Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 28

Author Topic: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 5 Revision Phase)  (Read 28940 times)

Maxim_inc

  • Bay Watcher
    • View Profile
Re: Warbiz Arms Race // Terrestrial Reserve Thread (Prelim. Phase)
« Reply #15 on: May 17, 2019, 11:14:40 pm »


Quote from: Votebox for Corp Focus
Preferred Weapon Type:
Ballistics: (5) Taricus, TricMagic, Elvish Miner, Failbird, Maxim_inc
Energy: (0)

Primary Infantry Arms Focus:
Accurate, Good Quality and Reliable: (5) Taricus, TricMagic, Elvish Miner, Failbird, Maxim_inc


Primary Vehicle Focus:
Heavily armoured and armed transports: (3) Taricus, Failbird, Maxim_inc
Terrain Traversal/Armor: (2) TricMagic, Elvish Miner,
Logged

Man of Paper

  • Bay Watcher
    • View Profile
Warbiz Arms Race // Terrestrial Reserve Thread (Prewar 1 Design Phase)
« Reply #16 on: May 18, 2019, 01:48:16 pm »

Background of the Terrestrial Reserve


The Terrestrial Reserve thrust itself into the public eye during the Corsair Rebellion, a civil war on the planet Corsair where the TR had vested business interests. As the forces of humanity were required elsewhere it was up to the Terrestrial Reserve to arm local Loyalists who'd taken an initial beating at the hands of Insurgency forces being supplied by an unknown third party. The planet was another obstacle to conquer - outside of the few urban landscapes laid nothing but vast tracts of flat land.

The Overseer Battle Rifle saw extensive use during the conflict and became a common sight among combat forces in many nearby systems by the war's end. The Renderer, a tracked armored troop transport with a hefty autocannon, also made it's debut and allowed Loyalists to outmaneuver Insurgents and travel through otherwise vulnerable or exposed terrain.

The conflict ground on until a UPA fleet arrived in orbit and deployed it's infantry complement onto Corsair. During the fighting UPA soldiers were regularly seen wielding TR weaponry as opposed to their service weapons -  a result of the high quality and reliability of the equipment they produced. When soldiers straight up refused to switch back to standard firearms after the conflict, even against direct orders, the UPA hastily reprimanded the offending soldiers before contacting the Terrestrial Reserve about the possibility of future contracts.

This brings us to today, where they prepare to engage in a perpetual war for the sake of weapons testing.


----------------


It is now the first Design Phase! The prelim turns are special, and for this one you will be able to create TWO designs. You are to propose, discuss, and vote for further additions to your list of equipment! Do look it over, as the above mentioned equipment is only a taste of what you have. WHEN DESIGNING FIREARMS MAKE SURE TO MENTION WHICH CLASS/CLASSES IT'S DESIGNATED FOR. This is to ensure loadout diversity and is meant to further aid in differentiating the teams (ex. a side may focus on close-up Infiltrator kits while another prefers to make fearsome Heavy Assaults). You can make equipment for all classes but it will likely not end up as stronk as a focused design, but remember your army uses Uncertified troops as the bulk of their forces, and they'll have all firearms scattered throughout based on cost. Note you can change the names of the equipment I've given you if you want to create a theme.

You do not need to specify loadouts until your last preliminary turn, since you'll probably be making some changes before then.

Each Loadout will require the following (just so you know what to plan ahead for): A Primary and Secondary Weapon, some form of their Class-defining equipment, and up to three Auxiliary Equipment (grenades, extra ammo, combat stims, etc. - as always ask about a proposal if you're not sure about something fitting). Something like grenades can give multiples per slot depending on the design. And before it's asked, yes the holes in the armory (no melee weapon, no sidearm, very limited vehicles, etc.) are intentional, this is just a solid base to work off of.


Spoiler: TR Armory (click to show/hide)
Logged

TricMagic

  • Bay Watcher
    • View Profile

Infiltrator Class gear: Nanothorn Door

A collection of long needles in a pack. Take one out, and press it against a wall or solid surface. It will extend, using nanobots in a rootlike structure to convert the material to a hole big enough for a person to crawl through, before deploying an illusion of a solid wall, based on what it just ate through. Good for infiltration, though the nanobots have a limit for how long they keep the illusion up.(generally an hour) They break apart once this happens.

Can also be used to create a hole in the floor, somewhat obviously.


Engineer Class gear: Nanoroot.

A collection of balls in a pack. When activated and pressed onto a surface, the nanobots spread their roots, and based upon the material, copies it using it's own material. These roots spread across and restore damage to the hull, before dropping off once the armor or hull is repaired.

An engineer can use a associated datapad to pick a certain material type in our database for improved efficiency, but they can be used without in a pinch..



Uncertified Class gear, Nanobranch Wall:

A miracle of Programming, each pack contains a multitude of balls which can be thrown. Those thrown activate, checking each other and digging in, before converting the material around them into numerous branches for a quick and easy wall. The Material is the same type as our patented Terra Hull is made of, capable of taking laser blasts and gunfire easily. Perfect for when you need to block a path in a hall or tunnel, or for quick cover in the open.


