Food:
Heated Greenhouse (Tech Level 1):
Properly isolated and made from materials actually meant for the job, with a cleverly designed passive heating system. All biodegradable waste is composted and used as fertilizer. With this, you at least won't have to feel like neo-barbarians scrambling in the dirt anymore.
Development cost: 4,000,000 effective man-hours (emh)
Construction cost: 2,000,000 emh
Production: 1 unit per year
Required workforce: 2.000.000 man-hours (mh) per year
Industry
Light Industry (Tech Level 1):
Simple Light Industry for technologically simple projects. Not that useful, but easier to design and establish than more advanced alternatives. A small fleet of mining vehicles keeps the whole factory supplied with resources.
Development cost: 16,800,000 emh
Construction cost: 8,400,000 emh
Capacity/Production: 8,400,000 mh per year
Light Industry (Tech Level 2):
Outdated by your standards, but there are entire interstellar civilizations who never reached this level. The ability to casually create plasma reactors and similar items is nothing to scoff at. A small fleet of long-ranged, fusion-powered mining vehicles keeps the whole factory supplied with resources.
Development cost: 33,600,000 emh
Construction cost: 16,800,000 emh
Capacity/Production: 8,400,000 mh per year
Light Industry (Tech Level 3):
The Federation would have considered this just barely adequate to run a civilian economy with. Not too different from the shipboard industry you had with you when you arrived on the reliant.
Development cost: 67,200,000 emh
Construction cost: 33,600,000 emh
Capacity/Production: 8,400,000 mh per year
Light Industry (Tech Level 4):
You have the science! Time to get the engineering. Design a more advanced light industrial complex, and improve your technological base.
Development cost: ?
Construction cost: ?
Capacity/Production: 8,400,000 mh per year
Heavy Industry Tech Level 1:
If you want to build heavy vehicles or starships, heavy industry is indispensable. It doesn't necessarily have to be sophisticated industry of course, just heavy.
Development Cost: 40,000,000 emh
Construction cost: 20,000,000 emh
Production capacity: 8,400,000 mh per year
Heavy Industry (Tech Level 2):
What kind of luddite powers their starships with deuterium-tritium fusion? Plasma reactors are where it's at! But before you can build the reactors you first need to build the industry, and before you can build the industry you first need to design it. You still won't be able to make replacement parts for the Reliant with this, though...
Development Cost: 80,000,000 emh
Construction cost: 40,000,000 emh
Production capacity: 8,400,000 mh per year
Heavy Industry (Tech Level 3):
Technological regression: Not even once!
Sure, coming up with designs for heavy industry that's actually up to spec is going to take a lot of time and work, but unless you want to downgrade, sooner or later you'll have to make the effort.
Development Cost: 160,000,000 emh
Construction cost: 80,000,000 emh
Production capacity: 8,400,000 mh per year
Fuel Refinery (Tech Level 2):
Deuterium and tritium will keep your reactors running in a pinch, but you can do better than that! Or at least you can once you've designed and built this refinery.
Development Cost: 33,600,000 emh
Construction cost: 16,800,000 emh
Production capacity: 8,400,000 mh per year - can only produce fuel
Fuel Refinery (Tech Level 3):
If you're gonna build a refinery, it should at least be a nice one!
Development Cost: 67,200,000 emh
Construction cost: 33,600,000 emh
Production capacity: 8,400,000 mh per year - can only produce fuel
Utility
Human Reproduction Center (Tech Level 3):
Growing their baby in a tank rather than in their bodies became fairly popular among women in the Federation once technology allowed for it. Though far from everybody chooses that option.
Development cost: 16,000,000 emh
Construction cost: 8,000,000 emh
Upkeep: NA
Utility: Might lead to a very minor increase in productivity by removing the need for pregnancy for soon-to-be mothers.
Cybernetic Augmentation Facility (Tech Level 3):
Cybernetics weren't all that popular in the Federation, and comparatively little research was being done on the subject. Still, the technology was available. A Cybernetic Augmentation Facility allows for the development, installation and maintenance of cybernetics.
Development cost: 16,000,000 emh
Construction cost: 8,000,000 emh
Upkeep: NA
Utility: Will allow for the development, installation and maintenance of cybernetics.
