Heavy Equipment
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Heavy Equipment
Loadout Network // 04 Of 04
[ Loadout Network ] // 04 Heavy Equipment ▼
[ SYSTEM DOSSIER // LOADOUT // LOAD-04 OF 04 ]
// AIR SUPPORT
HEAVY EQUIPMENT
Heavy Equipment strengthens air-target bombardment through stored bonus charges. Air Munitions are the dedicated consumable, with each affected unit consuming a level-based quantity and every attack expending one stored bonus charge.
Category
Loadout
Doctrines
Shared
Air Attack
+10% → +25%
Consumable
Air Munitions
[ AIR SUPPORT READ ]
Heavy Equipment
Air Attack
Heavy Equipment adds bonus bombardment value against
air targets:
+10% → +15% → +25%.
Stored Charges
Each attack consumes
one bonus charge.
Unused charges can be stored for later attacks.
Air Munitions
The dedicated consumable is produced in cities in batches of
20 Air Munitions.
Shared Doctrine Research Timing
Eastern, European and Western doctrines all unlock Heavy Equipment
Level 1 on Day 3,
Level 2 on Day 12 and
Level 3 on Day 20.
No doctrine selector is required.
[ HEAVY EQUIPMENT CONFIGURATOR ]
Select Research Level
Select Basic, Advanced or Modern Heavy Equipment.
Air attack value and per-unit Air Munitions cost update directly
from the supplied progression.
[ ACTIVE HEAVY EQUIPMENT PROFILE ]
BASIC HEAVY EQUIPMENT // LEVEL 1
RESEARCH L1
Research Day
3
3 → 12 → 20
Air Attack
+10%
+10% → +15% → +25%
Air Munitions Cost
2
Per affected unit
Charge Use
1
Charge per attack
[ HEAVY EQUIPMENT PROGRESSION ]
Research & Attack Scaling
| Level | Research | Day | Air Attack | Cost / Affected Unit | Charge Behaviour |
|---|---|---|---|---|---|
| Lvl 1 | Basic Heavy Equipment | 3 | +10% | 2 Air Munitions | 1 charge per attack · charges can be stored |
| Lvl 2 | Advanced Heavy Equipment | 12 | +15% | 3 Air Munitions | 1 charge per attack · charges can be stored |
| Lvl 3 | Modern Heavy Equipment | 20 | +25% | 5 Air Munitions | 1 charge per attack · charges can be stored |
[ EFFECT ARCHITECTURE ]
Bombardment Bonus & Stored Charges
Bombardment Bonus
The supplied in-game description states that Heavy Equipment
adds bonus value to a
bombardment against air targets.
Per-Unit Cost
The Air Munitions requirement is charged
per affected unit:
2 → 3 → 5
from Level 1 through Level 3.
[ CONSUMABLE PRODUCTION ]
Air Munitions Production
| Produced Item | Requirements | Production Cost | Production Time | Batch |
|---|---|---|---|---|
| Air Munitions | Air Base Lv1 · Arms Industry Lv1 · Basic Heavy Equipment Lv1 | 200 Fuel · 300 Electronics · 1,000 Money | 1 day | 20 Air Munitions |
[ EFFECT RULES ]
Charges, Costs & Production
Bombardment Bonus
Heavy Equipment enhances bombardment value against air targets.
The supplied bonus scales
+10% → +15% → +25%.
Per-Unit Cost
Air Munitions are consumed per affected unit:
2 at Level 1,
3 at Level 2 and
5 at Level 3.
Stored Charges
Each attack consumes
one bonus charge.
Unused charges can be stored for future attacks.
Production
Air Munitions are produced in cities after
Basic Heavy Equipment is researched and the required
Air Base and Arms Industry are available.
[ AIR MUNITIONS INTELLIGENCE ]
Production & Consumption
Produced in Cities
Air Munitions are produced in batches of
20 after Basic Heavy Equipment is researched,
with Air Base Level 1 and
Arms Industry Level 1 required.
Scaling Cost
Stronger Heavy Equipment research does not introduce a second
consumable in the supplied data. The cost simply increases from
2 to 3 to 5 Air Munitions
per affected unit.
Source Note // Copy/Paste Residue Preserved as a Note
The source header correctly identifies this page as
LOAD-04 Heavy Equipment, and its progression,
production and effect-rule sections are all Heavy Equipment data.
However, the original hero lead and status strip still contain
Crew Training / naval-healing wording from the previous dossier.
Those conflicting remnants are not used to invent Heavy Equipment
mechanics; this replacement follows the explicit Heavy Equipment
sections only.
Data Separation // Research ≠ Air Munitions ≠ Charges
Research day determines when each Heavy Equipment level becomes
available. Air Munitions production is a separate consumable layer.
Air attack percentage is the supplied bombardment enhancement.
Per-unit Air Munitions cost determines how many consumables are
required to apply the effect. Stored charges determine how many
enhanced attacks remain available; each attack consumes one charge.
[ LOADOUT ARCHITECTURE ]
Four Independent Layers
01
Research L1–L3
02
Air Munitions Production
03
Air Bombardment Bonus
04
Stored Attack Charges
[ LOADOUT // 04 OF 04 ]
Loadout Network Complete
Medical Care, Technical Teams, Crew Training and Heavy Equipment
are all documented. The full unit-page rebuild is complete.
