Prewar 2 Revision Phase
Proposal: "Thunderer" Self-Propelled ArtilleryDifficulty: NormalResult: (6+5)+0=11,
MasterworkWe had to chop off and redesign the roof of the Renderer in order to make this work, but make it work we sure did. Thunderers see their turret and hatch replaced with a fully rotating, open-top, boxy rear turret housing a 105mm howitzer. As the Thunderer would
hopefully be kept away from direct combat we utilized an open turret to help aid in communication between gun crews and other personnel nearby. While the truck itself has plenty of storage for ammunition, batteries of Thunderers are also assigned their own Ammo Fabricators to be towed along. Our 105s have access to AP, HE/AP, and now an airburst flechette round for use against infantry in open terrain. The flechettes dispersed by the shell fly hard and fast, easily penetrating flesh and even light armor, and will fly farther with a more reliable pattern than shrapnel from an HE round. The gun is capable of firing at a rate of 8 rounds per minute.
The brakes are reliable and strong enough to allow the Thunderer to set itself up on hillsides while deployable struts on the sides increase stabilization. Armor was cut down to 15mm to facilitate the increased weight of the 105mm while allowing it to keep up with the rest of the Renderer-based equipment.
The
"Thunderer" Self-Propelled Artillery is considered
(EXPENSIVE), however deployment is restricted by the availability of the "Hail" Artillery Piece.
Proposal: Night-Fight LensesDifficulty: NormalResult: (6+6)+0=12,
Unexpected BoonNight-Fight Lenses are actually much more than what it says on the tin. So we changed the tin. Our experience with the Neurohelmet has directly tied in to the development of our latest piece of military tech: the Omnivisor Suite. The Omnivisor Suite is an upgrade to our base helmet that includes sensors to pick up signals from the wearer's brain and adjust usage of the Omnivisor. The visor itself can be switched freely between thermal imaging (both Black-Hot and White-Hot), Low-Light/Night Vision, and IFF Identifier, which will outline infantry in sight based on their Friend or Foe identification. The Omnivisor can also be used to zoom in up to 10x, but resolution when zooming in is terrible on any mode but Basic.
The
Omnivisor Suite (though we can change the name again if it's desired) is considered
(CHEAP), and is considered
Auxiliary Equipment usable by
All Classes.
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IT IS NOW THE DESIGN PHASE. Once again you will have
two designs to work with this turn.
One design will need to be new class-defining equipment, and will be rolled for as if it had a Research Credit (but no difficulty adjustments this time). To clarify, you are
not creating a new class, just a new piece of class-specific tech. It doesn't need to be related to a classes current equipment, but will need to tie into the role in some way.
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)
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. Usable by: All Classes (CHEAP)
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)
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 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)