Turn 5 Design Phase
Proposal: Limitanei Coilgun TurretDifficulty: Very HardResult: (5+4)-2=7,
AverageCoilguns, while they certainly exist, are untouched tech for Terrestrial Reserve engineers. Luckily the technology is sufficiently exciting enough that they worked in earnest to produce something of note for the market.
The
Limitanei is a 2.5m tall by 2m wide cylindrical static gun emplacement with a dome-shaped turret capable of 360 degree rotation capping it off. A small RADAR dome protrudes slightly from the rear of the turret. Internally, the turret is cramped but not overly so. The gunner's seat is reclined slightly for easier viewing of the monitors in the domed ceiling beneath the turret proper and the chair's arm houses an electronic interface for controlling the turret with a thumb button for firing. The aforementioned monitors are fed from external cameras to provide an almost total view of the battlefield - the cameras have a blindspot closer to the turret, but anything within that range would be out of the turret's field of fire anyways. The cameras as well as rest of the turret are protected by varying thicknesses of TerraScale™, necessitating significantly concentrated small arms fire or a direct blast to compromise integrity, although a powerful enough indirect explosion has a good chance of causing some damage to the turret's systems.
The turret itself houses two barrels, the ammo fabricator, and the magazine storage for it's 20mm tungsten-core rounds. The coilgun barrels alternate fire for a total rate of fire of 300 RPM, although this does eat through ammo stores faster than the fab can replenish them, which can end up cutting RoF by up to 20% with extended usage and no downtime. To facilitate the increased rate of fire in the opening bursts the turret draws power from a capacitor supplemented by power supplied from a Hypercore. Otherwise, RoF is maintainable solely through the Hypercore.
The coilguns are able to propel their rounds at hypervelocity and do significant damage out to Long and Extreme ranges, making aircraft viable targets for the weapon system.
The gunner is able to use the electronic interface to manually rotate the turret, but is also capable of designating targets for it's autotracking system, made somewhat easier thanks to the camera's IR capabilities and extremely high zoom. The system does highlight anything notable, which includes friendlies, but unless the gunner designates them for tracking and fires at them it is unlikely that this will cause any friendly fire incidents and may help
avoid friendly fire by calling them to the gunner's attention.
The
Limitanei is currently deployable through using a
Teamster to tow the turret to where it needs to be deployed. The
Limitanei is currently
(EXPENSIVE), and while additional work on it may improve efficacy without increasing cost, it is unlikely that we will see a cost
reduction without sacrificing some features.
----------------
IT IS NOW THE REVISION PHASE. You have two revisions to utilize. Get to it!
Weaponry
Overseer Battle Rifle: The standard weapon for TR-supplied forces, the semi-automatic Overseer fires 7.62mm rounds from it's 20-round magazine. It's most effective at Close and Medium ranges, but is accurate enough that even with standard iron sights a skilled marksman could pick off distant targets. Usable by: All Classes (CHEAP)
Adjutant Pistol: An extremely reliable 10mm pistol capable of highly accurate semi-auto fire. Holds a 12-round magazine and utilizes red glow sights for better target acquisition. Very comfortable to use, and easy to fix in-field in case of a very rare failure. Most effective at Close range. Usable by: All Classes (CHEAP)
Imperator Sniper Rifle: A 10mm bolt-action sniper rifle designed to take targets out at Long and Extreme ranges. It uses a 5-round magazine and comes with a 4-8x Scope. Usable by: Infiltrators (VERY EXPENSIVE)
