The real problem with updating the rules/missions is that it takes time and effort, which I have been horrible at managing for this game :0. I do try to keep your suggestions in mind, I'm just a jerk so it generally doesn't look like it
. I have been meaning to introduce a new mission anyway, so the next battle phase will be "Artifact Collection" (just so we don't
completely rip off Xcom). The mission acts as a competition to reach the artifact-a unique, potentially powerful item that can either be used as is (though investigation may be required to unleash its full power), incorporated into a design to boost its effect (only boosts a single item, always boosts effectiveness somehow, can boost effectiveness past the normal max, boosts more based on affinity for object, and must be fully understood by research or field testing), or simply sold for a sum of money. However, failure on the mission means that a unique boss monster will appear at some point in the future to make trouble for you, and the non-elimination nature means that you do not recover as much materiel as you would in a normal mission.
But upgrading mechanics is boring so I'll think on the balance of revision later :0.
SD2 "Brighteye" Scanner
This mechanism is a souped up version of the SD1 "Oversight" aimed at improving the lackluster performance of the prototype model. The SD2 features a beefed up power supply, new, more efficient scanning array, special equipment to specifically detect the new "Aura" phenomenon, side mounted flashlight, easy to read combat display, wifi antenna, and a cupholder. With the new features, this machine is meant to give more information to our soldiers better than we could have before.
Effectiveness: 5 Medium Effectiveness
The design goes through an outstanding upgrade, making it what it should have been all along. The scanner should now be able to effectively show the entire battlefield (aside from what is covered by walls), allowing the soldiers to take advantage of the layout effectively. Within a hundred meters, the sensors are capable of seeing through walls around five meters thick, with the distance pierced getting larger the closer the sensors are to the object, and smaller the further away they get. It should be capable of identifying threats as they come up, while allowing soldiers to observe new threats effectively. They are capable of connecting to each other via wifi, allowing for realtime information sharing between units.
Phase 2 Round 4
Production phase
90R
Current Designs:
M4 Carbine: M9 Handguns: Interceptor Body Armor: M67 Fragmentation grenades
Low/Free/None.
Standard starting equipment. Some researchers theorize that the equipment you receive is old, damaged, or even sabotaged by enemy infiltrators. If true, than even producing clones in house would lead to more efficient weaponry.
SD1 "Oversight"
A basic handheld device with a small monitor attached to it. The device uses a combination of radar, infrared, and other techniques to locate other entities in the rough direction where it's pointed at. Anything detected shows up on the small monitor. The device is small and can be easily stored by anyone.
This device can be used by anyone and can be flicked on, improving our teams' spatial awareness at all times and keeping them from being caught unaware. It's recommended that multiple people get it to provide redundancy, but otherwise one person can operate the device while the rest have their weapons equipped, and the device can easily be stowed if needed.
Very Low/20R/Fragile, Weather Weak
Unobtanium
A heavy bullpup assault(battle?) rifle optimized for accuracy while employing an 8x50mm round. Utilities hyperburst, 2 toggleable 20-round magazines, battlespike, under-barrel 24mm 4-round shotgun, holographic sights, fixed stock, and a cupholder.Initial ammunition types include soft hollowpoint and soft with a hardened penetrating core.Utilities a "shifted blowback pulse" system to produce an extremely rapid two-round burst. Also features full-auto.Magazines are inserted into a conveyor that can be cycled using a bolt on the external side. This allows the magazines to be switched rapidly, permitting rapid switching between two ammunition types or replacing an expended magazine while the weapon is still loaded with a full magazine. This system is made sturdy to prevent mistakes.
The magazines are inserted underneath with a slight offset towards the internal-side. The two magazines together, combined with the internal preference, does make changing magazines a bit awkward, but the other magazine can act as a guide, aiding in blind-reloads.It features a oair of short, sturdy spikes projecting from either side of the barrel. These can be used offensively but are also useful for anchoring the rifle to a soft object to steady it when firing, or to hold it against a single piece of the target's anatomy to unload a whole magazine into the same hole...At the front is a downward-projecting grip which contains a manual-loaded ammunition feed for a bottom-fed semi-automatic 24-millimetre shotgun. The default round of which is 8mm steel balls. This is primarily for destroying soft tissue or deterring a nearby threat.Comes with a standard holographic sight and fixed stock.Features a collapsible horizontal ring midway along the interior edge. This can be expanded to hold spare magazines, shot-bandoliers, or a covered beverage.Very Low/70R/Unreliable
The H.O.S.E.
The HOSE is a handheld device composed of a long sturdy barrel, a trigger mechanism, and a tube leading to a two-tank system attached to the underside. One tank holds about two liters of a fluid, in this case SLUDG, and the other, smaller tank is filled with pressurized gas. (Preferably something non-flammable, like nitrogen or carbon dioxide.) When the trigger is pulled, the pressurized gas flows into the chamber containing the SLUDG. This pushes the SLUDG out of the holding tank and through the tube. A tapered nozzle at the end of the barrel focuses the stream, shooting the fluid up to 100-150 feet depending on the pressure of the gaseous propellant.
The liquid tank can be refilled with other fluids as well, the most obvious choice being an accelerant like napalm or gasoline. Other options could include water or chemical fire retardant for a mobile fire suppressant tool, surface lubricant for tactical retreats, coolant/liquid nitrogen as an alternative offensive approach, or even filling both tanks with pressurized gas and using it with a muzzle mount to launch handheld grenades longer distances. Very Effective/70R/Volatile, Temperature Sensitive, Heavy
SD2 "Brighteye" Scanner
This mechanism is a souped up version of the SD1 "Oversight" aimed at improving the lackluster performance of the prototype model. The SD2 features a beefed up power supply, new, more efficient scanning array, special equipment to specifically detect the new "Aura" phenomenon, side mounted flashlight, easy to read combat display, wifi antenna, and a cupholder. With the new features, this machine is meant to give more information to our soldiers better than we could have before.
