Prewar 4 Design Phase
Proposal: Core Fusion Reactor
Difficulty: Very Hard
Result: (3+2)-2=3,
Buggy MessWhile smaller-scale cold fusion systems are certainly attainable
somewhere, it isn't currently possible for the Terrestrial Reserve. One cold fusion reactor was constructed in TR Labs, and while it can produce immense power, it is very sensitive and the nanites responsible for energy harvesting and emergency containment will often overreact to the slightest fluctuations in power. Due to it's massive size and fickle nature the Core Fusion Reactor is only able to be deployed in a single TR-controlled sector as a power source for base defenses in addition to the facility's own supply.
The Core Fusion Reactor is a
(NATIONAL EFFORT).
Proposal: Legacy of Terra Standard Armor
Difficulty: Normal
Results: (6+2)+0=8 (5+5)+0=10,
SuperiorThe LoT is a sleek composite carapace armor that can be distributed to soldiers in lieu of their standard uniform. It's rounded, smooth armor is capable of reducing the impact of smaller-size rounds or diffusing some amount of an energy weapon, and greatly increasing survivability in close proximity to an explosion. The helmet contains an Omnivisor Suite and nanites within the suit administer very basic first aid to the wearer. The suit is completely enclosed and capable of providing life support in airless environments for a few hours before filtration becomes an issue. It has a good few pouches for storing ammo and relevant small equipment. Legacy of Terra Standard Armor is quite the achievement, providing effective protection in a variety of ways. While the armor is relatively slim, it does cut back on some of the wearer's ability to haul a variety of equipment.
Looks something like this.Legacy of Terra Standard Armor is wearable by
All Classes as an
Auxiliary Item and takes up
Two Auxiliary Slots to equip. It is considered
(EXPENSIVE).
----------------
As the, ah,
competition for the military contract draws nearer business continues to swell. You have
Two Revisions to use this Revision Phase. We also feel it's pertinent to remind you all that
by the end of the next turn you will need to
define the loadouts for each class as well as
create an Outfit that fights for your company.
To reiterate and prevent the need to look through threads:
Loadouts are made up of a
Primary Weapon,
Secondary Weapon,
Class-Defining Equipment, and up to
Three Auxiliary Equipment slots. One Loadout is needed for every class, and cost of the items in the loadout affects how many of that class are deployed. Note that any equipment slot save for the Class-Defining one may be left empty.
Outfits need a
Name,
Favored Equipment,
Methods of Engagement (Preferred Tactic and Strategies), and
anything fluffy to further define the Outfit.
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)
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)
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)
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 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)
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 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)
Other
Core Fusion Reactor: A large, very sensitive cold-fusion reactor used as an auxiliary power source for bases and defensive positions. Vibration often causes a shut-down, as do power fluctuations. Needs to be deployed in controlled territory. (NATIONAL EFFORT)