Prewar 2 Design Phase
Proposal: "Hail" Artillery Piece Difficulty: HardResult: (4+3)-1=6,
AverageThe
"Hail" Artillery Piece is a 105mm gun capable of accurate indirect fire on targets at Extreme Range and further with a sustained fire rate of 4 rounds/minute - any faster and the barrel will begin to overheat at some point. While the "Hail" could be used for more direct fire on closer than Extreme Range targets chances are we'll want to avoid the guns being within range of small-arms fire. The gun is placed on a carriage to allow it to be towed by a Teamster, though this would mean the vehicle has to pass up on towing an ammo fabricator. We can load up the Teamsters with both HE and HE/AP rounds to take on infantry and armored targets, though we were unable to develop our own flak shells this time around.
The
"Hail" Artillery Piece is currently considered
(VERY EXPENSIVE).
Proposal: Pilot Class (+ TR Neurohelmet)Difficulty: Very HardResults: (2+1)-2=1 (6+6)-2=10,
SuperiorTerrestrial Pilots are soldiers who've received specialized training in utilizing various TR vehicles to their fullest extent. While it's unlikely, at least for now, that we'll be able to man every vehicle with a Pilot, Terrestrial Reserve vehicles will be manned by Pilots up to their Expense Level, while all others will be operated by standard personnel. (For example, a (CHEAP) vehicle and (VERY EXPENSIVE) Pilots will mean a small number of said vehicle are run by Pilots while the majority see use by normal individuals. Having twenty (CHEAP) vehicles and (VERY EXPENSIVE) Pilots will mean
each type of vehicle gets a number of Pilots equivalent to the (VERY EXPENSIVE) expense level.)
Training can only do so much, and so we set ourselves to creating a neural interface that would allow a consistent and immediate flow of information between the Pilot and vehicle. A complex series of scanners and processors within the
Basic TR Neurohelmet facilitate the process and, most importantly, provide a limit on feedback. While steering wheels and flight sticks are still used to control vehicle orientation, most other processes - acceleration, deceleration, and weapons control, for example - are manipulated by a Pilot's thought processes.
The largest drawback top the
Basic TR Neurohelmet is the time required for the device to interface with the Pilot. The booting process can take up to five minutes - not bad for a computer linking up to a brain, but not too great for responding to an enemy attack.
The
Basic TR Neurohelmet is considered
(VERY EXPENSIVE) and is the
Class-Defining Equipment for the
Pilot Class.
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IT IS NOW THE REVISION PHASE. You have TWO REVISIONS to utilize as you see fit.
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)
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)
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)
"Hail" Artillery Piece: A 105mm cannon capable of engaging targets at Extreme Range and beyond. Utilizes both HE and HE/AP rounds for soft and hard targets, respectively. Mounted on a carriage towable by a Teamster. (VERY 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)