Medium/20R/Fragile, Weather Weak
Current Equipment:
2 Oversights
1 Unobtanium
4 Zombie Corpse (Damaged)
5 Zombie Corpse (Heavily Damaged)
5 Zombies ("Live")
Three Skeletons (Damaged)
Three Skeleton Shields/Swords/Helmets
One Mage Corpse
One Red Spellbook
Two Imp Corpses
One Live Mongrel
One Mongrel Corpse
Current Enemies:
Zombies
Anemic green humanoids, typically with visible injuries that would normally disable a human. The field has shown them to be highly resistant to damage to anywhere that isn't the head. Slow, shambling, and weak they are no danger to our soldiers in open combat. As such they seem to prefer ambush tactics, and are apparently numerous enough that overwhelming numbers might become an issue in the future. The nature of their weakness means that most zombie corpses will not have intact brains when recovered, however it also means that "live" subjects will relatively simple to obtain. Even small scratches from this creature can lead to a spreading infection. Live subjects have currently been obtained. They don't appear to need oxygen, allowing them to hide in odd places for long periods of time.
Skeletons
Human skeletons, often scratched and damaged. Field testing has shown them to be highly resistant to damage at all points on their body. It seems that they can only take so much damage before collapsing into a pile of bones (which primary testing has shown to be completely mundane). More interestingly, it seems that an invisible force is manipulating it like a puppet. Something is shown retreating from a skeleton on their "death". It can apparently leave the skeleton before death at will, and appears to have been used as a sort of scout for ambushes. They are all accompanied by a sword, shield, and helmet. The invisible force is apparently capable of leaving them at will, making their capture difficult.
Imp
Blood red with leathery bat wings. Its main body was small and humanoid, roughly three feet tall with ram like horns and a mouth full of sharp teeth. Capable of shooting out a large, slow moving fireball that doesn't seem to burn anything other than its initial target. Initial tests suggest that it is much different biologically than known Earth animals, despite its relatively similar appearance. It is apparently used as a range unit, supporting the enemy forces from the back.
Mage
Primary tests suggest that these creatures are entirely human. They wear large robes, covering up any sign of their identity. A red bound book filled with incomprehensible runes was found on the subject, which logic dictates is a spell book. The current subject was witnessed shooting flames from his hands, though it is possible they had other abilities. As a human enemy, they possess an intelligence many of our enemies to date have lacked.
Mongrel
"Mongrels" is the label given to the first werewolves encountered by the project. Though they have a sickly appearance, they are significantly stronger than a normal human, though not to the point of superhuman strength. They have sharp claws likely capable of rending flesh when it contacts, though we are fortunate not to have observed this yet in the field. Their most interesting and intimidating feature of this creature is its ability to heal-shrugging off normal wounds in a matter of seconds (though the pain seems to stun them during that time). Either a killing blow or a certain threshold of damage is enough to overcome this healing ability and kill the monster. They seem to be able to transform for an indefinite amount of time unrelated to the phase of the moon, but return to human form upon being killed. Observations from the field suggest they eat human corpses, though the living specimen is capable of eating the meat of other animals.
Ghoul
What is likely the weakest form of vampire. They seem to command the other paranormal creatures when present, having at the very least human level intellect. Their diet apparently consists of dead human flesh, throwing the figurative and literal bones to their underlings. Despite this, they are capable of drinking human blood. This does not seem to infect the target with its disease, though it is possible it grants enhanced powers to the creature. It has impressive strength and speed, in addition to other abilities that allow it to escape from many situations. All the crosses and other religious symbols had been vandalized and destroyed, suggesting that it has this famous weakness.
Current Technology:
S.L.U.D.G
(Semi-Liquid Uniform De-mobilization Glue)
The idea is that it's a cross between spray-able foam insulation and rubber cement. It's a two-step process, featuring one solvent with a special polymer inside stored in one container and another catalyst stored in another. These two are combined in a mixing chamber where the catalyst begins to neutralize the solvent, reducing its solubility. This also produces heat, which in part reduces the strength that the polymer chains have leftover. This mixture is them sprayed out of the nozzle, where the polymer chains cool and as they are no longer held in stasis inside the solvent they reform quickly into long, strong chains that form a thick ooze on whatever the mixture was sprayed on in a matter of seconds. The neutralizing solvent sprayed along with it releases gas bubbles as it undergoes the process, puffing up the goop until it expands and cools into a strong, stretchy foam that can hold a person and possibly something stronger in place where it stands.
The end product is a goop that can be transported in a liquid form and can undergo a chemical reaction on demand that can turn it into a foam that expands and then hardens or at least thickens very quickly as to immobilize whatever it's being fired at. This design hopefully can create a foam that will be strong enough to immobilize something with the strength of an average human, but later versions could up the ante to hold down something bigger like a werecreature or moving vehicle. Having a backup chemical that can dissolve the SLUDG is handy, but not necessarily required so long as the soldiers understand not to point the gun at eachother.
Prosthetic (Leg) 1. Advancements have been made to human prosthetics, with a focus for integrating the human nervous system with electronics. Currently, we are capable of replacing human legs with workable replacements. Further work is necessary to expand the technology to other body parts, with even more research necessary to expand into true cybernetics.
Spectral Sensors. Sensor technology has been further developed, allowing it to work better and longer than before in addition to identifying treats more clearly. Has discovered "Aura", a supernatural radiation that could potentially have tracking and identification uses.
Now lets cross our fingers and hope I remember to update in a semi-timely manner!