crew module for the QUEST design
Reduces QUEST maneuverability when not jettisoned
Light armor provides only protection against light vehicle weapons and near-misses from naval weaponry
Supports up to 20 crew members
Armor
[ ] "Troll" Heavy Powered Hardsuits (1 pt for 5, 1 pt for 3 with primium)
Update of old Martinez Design for Sleeper use, environmentally sealed
Unwieldy: DVs halved
Molten Carbonate Fuel Cell system provides high endurance
Heavy myomer musculature provides +3 [2] Strength
Titanium/Ceramic Armor provides 8B/8L soak with 8 armor HLs
Enhanced imaging and targeting system (Correspondence 1, Forces 1, Life 1 sensors)
Optional Primium Lining adds +1 countermagic, +1B/1L soak
Does not come with any hypertech weapons as default, uses modified arm-mounted FN BRG-15 15mm heavy machinegun
Height: ~2.3m, mass: ~160 kg fully loaded, may have difficulty fitting into confined spaces
[ ] Light Powered Hardsuits (1 pt for 5)
Alanson-derivative Sleeper usable hardsuit, environmentally sealed
MCFC power source, myomer musculature, titanium/ceramic composite armor
+2 Strength, +6B/6L soak, 6 armor HLs, improved movement and agility (+2 Athletics)
Basic nightvision and infrared imaging capabilities
No hypertech weapons, use various Sleeper medium arms
[ ] Haldeman-type Combat Armors (1 pt for 2 normal, 1 pt for DSCA)
3rd generation general purpose combat armor, can be used by properly trained Sleeper personnel
+3 [2] Strength, +1 Dexterity, +1 Perception
Nanocomposite armor provides 8B/8L soak with 8 armor HLs
Jumpjets allow zero-G maneuvering and scaling extreme distances
Multispectral Visor (Correspondence 1, Forces 1, Matter 1, Life 1)
Primium coating adds +1 Countermagic
DSCA Variant: +2 [1] Strength, +2B/2L soak, +1 Countermagic, Dimensional Science 1 scan systems, inbuilt Dimensional Science 3 phasic disruptor, Matter 3 self-repair, upgrades Jumpjets to Forces 3 full flight
[ ] Project NOBLE NOVEMBER Suits (2 pts for 1, 3 pts for 2)
5th generation powered combat armor
+5 [3] Strength, +2 Dexterity
Piezoelectric Impact Armor provides +6B/6L soak and 6 armor HLs by default
Lensing Field System provides multispectral stealth against most sensors systems (Forces 3, Mind 2) when active
Overcharge Feature allows for temporary boosting of strength and mobility (Forces 2), armor (Forces 2/Matter 2), or reaction speed (Time 3) at Prime Energy cost
1 PE/round per feature, 30 PE battery
Multispectral Visor w/weakspot detection (Corr 1, Forces 1, Matter 1, Life 1)
Primium skeletal structure provides +2 Countermagic
Integral Nanorepair System (Matter 4, Life 4) regenerates 1 user HL or 1 armor HL per round
Allows for resurrection of deceased user as long as suit integrity and user remains are largely intact (Life 4, Mind 5)
Integrated Combat AI provides integral support to wetware component
Cognitive Optimization (Mind 3)
Combat Optimization (Mind 1/Entropy 1)
Emotion Dampening (Mind 1)
Electronic Warfare (Forces 2/Correspondence 2)
Tactical Precognition (Entropy 1/Time 2)
Operator Emergency Mindstate Backup (Mind 5)
[ ] Blockade CQB BASIC Variant (1 pt each, 2 pts with heavy primium)
4th generation powered combat armor for close-in combat
Unwieldy: DVs halved
Double-thickness EAP actuator bundles provide +6 [4] Strength
Multilayered Carbon Laminate Armor provides +11B/11L soak with 10 armor HLs (+13B/13L with Primium)
Regenerative Reactive Armor Tiling provides additional protection against melee attackers (+5B/5L, deals damage upon hit)