Population Modification
Neural Lace:
Formed by nanites injected directly into specific areas of the brain, the neural lace is the foundational implant for many other implants meant to interface with the human central nervous system. Functioning almost like natural neurons, the nanites form the bridge between implanted machine and brain that allows a person's mind to accurately interpret the signals received, and send intelligible signals to those implants in turn. While the human brain is theoretically capable of learning how to do so without assistance from a neural lace, the mental and physiological side effects can be severe, sometimes with rather detrimental consequences for a person's sanity. As such, Eris considers making neural laces available to the population an absolute necessity if mind-interfacing implants are to be used. However, to maintain the neural lace's effectiveness, the nanite treatment needs to be repeated every few years.
Development & Implementation cost: 4,500,000 emh to make this implant available to everyone within Eris who wants it.
Upkeep: 50 emh per person, uses science modifiers
Utility: Mind-interfacing implants become available.
Datajack:
This coin-sized dataport on the side of the head allows for direct mind-machine interfacing, enabling a person to directly access computers and information with their minds. A neural lace is necessary for the brain to be able to correctly interpret incoming input and respond with output intelligible to the machine. Even then it takes years to master mind-machine interfacing and most people never truly master the technique, making this technology quite a bit less useful than one would think... or that's how it would work, if Eris population wasn't already linked up to the gestalt all the time and largely finds the mental exchange of information with entities other than one's own self to come as naturally as breathing. Where others might struggle, you're pretty sure you'll have no problems.
Development & Implementation cost: 4,500,000 emh to make this implant available to everyone within Eris who wants it.
Upkeep: 50 emh per person, uses science modifiers
Prerequisites: Neural Lace
Utility: Improved science and engineering efficiency. Increased ground power for all manned combat units - units benefit more the more they rely on their equipment over their physical capabilities. The achievable ratio of automated to manned units increases by 0.2.
Wired Reflexes:
Improving human reaction time is actually rather tricky. The fact of the matter is that human neurons only transmit information at a certain speed, which is not very fast compared to what machines are capable of. Wired Reflexes get around this issue by replacing much of the peripheral nervous system and part of the spinal cord with nanites meant to mimic the functioning of natural neurons, similar to the nanites used for a neural lace, but optimized for transmission speed. The result is a major improvement to reaction time, though decision making is not similarly speed up. While completely replacing the natural nerves might make some people nervous, thankfully, the nanites used last for this augmentation are perfectly capable of lasting for a lifetime - though their transmission speed tends to decline over time, necessitating occasional renewed treatments if the benefits of having Wired Reflexes are to be maintained.
Development & Implementation cost: 4,500,000 emh to make this implant available to everyone within Eris who wants it.
Upkeep: 10 emh per person, uses science modifiers
Prerequisites: Neural Lace
Utility: Improves human reaction time. Increased ground power for all manned combat units - units benefit more the more they rely on their physical capabilities over their equipment.
Reinforced Skeleton:
In fact, not only the skeleton is fortified, but also ligaments and joints. As far as physical enhancements go, it is a very straightforward one, with no side effects other than minimally increased weight. The nanites used for this augmentation integrate into bones, ligaments and cartilage and greatly strengthen all of them. However, to maintain the effect, the nanite treatment needs to be repeated every few years.
Development & Implementation cost: 4,500,000 emh to make this implant available to everyone within Eris who wants it
Upkeep: 50 emh per person, uses science modifiers
Utility: Options for physical cybernetic augmentations become available. Enhances the sturdiness of your soldiers and thus the ground power of your manned units. Units benefit more the more they rely on their physical capabilities over their equipment.
Myomer Cyberlimbs:
Artificial muscle fibers are capable of much stronger and faster contraction than natural human muscles. Energy is supplied by small bio nano-batteries distributed through the implanted myomers, which can recharge off the host's metabolic processes. Stronger, faster, and at least in theory, better. In practice, you better have a reinforced skeletal system to deal with the strain your new strength will put on your bones.