Bulldog LMG: A 7.62mm Light Machine Gun that can be quite cumbersome to fire from the hip or shoulder and benefits greatly from it's bipod. It uses a 60-round box magazine or can be belt-fed with 100 round belts. The Bulldog fires at 650 RPM and is most effective at Medium ranges. Usable by: Heavy Assaults (VERY EXPENSIVE)
Sentinel Guided Missile Launcher: A Shoulder-Mounted Missile Launcher with standard and thermal optics. Laser designation requires constant input, exposing users. Locking on is excellent, even at a distance or against clustered signatures. It is highly suited to both AA and AT work work, and the warhead is effective enough to blast a hole in most hardened positions we should expect to see. Usable by: Heavy Assaults, Secondary Weapon (CHEAP)
Class-Defining Equipment
Basic Nanite Cloaking System: A small module that uses Nanites to divert light around the wearer. It provides invisibility to the naked eye for twelve seconds before requiring a full minute to recharge, though movement drains charge much faster. Infiltrator Class Item (VERY EXPENSIVE)
Basic Jump Pack: A backpack utilizing jet boosters to provide upward thrust in order to reach high ground or reduce speed when descending. The boost can be sustained for five seconds before needing to recharge for twenty seconds. Light Assault Class Item (VERY EXPENSIVE)
Basic Medical Applicator: A small handgun-shaped healing tool that uses Nanites to mend wound slowly (for active battlefield standards) and is unable to Revivify fallen comrades before the Nanite Revivication Process respawns them at a secured base. Combat Medic Class Item (VERY EXPENSIVE)
Savior Heavy Medical Applicator: A large rifle-like healing tool capable of "linking" to multiple targets, reducing the amount of work it does for each individual. Due to it's size and bulk it also takes the place of the Primary Weapon slot. Can be continuously used thanks to a nanite generator connected by tubes and carried on the lower back. Combat Medic Class Item (VERY EXPENSIVE)
--Herald Heavy Medical Applicator: A somehow more cumbersome, but more effective, variant of the Savior. Connects directly to OmniVisor Helmets when available. The size and weight of the equipment takes up the Primary Weapon slot as well as an Auxiliary slot. Combat Medic Class Item (VERY EXPENSIVE)
TR Repair Tool v2: A device that uses Nanites to mend constructions and vehicles. This Terrestrial Reserve design utilizes heat sinks to keep the tool from overheating as quickly as the standard model under extended usage, and liquid cooling as well as an extra nanite generator increases mending abilities further. Quickly overheats without replacement coolant cartridges, and is slightly more susceptible to battlefield wear and tear. Engineer Class Item (VERY EXPENSIVE)
Basic Overshield Generator: A module that, when activated, projects a mesh of Hard Light against it's user. This shielding can deflect or absorb some incoming fire but will fail under a significant or sustained attack. The barrier can be held for thirty seconds and requires two minutes without use to fully recharge. Heavy Assault Class Item (VERY EXPENSIVE)
Basic TR Neurohelmet: A helmet with a complex neural interface allowing Pilots to assume direct control of many of a vehicle's systems. Directional controls still utilize conventional methods. The helmet filters feedback so the human mind isn't melted by, say, a massive hole being blown in the craft taking out multiple systems. The system provides a significant boost to a Pilot's abilities at the cost of needing up to five minutes to interface with the Pilot before every use. Pilot Class Item (VERY EXPENSIVE)
Auxiliary Equipment
Extra Cooling Cartridges: Spare cartridges meant for the TR Repair Tool v2's liquid cooling system. An extra pouch of these goes a long way. Usable by: Engineers (EXPENSIVE)
Extra Sentinel Missiles: A pair of extra Sentinel missiles to add a little more reusability when resupply isn't readily available. Usable by: Heavy Assaults (CHEAP)