Recommend that unenhanced operatives in light armor keep clear of Blockades
Default primium layer provides +1 Countermagic, Heavy Primium Armor provides +3 Countermagic
User Dexterity is 1 for purposes of fine manipulation, 6 for weapons targeting and movement speeds
Entropy 1, Correspondence 1, Forces 1 enhanced targeting system
Standard armaments:
2 40mm automatic gyrojets (independent targeting)
2 IX-22G anti-cyborg/anti-hardsuit gatling 20mm autocannon
2 Antipersonnel mounts for standard infantry weapons (typical weapons include LMGs, flamethrowers, or automatic grenade launchers)
Primium heavy vibroclaws
[ ] Tercio Fire Support BASIC Variant (1 pt each, 2 pts with heavy primium)
4th generation powered combat armor for long range fire support
Unwieldy: DVs halved
EAP actuator bundles provide +4 [2] Strength
CARLAM Armor provides +10B/10L soak with 10 armor HLs (+12B/12L with Primium)
Default primium layer provides +1 Countermagic, Heavy Primium Armor provides +3 Countermagic
User Dexterity is 1 for purposes of fine manipulation, 6 for weapons targeting and movement speeds
Entropy 1, Correspondence 1, Forces 1 enhanced targeting system
Forces 2 jump capability provides ~90m jump distances
Standard armaments:
6 Anti-Vehicle/Anti-Aircraft HVMs (variable yield plasma warhead)
Anti-Tank Support Pulse Laser
2 Antipersonnel mounts for standard infantry weapons (typical weapons include LMGs, flamethrowers, or automatic grenade launchers)
Primium Claws for close-in combat
[ ] Minotaur Slave Unit (3 pts each, 4pts with primium layering)
In-between powered armor and an assault walker, ~3.5m tall
Normally uses Master-Slave motion capture to function, although pilots with multitasking capability (i.e. Mind 1) may use both sets of arms independently
Unit has Strength 12 [6] in slaved arms, pilot Strength +3 in master arms
Forces 1, Correspondence 1 sensors system
Entropy 1, Time 2 combat computer
Heavy Composite Armor provides 16B/16L soak, 24 vehicle HLs
Optional Primium Armoring adds +2B/2L soak, +3 Countermagic
Reactive Armor Applique provides additional +6B/6L soak until depleted
Can be detonated by any attack that deals more than 7 HLs of pre-soak damage
Comes with vehicle-scale weapons
Back-mounted ATGM pods
30mm "assault rifle" firing APDS ammunition
Antigravitic Flight Unit allows for limited flight
Matter 3 Limited Self-Repair (nearest 50% of HLs)
[ ] Iteration X Combat Environmental Suit (CES) (1 pt for an entire crew's worth)
Combat-modified spacesuit
Self-sealing impact armor
Basic nightvision and infrared imaging capabilities
+5B/5L soak with -1 mobility penalty and 4 armor HLs
[ ] Advanced Spacesuits (free)
Advanced spacesuits roughly ~1.5 generations beyond standard NASA/CNSA designs
Thick ballistic polymer hardshell spacesuits designed to combine durability and maneuverability
+4B/4L soak with -2 mobility penalty, 3 armor HLs
-1 Dexterity penalty for fine manipulation
[ ] Basic Spacesuits (-1 pts, replaces advanced spacesuits)
Conventional Spacesuits
+5B/4L soak with -4 mobility penalty, 4 armor HLs
-2 Dexterity penalty for fine manipulation
Weapons
[ ] M-1984 Heavy Plasma Rifles (1 pt, 2 pts for 3)
Infantry-scale plasma rifle, usable by augmented or unaugmented soldiers
Antipersonnel/antimateriel dual use
Fire rates: Single shot, burst fire, automatic (non-single shot modes contraindicated for unaugmented users)
