Turn 3 Revision Phase
Proposal: Roc Camera/Flak Refinement Difficulty: TrivialResult: (4+3)+3=10,
SuperiorIf there's one thing the Terrestrial Reserve does well, it's perfection. A pretty simple software upgrade to the Roc's camera systems allows the Neurohelmet to provide picture-in-picture views of all the cameras at once, with the option to switch any camera to the primary view at any point. Switching between primary views is seamless and immediate. This allows the pilot in control of the defenses an unprecedented amount of situational awareness.
The airburst flak was also something of an issue that our engineers looked into. It turns out the turret fabricators had the wrong schematic uploaded and set to print! The flak rounds work effectively as point defense but can be quickly overwhelmed (but that's why we gave the thing armor, innit?), and can provide an effective deterrent should someone decide to get extremely close.
With these two simple upgrades our
Rocs become significantly more able to defend themselves. We should see them deployed at an
(EXPENSIVE) level.
----
Proposal: Sentinel Munitions ImprovementDifficulty: TrivialResult: (5+3)+3=11,
MasterworkRefinement and miniaturization is the name of the game when it comes to technological progress. The new missile flies out to Extreme ranges faster than the original munitions ever could, and the significantly improved electronics suites in both the missile and launcher grant rapid target acquisition and make baffling the missiles much more difficult. We probably didn't need to, but we also managed to add a little more
oomph to the warhead. These enhancements make both the Launcher and Extra Missiles
(CHEAP).
----------------
It is now the
Strategy Phase! If you don't remember, because it's been a while, and that's totally your fault, not mine, you are to adjust any Loadouts you wish to, choose a Hex to attack, and decide whether you set your Outfit to attack or defend!
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 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)
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
Core Fusion Reactor: A massive cold-fusion reactor used as an auxiliary power source for bases and defensive positions. Reliable but costly to build. Can only be deployed Defensively. (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: "Sentinel" Guided Missile Launcher (Very Expensive)
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.
Key:Dark Grey - Dense Urban Ruins
Light Grey - Industrial Rubble
Thick Black Line - Abandoned Subterranean Expressway
Yellow Circle - Medical Facility (Control drops Combat Medic Class Equipment by one level)
Green Circle - Capital Building (Control on Map Swap grants Espionage Credit)