Nanoseed Bomb
A bomb packed with good, quality explosive, surrounded by these nano seeds, about the size of actual seeds. The blast activates them, and when they come in contact with a surface, break open, digging in to spread through the material, reaching deep. Eventually  disables the nervous system due to overclogging the signals needed, though the organs will usually go first after it has eaten through the armor.




Now that the less focused ideas are out of the way.

Infiltrator Class Gear, Vibration Knife 'Whisper'
A simple pattern in the blade designed to accentuate the vibrator in the handle, this model is know for it's near silent vibration, and for being effective in it's chosen task of cutting right through anything that isn't thick armor or a barrier in one sweep. How the blade is formed is a trade secret, but it's mostly the pattern of the blade accentuates the vibration, preventing loss of vibration. This also decreases the amount of power needed, leading to longer battery life, or in this case, less space needed for a big battery. Comes with a sheath that has an inlaid solar charger for extended field use.

Trade Secret: Put simply, we make the blade in applied layers, with those layers connecting to one another. The way it's made means the vibration travels down the blade, rather than out of it.

Quote from: Votebox
Infiltrator Class Gear, Nanothorn Door: (1) TricMagic
Infiltrator Class Gear, Vibration Knife 'Whisper': (1) TricMagic
« Last Edit: May 18, 2019, 04:16:30 pm by TricMagic »
Logged

Maxim_inc

  • Bay Watcher
    • View Profile

Quote from: Votebox
Infiltrator Class Gear, Nanothorn Door: (2) TricMagic, Maxim_inc
Infiltrator Class Gear, Vibration Knife 'Whisper': (2) TricMagic, Maxim_inc
Logged

Failbird105

  • Bay Watcher
    • View Profile

All Class gear: 'Shattershell' Fragmentation grenade
This is very much a basic piece of a equipment. It's a frag grenade, no fancy extras or gimmicks. An inner core of explosives, surrounded by a perforated casing made to separate into evenly sized and shaped pieces. Just pull the pin, it starts the five second fuse, and then it explodes at the end.
« Last Edit: May 18, 2019, 07:27:03 pm by Failbird105 »
Logged

Taricus

  • Bay Watcher
    • View Profile

Okay Tric, I'm gonna say that those ideas aren't... well, feasible. We may have nanites but they aren't all that flexible.

Osprey VTOL Transport: In what could charitably be called a flying IFV (Befitting TR's vehicular doctrine), the Osprey mounts a 20mm autocannon from the wasp in a nasal turret, align with four rocket pods. Built using vectored thrust technology, the Osprey has some semblance of manoeuvrability paired up with the armour of the Renderer meaning that, barring heavy AT weapons, it's a hell of a beast to try putting down. However, the newest feature of the Osprey is the use of mobile spawn points onboard the craft, enabling it to land ontop of an enemy structure or in strategic locations to quickly claim and secure territory.

All Class Gear: Adjutant Pistol: Firing a relatively powerful 10x25mm round, in a nice looking and ergonomic frame, the Adjutant is designed to be the reliable, trusty sidearm at our soldier's sides that they can rely on should anything happen to their primary weapon, or else get caught in a situation where their primary weapon isn't suitable.
« Last Edit: May 18, 2019, 07:37:28 pm by Taricus »
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

TricMagic

  • Bay Watcher
    • View Profile

Quote from: Votebox
Infiltrator Class Gear, Nano Illusion Door: (1) TricMagic
Infiltrator Class Gear, Nanothorn Door: (1) Maxim_inc
Infiltrator Class Gear, Vibration Knife 'Whisper': (2) TricMagic, Maxim_inc
Quote from: Discord Failbird
Also, yeah I feel like I'd like the door more if it just spread out a set distance and ate that big a hole in the wall, instead of spreading in a special pattern and then making an illusion to cover up the hole afterwards. Or even if the illusion was at least something basic that wouldn't really work when viewed up close.

Infiltration Class Gear: Nano Illusion Door
A collection of long needles in a pack. Take one out, and press it against a wall or solid surface. The nanobots spread out convert the material to a hole the size of a rounded entryway, through the wall itself, before deploying a simple illusion of a solid wall on both sides of the hole, based on the color content of what it just ate through. Good for infiltration, though the nanobots have a limit for how long they keep the illusion up. They break apart once this happens.

