Turn 1 Revision Phase
Proposal: Omnivisor Subsystem Disconnects
Difficulty: Simple
Result: (5+3)+4=12,
Unexpected BoonIntegrated into the OmniVisor Suite above the left ear is a small compartment that can be flipped up to reveal a pair of buttons. The IFF and comms. can each be manually disconnected from their networks with a simple press, and just as easily be reconnected. When the comms. are deactivated a mouth vent in the helmet opens to facilitate better verbal communication. All other systems are achieved through the Suite's internal computers, so the alternate vision modes on the visor remain available.
With so much time on their hands after putting a whole two buttons on one of the most reliable, highest-tech helmets on the market, our techs fiddled around with some of the helmet's subsystems and added a signal spoofer that would continue transmitting after the other subsystems were turned off. False information is then fed back to the hacker as long as they maintain the connection or until the helmet's subsystems are turned on and they get conflicting information. While they can still get into our systems without us knowing it, we figure they won't be expecting us to respond with this.
The
Upgraded OmniVisor Suite stays
(CHEAP), as the added functionality and protective measures don't cost too much but add desired functionality. Anything that uses the OmniVisor Suite is obviously Upgraded, because that's just
reliable customer service.
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IT IS NOW THE STRATEGY PHASE.In this phase you are responsible for deciding on which hex you will focus your offensive efforts on. You will also need to decide whether your Outfit will act Offensively or Defensively. If they act on Defense they will automatically see use at the Hex that needs them most. Offensives can
occasionally be difficult on a battlefield where cost in men and material aren't a factor, and an Outfit present can often be a deciding factor.
You can also adjust loadouts in this phase, though they should be paired with a vote against the change so I don't see something with one vote and go "okay".
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)
--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)
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 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)
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: "Adjutant" Pistol (Cheap)
Class Defining Equipment: Basic Overshield Generator (Very Expensive)
Auxiliary:
Legacy of Terra Armor (2 Slots) (Expensive+1)
Empty
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: "Overseer" Battle Rifle (Cheap)
Secondary: "Adjutant" Pistol (Cheap)
Class Defining Equipment: Basic TR Neurohelmet (Very Expensive)
Auxiliary:
Legacy of Terra Armor (2 Slots) (Expensive+1)
Empty
Panzer-Grenadier-Battalion "Donnerschlag"
Favoured Equipment: Tanks, IFVs, SP-Artillery.
Methods of Engagement:
-Strategic: Strategically, the Donnerschlag battalion is 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 it's superior firepower, protection and mobility afforded to it as an armoured unit, it is capable of chewing through an enemy line in short order.
-Tactical: The Donnerschlag Battalion is relatively flexible, given the armoured units the unit possesses and the support options available.
Dark Grey - Dense Urban Ruins
Light Grey - Industrial Rubble
Thick Black Line - Abandoned Subterranean Expressway
Yellow Circle - Medical Facility (Control drops Combat Medic Class Equipment by one level)
Green Circle - Capital Building (Control on Map Swap grants Espionage Credit)