Semi-autonomous TurretsThrough the use of new lightweight links, Turrets firing a electromagnetic warp can be set up, powered, and controlled via someone using a Cranial Jack.
This also comes with the Mobile Pod, a device that has cameras, wheels, and an electric motor, with the Pod being armored. Having the program to allow multiple turrets to be connected and overseen, the turrets only need a basic targeting software, allowing much of the computing needed to be replaced by an operator. The EM Warp these turrets fire is enough to shut down the body entirely, and leave them helpless while their position is communicated by the operator.
While it does require the Mobile Pod to be brought in, and the links set up to the turrets, they are a good way to oversee a lot of area and deny movement. The focus of the EM Warp is also projected to bypass traditional hardening through the use of a Photonic-crystal to intensify it's effect. Turrets tend to be set up in batches to cover an area, and placed where they either can't be seen before the ambush is sprung, or where they can cover a long pathway. The Mobile Pods themselves can be linked to each other to allow multiple operators to share the burden.
Their major weakness is of course the fact that they are defensive, if the cable is cut, while they will know where it was cut, the turret won't have power for more than a shot afterward, not that they are programmed to fire on their own. This is mostly for safety, as our side has constant communication to allow for them to be set up and pass by. Still, these are best used for defense alone. The new turret technology is bound to be useful in later designs however.
Mobile BarricadeThe MB is a electric vehicle with round wheels meant for rough terrain. The use of LCD screens, Jack, and cameras is used to pilot it from a central plate-armored command point, while the shape of it is hexagonal, with wheels capable of turning to drive in any direction. What really sticks out is the armored walls that make up it's edges. The center of the sides can be let down inward or outward through a pneumatic system to allow cargo to be brought on. It's a combination of transport and wall. This wall makes a great point for firefights, as we can easily fire over it as needed while they have to climb over it since the MB is somewhat high off the ground.
The MB is only 10 feet across, but it does have another trick in being able to line up with other MBs. Perfect for creating a barricade in the Metro. Either 2 across, or 3 in a triangle, once they're locked in place the enemy won't be passing by without tearing through it first. On the other hand, a MB is perfectly capable of just rolling over someone that tries that, or retreating. It is rather slow however, only being capable of around 20 mph on flat terrain. Then again that is what you get when you make a moving wall for mobile barricades. This thing is not moving once it's stopped and locked, unless it decides to.
Note they are designed for operation through Jacks, with a specific code that gets switched up. This is mostly to prevent our enemies from being able to move it or mess with the loading area if they overtake one, forcing them to either use another route, turn it to scrap, or climb over it. Given the command point is shaped like a spike and there isn't that much space for mechs, in the Metro they truly will be Barricades that greatly impede them. They can also be crudely operated through a remote signal, which make them rather useless for the enemy if they take them.
VR Training Simulations: Battle TestingThrough VR, and some programming and gathered data on the enemy suits, a training program is developed against simulated opponents. Other than fighting against the basic AI, the Mech-suits will allow our soldiers to get a clear look at the weaknesses of enemy equipment, and how to exploit it in battle.
VR Training Simulations: Virtual Combat TrainingThe first in the use of VR in simulated environments, this training pits teams against each other in live combat, within the simulation. A live game to improve our soldiers ability to fight with each other, against certain situations where they may be outnumbered, or facing something like a battleframe(programmed in to serve as practice against a greatly superior opponent), as well as granting combat experience to new soldiers.
This will see our veterans grow stronger, and new soldiers to have a certain level of ability
before seeing actual combat. We even have programmed in an approximation of enemy weaponry to train against and learn about, though such only mimics it according to code, like all things in VR.
Needless to say, it will be updated as we learn more about weapons and gear others deploy, and according to our own weaponry advancements. No plans are in place to add vehicles to the simulation yet. But that will occur at some point in the future when we have more time and more resources for the computing needed.
Another Note is that this will supplement training, soldiers still need to train their bodies as well. This just allows training of their reflexes, planning, coordination, and other aspects that require experience.
EMP GrenadeThe EMP Grenade makes use of Photonic Amplifier Crystal to greatly improve the intesity and range of the EM Warp Mine. This effectively means less energy is needed to achieve the same effect, which as a byproduct allows cheaper EMP Mines at the cost of the carbon needed for the PAC.
This is all in light of the creation of the EMP Grenade. A small orb that is easy to grip and throw, goes off in 3 seconds base-time, and that time can be adjusted with AR Goggles. Those caught in it's range will go down, any electronics they have fried. It is very useful for disabling opponents, though let it be known it's range isn't even close to the EM Warp Mine, maxing out at 20 feet, with a 12 foot effectiveness in disabling enemies.(This is based on the max range where the effect will work. If an enemy gets a limb caught in it but not their body, only that limb will be fully affected, while the rest of the body suffers spasms. Results may vary.)
One major advantage? A close range(1-3 feet) EMP Grenade can go straight through hardened electronics. And they are certainly easy enough to use, just press the depressed button for it to pop out, and it is live.(depressing the button will not deactivate it, simply make it go off immediately in the hand. Only really useful if you are going after an enemy mech with a team and want to take it out of action at a cost of being useless for quite a while, and ruining all electronics on you. Or an enemy idiot thinking depressing the button will turn it off.)[Note that the depressed state is caused by pressing the button the first time, which primes to grenade to actually trigger. Pressing it again is what starts the countdown. To actually de-prime it requires a computer link to a port in the grenade itself where it's programming is first installed.]
Overall, a fairly impressive advancement for close quarters.
Please note that we may not actually get the time to install a PAC into EM Warp Mines, in which case we spent a little too much time on the grenade itself.
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