Development & Implementation cost: 4,500,000 emh to make this implant available to everyone within Eris who wants it
Prerequisites: Reinforced Skeleton
Upkeep: 10 emh per person, uses science modifiers
Utility: Makes a person stronger and capable of faster movement, though it does nothing for endurance or reaction speed. Enhances the physical capabilities of your soldiers and thus the ground power of your manned units. Units benefit more the more they rely on their physical capabilities over their equipment.
Cranial Survival Kit:
Reinforcing the bones including the skull is already a good first step, but the Cranial Survival goes one step further in the quest to ensure survivability: Rather than just protect the brain from damage, this augmented neurocranium is capable of supplying the brain with sufficient oxygen and glucose for hours after the rest of the body has suffered catastrophic damage. Also included is a Pain Editor implant and an induced-coma functionality that should keep the experience from being too traumatic. Hey, it's better than dying!
Development & Implementation cost: 3,000,000 emh to make this implant available to everyone within Eris who wants it
Prerequisites: Reinforced Skeleton
Upkeep: 10 emh per person, uses science modifiers
Prerequisites: Reinforced Skeleton
Utility: Will reduce your human casualties by up to half... at least as long as you are able to rush your wounded into emergency care after or during the battle.
Erisian Baseline Genome (Tech Level 3):
You'll need a stable baseline before you can start genetically modifying your population in earnest. Clean up all the various mutations that have cropped up since the Federation's last genetic modification program concluded, and lay the groundwork for more in-depth enhancement.
Development cost: 80,000,000 emh
Implementation cost: 800 emh per person, inheritable.
Upkeep: NA
Utility: Will allow for genetic modification, and grants you 4 trait points. Prerequiste for all other genetic modification projects.
True Neuroregeneration & Improved Neuroplasticity:
Neurons, once dead, are not naturally replaced by the human body. While the nervous system is capable of compensating for lost neurons to some degree by rewiring what's left, this process is not perfect - and adapting to new additions to the body or significant changes which need to be administrated by the brain is especially tricky. Genetically modifying our people for true neuroregeneration and improved adaptive neuroplasticity would change this. The result would be roughly comparable to a natural neural lace, with the added benefit of a nervous system capable of fully recovering - at least in theory - from just about any survivable injury.
Development cost: 80,000,000 emh, 1 trait point.
Implementation cost: 800 emh per person, inheritable.
Upkeep: NA
Prerequisites: Erisian Baseline Genome
Utility: Functions as a natural neural lace. Mind-interfacing implants become available. Options to genetically modify the nervous system become available.
Natural Longevity (240 years):
If there is one major genetic modification the Federation ever considered universally applying to humanity as a whole, it is this one. The benefits of a long and healthy life are obvious. The economical benefits of no longer having to rely on juvenat treatments equally so - yet being the provider of those very same juvenat treatments was one of the most important factors that kept the Federation politically unified. As such, natural longevity was never made part of the species' genome, a decision humanity would eventually have cause to bitterly regret.
Development cost: 160,000,000 emh, 2 trait points.
Implementation cost: 1600 emh per person, inheritable.
Upkeep: NA
Prerequisites: Erisian Baseline Genome
Utility: A natural expected average lifespan of 240 years. Not cumulative with lifespan increases from juvenat treatments.
Fortified Skeleton:
In fact, not only the skeleton is fortified, but also ligaments and joints. As far as physical enhancements go, it is a very straightforward one, with no side effects other than minimally increased weight and some slightly odd dietary requirements during childhood and adolescence - and if those requirements aren't met, the person's bones will still grow just as strong as they would be for an unmodified human until the needed elements can be consumed and the skeletal system strengthens over the course of several months.
Development cost: 80,000,000 emh, 1 trait point.
Implementation cost: 800 emh per person, inheritable.
Upkeep: NA
Prerequisites: Erisian Baseline Genome
Utility: Functions as a natural reinforced skeleton. Options for physical cybernetic augmentations become available. Options for physical genetic enhancement become available. Enhances the physical capabilities of your soldiers and thus the ground power of your manned units. Units benefit more the more they rely on their physical capabilities over their equipment.
Natural Athleticism:
Cardiovascular exercise is for primitives. Advanced societies like you simply manipulate their genome, until they can eat all the sweets, gorge themselves on all the fatty foods, and spend all day lying on the couch playing virtual reality games, all while remaining as physically fit as a human can be. Comes with some aesthetical side benefits.
