Prewar 1 Revision Phase
Proposal: Teamster Armoured Logistics TransportDifficulty: Trivial Result: (6+3)+4=13,
Unexpected BoonAn extremely obvious necessity, and a doubly vital one if we're to express our ability to arm an entire front to the UPA, is a supply transport. We have fulfilled this need by stripping the Renderer down, reducing it's armoring to 15mm, and replacing it's seats with hooks to secure men and cargo. We've also managed to reduce the size of Ammo Fabricators at the larger facilities and installed said Fabricators within a trailer that can be towed by the Teamster. With the guts stripped out transport capacity doubles to 16 men and women crammed within. Speed of the Teamster jumps to 95km/h without the trailer, and the heavy Fabricators within drop it back to the Renderer's base speed.
Cargo within can be accessed (and infantry can disembark) through the sides of the Teamster's cargo bay, which swing upward at the command of the driver or a button within the hold. A hatch is installed where the turret used to sit, allowing easy access through the top - or an emergency exit.
The Teamster is considered
(EXPENSIVE).
Proposal: TR Repair Tool v2Difficulty: EasyResult: (6+1)+1=8,
AverageAnother common sense upgrade to the Terrestrial Reserve arsenal, the TR Repair Tool v2 is a useful piece of equipment, if a little unwieldy. The v2 adds an additional nanite generation chamber as well as a liquid cooling system. The additional components mean the tool, with a body nearly twice as wide as the original, is more likely to smack against things in the field during a combat situation, and while it doesn't happen all too often tool can be damaged from impacts. It does manage to repair faster than the original, however once the Engineer is out of liquid cooling cartridges it'll heat up very quickly. An Engineer can be supplied with
Extra Cooling Cartridges as a piece of
Auxiliary Equipment to increase efficacy of the tool even further.
The
TR Repair Tool v2 is still considered
VERY EXPENSIVE and is only usable by Engineers.
Extra Cooling Cartridges are considered
EXPENSIVE and are only equippable by Engineers.
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INCOMING ALERT
You are in your second
DESIGN PHASE. Once again you have
two designs to vote on, however some noted the absence of the MAX class available in PS2. This was intentional! Instead of forcing Exoskeletons on everyone, you are being asked instead to use one design to
create a special class for your team. This means both defining the role of the class on the battlefield, as well as creation of it's basic class-defining equipment! I will aid teams in figuring out what they can work with, to a point. The special Class design will be slightly easier than normal and will also be granted a reroll as if it had received a Research Credit.
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)
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)
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)
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)
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)
Wasp VTOL Fighter: The Wasp is a small, nimble aircraft capable of performing tight maneuvers but suffers from practically nonexistent armoring. They can reach 650km/h and can utilize a single 20mm five-barrel rotary cannon installed in the nose. (VERY 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)