Can also be used to create a hole in the floor, with the illusion included, though it peters out at about 12 feet deep.
« Last Edit: May 18, 2019, 07:33:48 pm by TricMagic »
Logged

Taricus

  • Bay Watcher
    • View Profile

Quote from: Votebox
Infiltrator Class Gear, Nano Illusion Door: (1) TricMagic
Infiltrator Class Gear, Nanothorn Door: (1) Maxim_inc
Infiltrator Class Gear, Vibration Knife 'Whisper': (2) TricMagic, Maxim_inc
All Class Gear: Adjutant Pistol: (1) Taricus
Osprey VTOL Transport: (1) Taricus
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Failbird105

  • Bay Watcher
    • View Profile

All Class Gear: Deployable Shield
This is a very basic idea. Simply put, it gives all our units a defensive option, as opposed to just our Heavy Assault forces. Namely, the ability to set up cover in the field. The deployable shields design is straight-forward; six fairly thick metal plates, connected to the same sliding 'rail', which can be folded in half width-wise like a book. Each side has three plates, each capable of sliding down behind the one below it, or being locked in place so that they don't slide down while in use, and a metal bar that can be unfolded down to keep it from falling over.
All in all, when extended fully the deployable shield comes up to a bit over waist height, is two feet wide, and can handle the lighter end of the infantry weapon spectrum well, but starts to suffer against heavier weapons like snipers and LMGs, and simply can't handle explosives.
« Last Edit: May 18, 2019, 08:15:22 pm by Failbird105 »
Logged

Maxim_inc

  • Bay Watcher
    • View Profile

"Hail" Artillery Piece
The "Hail" is a 105mm Artillery Piece that is mounted on a basic artillery carriage which can be towed into position and target enemy fortifications and vehicles destroying them with high precession fire directed by a artillery gun commander. It works with a 4 man crew of a Gun Commander/Director, a man to work the targeting scope and two loaders. A small baggage trailer can be dragged with it to carry multiple types of shells including a HE shell for infantry positions, a HEAP shell if encountering a armored vehicle and a flak shell if the situation demands though is not recommended.
« Last Edit: May 18, 2019, 09:56:42 pm by Maxim_inc »
Logged

Maxim_inc

  • Bay Watcher
    • View Profile

Updated Votebox
Quote from: Votebox
Infiltrator Class Gear, Nano Illusion Door: (1) TricMagic
Infiltrator Class Gear, Nanothorn Door: (1) Maxim_inc
Infiltrator Class Gear, Vibration Knife 'Whisper': (1) TricMagic
All Class Gear: Adjutant Pistol: (2) Taricus, Maxim_inc
All Class Gear: Deployable Shield: (0)
Osprey VTOL Transport: (2) Taricus, Maxim_inc
Hail Artillery Piece: (0)
« Last Edit: May 18, 2019, 10:18:21 pm by Maxim_inc »
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile

Quote from: Votebox
Infiltrator Class Gear, Nano Illusion Door: (1) TricMagic
Infiltrator Class Gear, Nanothorn Door: (1) Maxim_inc
Infiltrator Class Gear, Vibration Knife 'Whisper': (1) TricMagic
All Class Gear: Adjutant Pistol: (3) Taricus, Maxim_inc, Doomblade
All Class Gear: Deployable Shield: (0)
Osprey VTOL Transport: (3) Taricus, Maxim_inc, Doomblade
Hail Artillery Piece: (0)
Logged
In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Failbird105

  • Bay Watcher
    • View Profile

Quote from: Votebox
Infiltrator Class Gear, Nano Illusion Door: (1) TricMagic
Infiltrator Class Gear, Nanothorn Door: (1) Maxim_inc
Infiltrator Class Gear, Vibration Knife 'Whisper': (1) TricMagic
All Class Gear: Adjutant Pistol: (4) Taricus, Maxim_inc, Doomblade, Failbird105
All Class Gear: Deployable Shield: (0)
Osprey VTOL Transport: (4) Taricus, Maxim_inc, Doomblade, Failbird105
Hail Artillery Piece: (0)
All Class Gear: 'Shattershell' Fragmentation grenade: (0)
« Last Edit: May 19, 2019, 06:36:15 am by Failbird105 »
Logged

Elvish Miner

  • Bay Watcher
    • View Profile

Quote from: Votebox
Infiltrator Class Gear, Nano Illusion Door: (1) TricMagic
Infiltrator Class Gear, Nanothorn Door: (1) Maxim_inc
Infiltrator Class Gear, Vibration Knife 'Whisper': (1) TricMagic
All Class Gear: Adjutant Pistol: (4) Taricus, Maxim_inc, Doomblade, Failbird105
All Class Gear: Deployable Shield:
Osprey VTOL Transport: (5) Taricus, Maxim_inc, Doomblade, Failbird105, Elvish Miner
Hail Artillery Piece: (0)
All Class Gear: 'Shattershell' Fragmentation grenade: (1) Elvish Miner
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile

Thoughts:

Vibroknife: clarify design to specify the metal profile made as a mobius strip and hammerred to layers.

Engi: nanites that can form trenches and barricades out of the environment, no need ti carry around metal bawkses.

Scattergun will be magnetic, not powder, and will have a nanite-controlled mag that can swap between shot, flechette, AP sabot, and slug on the fly.
Logged
In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.
Pages: 1 [2] 3 4 ... 28