Development cost: 80,000,000 emh, 1 trait point.
Implementation cost: 800 emh per person, inheritable.
Upkeep: NA
Prerequisites: Erisian Baseline Genome
Utility: Natural peak-human fitness. Enhances the physical capabilities of your soldiers and thus the ground power of your manned units. Units benefit more the more they rely on their physical capabilities over their equipment. May also provide a minor benefit in face-to-face diplomacy with other humans.
Items
Camouflage
Radar-absorbent Camouflage Netting (Tech Level 1):
In addition to providing optical camouflage, the material used in this camouflage netting will also defeat most radar-based detection methods.
Development cost: 1,000,000 emh
Construction cost: 500,000 emh per building camouflaged (the Reliant counts as a building), up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Prevents / delays detection from orbit by optical methods or radar.
Emissions-Management System (Tech Level 2):
Advanced camouflage netting combined with a number of more advanced systems to help discharge excess heat from industrial processes deep into the ground rather than somewhere more easily detected.
Development cost: 2,000,000 emh
Construction cost: 550,000 emh per building camouflaged (the Reliant counts as a building), up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Prevents / delays detection from orbit by optical methods, radar, infrared sensors, and a number of other sensor systems.
Sensors
Surface Observation Satellites (Tech Level 1):
A number of satellites meant to observe a planet's surface. In addition to surveying the weather, these satellites can also survey a planet's surface. Your agriculture is fully enclosed and not all that vulnerable to the weather outside, but having the ability to predict the weather might still be useful. At the very least, your resource harvesting expeditions won't end up driving into the middle of a snowstorm. Might help your industry run slightly more smoothly. The satellites are equipped with maneuvering thrusters to adjust their orbit – or deorbit in a hurry, should that prove necessary.
Development cost: 1,000,000 emh
Construction cost: 500,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: You'll know what the weather's gonna be like and be able to survey the planet.
Space Observation Satellites (Tech Level 1):
A number of stealthy satellites meant to observe observe space and tip you off if anything approaches the planet. The high-resolution passive sensor systems on these satellites cover most of the electromagnetic spectrum, and various active sensors are available on demand. If anybody fires up a starship-sized plasma drive within the star system, you're going to notice. The satellites are equipped with rudimentary maneuvering thrusters to adjust their orbit – or deorbit in a hurry, should that prove necessary.
Development cost: 1,000,000 emh
Construction cost: 500,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Advance warning of visitors – hopefully. You'll also be able to make a somewhat informed guess about what you'd find in nearby starsystems.
Defensive Systems
Autogun Turrets (Tech Level 1):
Any wild animal that would trespass on your territory is going to regret it – briefly. The target-recognition software is a bit twitchy, but you'll make sure to equip everyone who has a need to go outside with IFF transmitters. In any case, for a group mind like you it shouldn't be to o hard to avoid friendly fire incidents.
Development cost: 1,000,000 emh
Construction cost: 500,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Keeps intruders out, by killing them dead.
Ground Power: 1000 GP
Traits: Automated, Light Unit,
- Attention: Automated units require human supervision from directly onsite.
Lasgun Turrets (Tech Level 2):
Any wild animal that would trespass on your territory isn't even going to have time to regret it. The target-recognition software is reasonably reliable, but you'll still make sure to equip everyone who has a need to go outside with IFF transmitters. In any case, for a group mind like you it shouldn't be too hard to avoid friendly fire incidents.
Development cost: 2,000,000 emh
Construction cost: 550,000 emh, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Keeps intruders out, by killing them dead. With lasers.
Ground Power: 2000 GP
Traits: Automated, Light Unit,
- Attention: Automated units require human supervision from directly onsite.
Ground Combat Units
Killbot Mk1 (Tech Level 1):
A small and downright simplistic automated semi-tracked ground combat vehicle. Measures about 1.8 meters in length, 1.1 meter in width and 80 centimeters in height. Armed with a swing-mounted autogun. You also field variants armed with a rocket or grenade launcher. The target-recognition software is a bit twitchy, but you'll make sure to equip everyone who has a need to come close to these things with IFF transmitters. In any case, for a group mind like you it shouldn't be to o hard to avoid friendly fire incidents.