Upgraded Omnivisor Suite: A major upgrade to current TR helmets, adding brainwave scanners and a multifunctional visor. The visor can switch between Black-Hot and White-Hot Thermal Imaging, Low-Light-Night Vision Mode, and an IFF identifier mode that outlines infantry in force-specific colors. A pair of buttons in a small compartment control IFF and comms. signal power. A signal spoofer continues giving hackers false information while they are disconnected. Mouth vents open when comms. are turned off. Usable by: All Classes (CHEAP)
Legacy of Terra Standard Armor: Sleek carapace armor capable of reducing the damage caused by infantry-sized weapons and increasing survivability from the larger ones. Contains an Upgraded OmniVisor Suite as well as a built-in nanite generator for very basic first aid. The suit can be sealed and has a few hours of life support. Usable by: All Classes, requires 2 Auxiliary Slots (EXPENSIVE)
Vehicles
Renderer Armored Troop Transport: The Renderer is a tracked troop transport capable of holding eight fully-loaded passengers as well as the driver and gunner. It's 35mm armor protects it from small-arms fire, and it has a max speed of 70km/h on favorable terrain. A 30mm autocannon capable of hitting 400 RPM is mounted on the top of the Renderer, is capable of 360 degree traversal, and is controlled remotely by the gunner in the vehicle. (VERY EXPENSIVE)
Teamster Armoured Logistics Truck: A Renderer that's been stripped down and hollowed out to allow transport of an increased number of men (16) and materials. Speed of the vehicle maxes out at 95km/h, though an Ammo Fabrication trailer can be attached, bringing it's speed back down to around 70km/h. The turret is replaced with a hatch and the sides swing open thanks to hinges at the top. (EXPENSIVE)
"Workforce" Engineering Vehicle: A Renderer-based construction truck that uses an open bed containing a large Nanite Manufactory and deployment system in order to break down and clear land to facilitate construction of basic structures. Comes with two basic Prefab blueprints. Nanites can not yet replicate steel, iron, and concrete. Building components have a (limited) snap-to ability. Uses treads and can hit 60km/h. (VERY EXPENSIVE)
Thunderer Self-Propelled Artillery Piece: A Renderer with it's roof completely remodeled to accommodate an open-top turret housing a Hail Artillery Piece. Armor was cut down to 15mm to alleviate weight issues with the added gun, and it can still tow an Ammo Fabricator while keeping up with it's relatives. Deployable struts provide additional stability. The turret fires at a steady 8 RPM. Deployment is tied to the cost of the Hail, with the expense level here being it's absolute limit. (EXPENSIVE)
"Hail" Artillery Piece: A 105mm cannon capable of engaging targets at Extreme Range and beyond. Utilizes HE and HE/AP rounds for soft and hard targets as well as airburst flechette for soft targets in the open. Mounted on a carriage with ready rack towable by a Teamster. Target areas can be guesstimated based on laser designation. (EXPENSIVE)
"Destroyer" Main Battle Tank: An MBT with a 125mm autoloading cannon, a 12.7mm machine gun, 105mm-150mm armor, and bricks of Explosive Reactive Armor over vital parts of the tank. The tank is capable of traveling at 60km/h. (EXPENSIVE)
Wasp VTOL Strike-Fighter: The Wasp is a small, nimble aircraft capable of performing tight maneuvers but suffers from practically nonexistent armoring. They can reach 600km/h and can utilize a single 20mm five-barrel rotary cannon installed in the nose as well as 12 rockets split between two pods that are capable of remote control via Neurohelmet. (EXPENSIVE)
Osprey VTOL Transport: The Osprey can transport four soldiers to a combat zone thanks to 35mm TerraScale™ armoring and can provide cover or clear an LZ with the nose-mounted 20mm and a total of 16 Sentinel missiles. Vastly upgraded engines suffer from a lack of upgraded powerplant, increasing the threat of flameouts when above normal speeds to more than never. A poorly developed camera system provides grainy black and white video feeds to the pilot's Omnivisor. Utilizes a Revivication Chamber as a "mobile" spawning point, but is unable to use it while in-flight. Can reach speeds of 280km/h normally, with a max of 400km/h. Covered in the Terrestrial Reserve emblem. (EXPENSIVE)