Forces 3/Prime 2 plasma toroid, can be modified by skilled users for other firing modes
Uses 1 Prime Energy/shot (2 for bursts, 3 for automatic fire, double for antimateriel), comes with 2 power cells with 20 PE each
Enlightenment 4 antipersonnel/6 antimateriel
[ ] Hailstorm Micromissile Launcher (2 pts)
Infantry scale micromissile launcher with microwarp booster stage
Capable of anti-ship range (Correspondence 2, Matter 2)
Micromissile warheads have firepower equivalent to modern anti-tank missiles (Correspondence 4, Matter 4)
Capable of full-automatic fire from hyperspatial magazine
Multi-Target Lock On/Death Blossom mode can suppress entire grid squares (Correspondence 4 colocation)
[ ] Positron Rifle (2 pts)
Designed for use by assault walker, polymorphic grip allows enhanced personnel to use as crew-served/shoulder-fired weapon
Forces 4/Matter 3/Correspondence 2/Prime 2 armor-piercing positron beam weapon
Capable of anti-ship targeting if interfaced with cyborg FCS
[ ] Augmented Infantry Heavy Weapons (1 pt for sufficient numbers)
Man-portable autocannons, railguns, 20mm HV sniper rifles, other heavy ordinance
Usable by heavily enhanced individuals only
[ ] Enhanced Weapons Systems (2 pts)
CAD/CAM Construction greatly improves capabilities of base Union weapons (Correspondence 4, Matter 4)
Sizable arsenal sufficient to arm entire team
Examples: machine gun firing 20x108mm rounds, MJOLNIR-series sidearms, THOMAS-series SMGs, Rocket Propelled Grenades with firepower of vehicle-mounted ATGMs
Not particularly resistant to disablement
[ ] Technocracy Conventional Armaments (free)
Advanced firearms, roughly 1-2 generations beyond conventional
Caseless, high-velocity weapons with lightweight materials and high-end ammunition
M1941 Pulse Rifles, IX-27 high-velocity assault rifles, fire-and-forget smart missiles, smart 40mm grenades with gyrojet maneuvering thrusters and laser guidance, etc.
[ ] Basic Firearms (-1 pts, replaces Technocracy conventional armaments)
Basic Sleeper Weapons
Can be Tacticooled (not that it helps)
May require extensive use of rocket launchers to deal with relatively minor threats
Dual-wielding SAWs in the Umbra is, however, very stylish
Augments
[ ] Light Exomuscle (1 pt/surgery)
2nd Generation Lightweight Exomuscle Surgery
+2 Strength, +1 Dexterity, +2 Stamina, 6 -0 HLs, 2B/2L soak, +1d countermagic
Not compatible with heavier exomuscle improvements
Usable on Sleepers with psychological assistance
[ ] Reflex Enhancers (1 pt/surgery)
Superconducting spinal cord and fast mental transduction
Mind 1, Time 3 enhancement of thinking and action speed (+1 action/turn)
+1 Dexterity
[ ] Combat Prosthetic Legs (1 pt for 2 surgeries)
Full leg and pelvic replacement
+2 -0 HLs
Forces 2 kinetic energy amplification
Greatly boosted movement speeds
[ ] Combat Prosthetic Arms (1 pt for 2 surgeries/1 pt for full limb replacement (both arms, both legs))
Paired prosthetic arms
+2 -0 HLs
+3 strength for weapons handling and damage
Stabilized weapons handling drivers add +2 accuracy to Firearms, Brawl/Melee attacks.
Integrated nanoceramic blade for close-in combat
[ ] Physical Enhancement (1 pt to enhance 3 individuals)
Myomer biointegration: +1 Strength, +1 Stamina
Skeletal Hardening: +1 unarmed damage, 2 -0 HLs
[ ] Dermal Armor (1 pt to enhance 5 individuals)
Dermal Armoring: +2B/2L soak
If you have something missing on this list you really want, suggest it to me.