Turn 4 Revision Phase
Proposal: TerraScale™ Rearmor Program- OspreyDifficulty: Very HardResult: (5+1)-2=4,
PoorThe
TerraScale™ Rearmor Program is not at all what it says on the tin, and is in fact practically rebuilding the vehicle from the ground up. Almost every aspect of the aircraft has been modified to a significant degree, resulting in a less-than-stellar overall change in performance when combined with the limited resources we could provide at this time. [Meaning the Revision Phase]
Part 1 of the project goes as planned - the armor on the
Osprey is replaced by an equivalent thickness of TerraScale™ Armor, which should greatly increase the aircraft's resilience.
Part 2 included an upgrade to the engines along the level of the
Lammergier, increasing speed at the cost of draw on the aircraft's power plant - one of the few things that didn't actually get touched by this project, and one of the ones that, in hindsight, should have. The engines have been noted to "flame out" during flight at high power, resulting in a loss of speed and control for the short moment before the engines relight. This isn't a frequent occurrence, but it happens more than we'd like, which would be never. As a result, utilizing the engines at a speed above the Osprey's current limit of 280 km/h is suggested only in emergencies, where it can reach speeds of around 400 km/h.
With the armor and engines "taken care of" for this "Rearmor Program", the engineers were pushed to work on the
OmniVision™ Camera System, a trademarked and, it was hoped, marketable version of the camera systems our Pilots utilized. Unfortunately, providing
Neurohelmet-levels of situational awareness proved to be quite the stumbling block, since time was short and the camera system developed was iffy at best. The cameras were left exposed and vulnerable to damage since the low-resolution black-and-white images it provided were made even worse by the presence of protective lenses. Pilots (not
Pilots) of the
Osprey tend to keep their camera system switched off, utilizing it only when they've identified a threat they need to keep any eye on, and even then only in short bursts, since some genius decided they'd also have cameras override the pilot's forward field of view from the cockpit.
To "go with" the OmniVision™ Camera System, as if these things were really connected (but the engineers figure this goes along with the theme of this not actually being a Rearmoring program either), the rocket systems are replaced with
Sentinel missile pods. This provides 16 missiles that, surprisingly, work as we'd expect them to. We also loaded up a small number of countermeasures in the form of chaff and flares which also work as expected.
The final change is the massive
Terrestrial Reserve logo emblazoned on as many parts of the aircraft as possible. The more artsy types among us got a little overzealous and perhaps channeled a more vandalish side. At least the paint is easy to remove with a little elbow grease.
Everything we did to the
Osprey added as much as it took away, but a massive promotional campaign saw interest in the "new" and "improved" aircraft increase. It will be deployed at an
(EXPENSIVE) level.
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Proposal: HyperCoreDifficulty: TrivialResult: (4+3)+3=10,
SuperiorFucking. Finally.All our work on this Cold Fusion Reactor finally paid off big for us. The Reactor is finally under control and stabilized enough that we don't require excess construction to maintain it's reliability.The HyperCore is small enough to be towed by a single
Workhorse (though it is by no means small by definition), and can be quickly deployed to provide a substantial amount of power to a connected grid. Large spools of cabling provide the ability to connect the
HyperCore to objects and devices that require it's power. The cabling itself is crush-, stab-, cut-, fire-, water-, shock-, and electromagnetically-resistant, requiring a very dedicated effort to sabotage the cables themselves. The
HyperCore's nanites are capable of maintaining reactor stability even under extreme duress, but in the event of a critical failure, manageable only though sabotage or direct assault, they will safely reduce the internal reaction to a bare minimum, allowing it to continue to provide some power until even that becomes too dangerous to continue to contain.
While intensive to produce, the
HyperCore provides a unique utility to the battlefield that is greatly sought after. When combined with our advertisement spree extolling the successes of our engineers and the resulting
HyperCore, we expect to see this thing deployed everywhere it needs to be, meaning it's
(CHEAP).
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It is now the
Strategy Phase! Remember, you can adjust loadouts for your classes during this time. Remember to keep in mind that the first deployment in a new battlefield will see
Light Assaults and
Infiltrators doing the most work trying to claim territory, supported largely by whatever fast, light vehicles you have, as well as whatever you have for an air force.
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 TerraScale™ armoring and can provide cover or clear an LZ with the nose-mounted 20mm and a total of 16 Sentinel missiles. Vastly upgraded engines suffer from a lack of upgraded powerplant, increasing the threat of flameouts when above normal speeds to more than never. A poorly developed camera system provides grainy black and white video feeds to the pilot's Omnivisor. Utilizes a Revivication Chamber as a "mobile" spawning point, but is unable to use it while in-flight. Can reach speeds of 280km/h normally, with a max of 400km/h. Covered in the Terrestrial Reserve emblem. (EXPENSIVE)
Lammergeier Heavy Fighter: A Pilot-specific VTOL fighter capable of 1000km/h with impeccable maneuverability. Protected by TerraScale Composite Armor layers to protect against all forms of damage. Has a nose-turreted 20mm gatling cannon and two 4-missile bays in the wings, as well as chaff and flares, all with their own ammo fabricators. Cameras provide complete spherical view for the Pilot. Powered by a Cold Fusion Reactor. (CHEAP)
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
HyperCore: A large cold-fusion reactor used as an auxiliary power source for bases and defensive positions. Reliable and well-protected from all sorts of interference, and will self-regulate to safe levels in the event of damage and sabotage. Can only be deployed defensively, but can be towed by a Workhorse. (CHEAP)
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 (Cheap)
Class Defining Equipment: Basic Overshield Generator (Very Expensive)
Auxiliary:
Legacy of Terra Armor (2 Slots) (Expensive+1)
Extra Sentinel Missiles (Cheap)
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
Steelfall Dragoons
Favoured Equipment: Tanks, IFVs, SP-Artillery.
Methods of Engagement:
-Strategic: Strategically, the Steelfall Dragoons are 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 their superior firepower, protection and mobility afforded to them as an armoured unit, they is capable of chewing through an enemy line in short order.
-Tactical: The Steelfall Dragoons are relatively flexible, given the armoured units the unit possesses and the support options available.