Lammergeier Heavy Fighter: A Pilot-specific VTOL fighter capable of 1000km/h with impeccable maneuverability. Protected by TerraScale Composite Armor layers to protect against all forms of damage. Has a nose-turreted 20mm gatling cannon and two 4-missile bays in the wings, as well as chaff and flares, all with their own ammo fabricators. Cameras provide complete spherical view for the Pilot. Powered by a Cold Fusion Reactor. (CHEAP)
Roc VTOL Paratrooper/Bomber Craft: A Pilot-only heavy airborne troop transport capable of carrying two dozen soldiers OR a full load of somewhat effective bombs. Travels at 160 km/h. Has a 20mm gatling cannon on a nose turret as well as four other point-defense turrets positioned elsewhere on the ship. These turrets fire chaff or airburst flak to defeat missiles and close-in aircraft. Camera systems provide an unprecedented amount of situational awareness. (EXPENSIVE)
Other
HyperCore: A large cold-fusion reactor used as an auxiliary power source for bases and defensive positions. Reliable and well-protected from all sorts of interference, and will self-regulate to safe levels in the event of damage and sabotage. Can only be deployed defensively, but can be towed by a Teamster. (CHEAP)
Limitanei Coilgun Turret: A 20mm double barrel coilgun emplacement manned by a gunner utilizing radar, high zoom and IR cameras, and a designated autotracker to fire at targets with high density rounds out to long and extreme ranges. TerraScale™ makes the entire thing pretty resilient, although nearby explosions may knock out more delicate systems. An ammo fabricator prevents the weapon from running dry, and a storage magazine allows for an alpha burst of 300 RPM with aid from a capacitor, with continued slower firing sustained by it's HyperCore connection.
Primary: "Overseer" Battle Rifle (Cheap)
Secondary: "Adjutant" Pistol (Cheap)
Class Defining Equipment: Basic Jump Pack (Very Expensive)
Auxiliary:
Legacy of Terra Armor (2 Slots) (Expensive+1)
Empty
Primary: "Bulldog" LMG (Very Expensive)
Secondary: "Sentinel" Guided Missile Launcher (Cheap)
Class Defining Equipment: Basic Overshield Generator (Very Expensive)
Auxiliary:
Legacy of Terra Armor (2 Slots) (Expensive+1)
Extra Sentinel Missiles (Cheap)
Primary: "Imperator" Sniper Rifle (Very Expensive)
Secondary: "Adjutant" Pistol (Cheap)
Class Defining Equipment: Basic Nanite Cloaking System (Very Expensive)
Auxiliary:
Legacy of Terra Armor (2 Slots) (Expensive+1)
Empty
Primary: "Herald" Heavy Medical Applicator (+1)
Secondary: "Adjutant" Pistol (Cheap)
Class Defining Equipment: "Herald" Heavy Medical Applicator (Very Expensive)
Auxiliary:
"Herald" Heavy Medical Applicator (+1)
Legacy of Terra Armor (2 Slots) (Expensive+1)
Primary: "Overseer" Battle Rifle (Cheap)
Secondary: "Adjutant" Pistol (Cheap)
Class Defining Equipment: TR Repair Tool V2 (Very Expensive)
Auxiliary:
Auxiliary Cooling Cartridges (Expensive)
Legacy of Terra Armor (2 Slots) (Expensive+1)
Primary: Empty
Secondary: "Adjutant" Pistol (Cheap)
Class Defining Equipment: Basic TR Neurohelmet (Very Expensive)
Auxiliary:
Upgraded Omnivisor Suite (Cheap)
Empty x2
Steelfall Dragoons
Favoured Equipment: Tanks, IFVs, SP-Artillery.
Methods of Engagement:
-Strategic: Strategically, the Steelfall Dragoons are used as a spearhead unit, breaking through the weakest point in the enemy lines in order to encircle and cut off an enemy strongpoint. Using their superior firepower, protection and mobility afforded to them as an armoured unit, they is capable of chewing through an enemy line in short order.
-Tactical: The Steelfall Dragoons are relatively flexible, given the armoured units the unit possesses and the support options available.
Key:Gold Star - Warpgate
Grey Line - Bridge
Blue Arrow - Airbase (Makes all aircraft
(CHEAP))
Red X - Impassible Terrain
Light Grey 6-Pointed Star - Big Honkin' Fortress