Development cost: 1,500,000 emh
Construction cost: 750,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Kills your enemies dead, with high-velocity metal.
Ground Power: 1000 GP
Traits: Automated, Light Unit,
- Attention: Automated units require human supervision from directly onsite.
Killbot Mk2 (Tech Level 2):
A small and economical automated semi-tracked ground combat vehicle. Measures about 1.8 meters in length, 1.1 meter in width and 80 centimeters in height. Armed with a swing-mounted lasgun. You also field variants armed with missiles or a grenade launcher. The target-recognition software is a bit twitchy, but you'll make sure to equip everyone who has a need to come close to these things with IFF transmitters. In any case, for a group mind like you it shouldn't be too hard to avoid friendly fire incidents.
Development cost: 3,000,000 emh
Construction cost: 825,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Kills your enemies dead, with lasers.
Ground Power: 2000 GP
Traits: Automated, Light Unit,
- Attention: Automated units require human supervision from directly onsite.
Erisian Automated Main Battle Tank "Project 002a" (Tech Level 3):
"Project 002a" is an Erisian main battle tank designed primarily for use against hostile armored vehicles. Equipped with a highly accurate and reliable 110 mm coilgun, however the true source of the tank's firepower isn't it's gun, but rather it's ammunition - high-powered plasma shells with limited guidance capability. A coaxial volkite weapon offers additional firepower against infantry and the tank features anti-grav hover capability for fast movement and excellent maneuverability. The entire vehicle has been automated to avoid putting any gestalt members at risk.
Development cost: 4,500,000 emh
Construction cost: 900,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: That enemy vehicle over there would look much nicer if someone turned it into molten slag, wouldn't it?
Ground Power: 3000 GP
Traits: Automated, Main Battle Tank, Medium Armored Vehicle, Anti-Grav
- Attention: Automated units require human supervision from directly onsite.
Erisian Self-Propelled Artillery "Project 004a"
Project 004a is an Erisian anti-grav capable self-propelled artillery howitzer designed to support Eris' armies from a distance. Like all of Eris' anti-grav vehicles it is capable of fast tactical and strategical movement and enjoys excellent maneuverability. Its 130 mm coilgun may seem underpowered at first, but that impression doesn't take into account the guns guided plasma shell ammunition, or its ability to maintain a rate of fire that would seem like pure fantasy to any Imperial artilleryman. The entire vehicle has been automated to avoid putting any gestalt members at risk, and each artillery vehicle is usually accompanied by at least one unarmed supply drone carrying several reloads.
Development cost: 4,500,000 emh
Construction cost: 900,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Reach out and touch someone. In a bad way.
Ground Power: 3000 GP
Traits: Anti-Grav, Automated, Self-Propelled Artillery, Light Armored Vehicle,
- Attention: Automated units require human supervision from directly onsite.
Erisian Ultralight fighter/gunship "Project 003a" (Tech Level 3):
At merely 7 meters length, Project 003 is downright tiny by the standards of atmospheric aircraft. This doesn't stop the single seat VTOL aircraft from providing Eris with fast and highly flexible firepower on the battlefield. Employing a miniaturized plasma fusion engine and twin articulated jet engines in place of more conventional options, Project 003 boasts incredible maneuverability and a respectable top speed capable of keeping up with many fixed-wing aircraft. The craft's forward mounted variable multi-spectrum lascannon is designed for use against both ground and air targets, and offers a low power rapid fire mode for use against soft targets, as well as a slower-firing anti-armor mode. Though doing so weighs down the craft, "Project 003" is also capable of mounting a number of hypersonic plasma missiles as a secondary armament. The craft's numerous advantages come at the expense of relatively light armor. The entire vehicle has been automated to avoid putting any gestalt members at risk.
Development cost: 6,000,000 emh
Construction cost: 1,200,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Utility: Death from Above!
"Ground" Power: 3000 GP
Traits: Automated, Flying, Multi-Role, Ultralight Aircraft, VTOL,
- Attention: Automated units require human supervision from directly onsite.
