Turn 2 Design Phase
Proposal: Sentinel Guided Missile LauncherDifficulty: EasyResult: (2+1)+1=4,
PoorThe Sentinel should have been a fairly easy product to develop, especially as we'd focused development of the weapon system specifically for our Heavy Assaults. While things didn't go
smoothly, we still managed to produce a workable weapon.
The Sentinel takes the shape of a metal tube with a boxy sight, both trigger and forward grips, and a shoulderpad for bracing. The sight, while it doesn't actually give much magnification, provides both standard and thermal imaging, and has a small laser designator installed. The lack of magnification makes lock-on targeting of distant or clustered targets something of a challenge. The laser designator also requires a target be constantly painted during the duration of flight, meaning the user needs to remain exposed after firing.
The missiles themselves could also use a bit of work. While they communicate with the launcher well enough, the space required for electronic equipment while simultaneously giving the missiles the ability to take on enemy MBTs and remain man-portable means there is little room for fuel. Maximum firing range on the Sentinel suffers greatly as a result, making it most effective at Medium range, with absolute maximum falling within Long Range. This makes them highly unsuitable for antiaircraft work, as even if a Sentinel gets a lock and fires, the missiles burn fuel too quickly to follow an aircraft through evasive maneuvers.
The Sentinel Guided Missile Launcher, in a massive shock to all involved in it's development, doesn't take off well among the soldiers. The Anti-tank capability is welcome, but limited munitions, limited range, and being told "oh this will totally work against aircraft too" by Marketing when it actually doesn't sees the Sentinel deploy at
(VERY EXPENSIVE), and is
Usable by Heavy Assaults as a
Secondary Weapon.
The missiles are still cumbersome on their own, resulting in only a few rounds deployed alongside each launcher. A soldier can be equipped with
Extra Sentinel Missiles, but they only come in a pair for each Auxiliary Slot equipped with them. Each set of missiles is
(EXPENSIVE), since nobody really likes the system itself, so getting more ammo for it isn't really anyone's top priority.
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IT IS NOW THE REVISION PHASE.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, Secondary Weapon (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 iffy at a distance or against clustered signatures, but that doesn't matter as much with it's Long maximum range. Low fuel makes missiles highly unsuited to AA work, but the warhead is effective enough to blast a hole in most armored vehicles we should expect to see. Usable by: Heavy Assaults, Secondary Weapon (VERY EXPENSIVE)
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 (EXPENSIVE)
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 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 armoring and can provide cover or clear an LZ with the nose-mounted 20mm and a total of 24 rockets. Utilizes a Revivication Chamber as a "mobile" spawning point, but is unable to use it while in-flight. Can reach speeds of 280km/h. (VERY EXPENSIVE)
Other
Core Fusion Reactor: A large, very sensitive cold-fusion reactor used as an auxiliary power source for bases and defensive positions. Vibration often causes a shut-down, as do power fluctuations. Needs to be deployed in controlled territory. (NATIONAL EFFORT)
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: "Adjutant" Pistol (Cheap)
Class Defining Equipment: Basic Overshield Generator (Very Expensive)
Auxiliary:
Legacy of Terra Armor (2 Slots) (Expensive+1)
Empty
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
Panzer-Grenadier-Battalion "Donnerschlag"
Favoured Equipment: Tanks, IFVs, SP-Artillery.
Methods of Engagement:
-Strategic: Strategically, the Donnerschlag battalion is 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 it's superior firepower, protection and mobility afforded to it as an armoured unit, it is capable of chewing through an enemy line in short order.
-Tactical: The Donnerschlag Battalion is relatively flexible, given the armoured units the unit possesses and the support options available.