Erisian Jetbikes (Tech Level 3):
Fast and maneuverable, these jetbikes equipped with anti-grav technology can provide an infantry batallion with speed and maneuverability they would otherwise lack. A possible alternative to armored troop transports.
Development cost: 2,250,000 emh
Construction cost: 300,000 emh per battalion, up to 1/2 can be paid in alloys
Utility: Can be assigned to an infantry battalion, who gain the "Anti-Grav" and the "Light Vehicle" traits.
Erisian Attack-bikes (Tech Level 3):
Fast and maneuverable, these two-seater jetbikes equipped with anti-grav technology are somewhat larger than the unarmed variant, and have been armed with a forward-firing volkite culverin and two swing-mounted plasma grenade launchers. Designed to be used as a combat unit crewed by power-armored riders, rather than a mere means of transportation for infantry. In line with the principles of Erisian Drone Warfare Doctrine, the Attack-bikes will be equipped with with improved communication systems and advanced drone-command software.
Development cost: 4,500,000 emh
Construction cost: 900,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Manpower: 500 gestalt members
Utility: A fast attack vehicle
Ground Power: 5000 GP
Traits: Anti-Grav, Light Vehicle, Light Unit,
Erisian Ultralight Infantry (Tech Level 3):
You hesitate to seriously take this into consideration, but if necessary you could equip yourselves with some light equipment and field large numbers of infantry at fairly low cost. Scaled down low weight multi-spectrum lasweapons, plasma grenades, a few crew-operated support weapons and environmentally sealed (but not powered) carapace armor should at least grant you a fighting chance against your foes. In line with the principles of Erisian Drone Warfare Doctrine, the armor will be equipped with with improved communication systems and advanced drone-command software.
Development cost: 2,250,000 emh
Construction cost: 300,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Manpower: 1000 gestalt members
Utility: You'll kill your enemies dead, with advanced lasers. Pity you had to scale down the guns to save weight.
Ground Power: 2500 GP
Traits: Infantry, Very Light Unit,
Erisian Self-Propelled Artillery "Project 004"
Project 004 is an Erisian anti-grav capable self-propelled artillery howitzer designed to support Eris' armies from a distance. Like all of Eris' anti-grav vehicles it is capable of fast tactical and strategical movement and enjoys excellent maneuverability. Its 130 mm coilgun may seem underpowered at first, but that impression doesn't take into account the guns guided plasma shell ammunition, or its ability to maintain a rate of fire that would seem like pure fantasy to any Imperial artilleryman. The entire vehicle has been automated to avoid putting any gestalt members at risk, and each artillery vehicle is usually accompanied by at least one unarmed supply drone carrying several reloads.
Development cost: 4,500,000 emh
Construction cost: 900,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Manpower: 300 gestalt members
Utility: Reach out and touch someone. In a bad way.
Ground Power: 5400 GP
Traits: Anti-Grav, Self-Propelled Artillery, Light Armored Vehicle,
Erisian Ultralight fighter/gunship "Project 003" (Tech Level 3):
At merely 7 meters length, Project 003 is downright tiny by the standards of atmospheric aircraft. This doesn't stop the single seat VTOL aircraft from providing Eris with fast and highly flexible firepower on the battlefield. Employing a miniaturized plasma fusion engine and twin articulated jet engines in place of more conventional options, Project 003 boasts incredible maneuverability and a respectable top speed capable of keeping up with many fixed-wing aircraft. The craft's forward mounted variable multi-spectrum lascannon is designed for use against both ground and air targets, and offers a low power rapid fire mode for use against soft targets, as well as a slower-firing anti-armor mode. Though doing so weighs down the craft, "Project 003" is also capable of mounting a number of hypersonic plasma missiles as a secondary armament. The craft's numerous advantages come at the expense of relatively light armor.
Development cost: 6,000,000 emh
Construction cost: 1,200,000 emh per battalion, up to 1/2 can be paid in alloys
Upkeep: NA
Manpower: 200 gestalt members
Utility: Death from Above!
"Ground" Power: 5600 GP
Traits: Flying, Multi-Role, Ultralight Aircraft, VTOL,