Background of the Victory Services
While Victory Services has only recently come into the public's eye the company has been working with UPA on and off since their inception decades ago. Being a small company formed on a backwater world with limited resources, they still managed to make remarkable weaponry. Most notably was the
Monolith Laser Rifle, which fired highly agitated short beams of energy equivalent to a 10mm rifle round. A separatist faction on the planet Hera, an important trade world, rapidly took power and needed to be dealt with. Opting to use a scalpel over a hammer, the UPA requisitioned a shipment of Monoliths to equip their active agents with. The
Tormentor, a 3-man fast-attack buggy, also made it's debut on Hera. The equipment provided by the VS saw UPA agents rapidly and effectively cut the many heads off the Separatist "hydra" of leadership.
While Victory Services grew due to their dealings with the UPA, business remained primarily under the table. With the need for decisive strikes against opponents across the galaxy becoming readily apparent, the UPA has decided to test the VS in their ability to arm a conventional force.
This brings us to today, where they prepare to engage in a perpetual war for the sake of weapons testing.
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It is now the first Design Phase! The prelim turns are special, and for this one you will be able to create TWO designs. You are to propose, discuss, and vote for further additions to your list of equipment! Do look it over, as the above mentioned equipment is only a taste of what you have.
WHEN DESIGNING FIREARMS MAKE SURE TO MENTION WHICH CLASS/CLASSES IT'S DESIGNATED FOR. This is to ensure loadout diversity and is meant to further aid in differentiating the teams (ex. a side may focus on close-up Infiltrator kits while another prefers to make fearsome Heavy Assaults). You can make equipment for all classes but it will likely not end up as stronk as a focused design, but remember your army uses Uncertified troops as the bulk of their forces, and they'll have all firearms scattered throughout based on cost. Note you can change the names of the equipment I've given you if you want to create a theme.
You do not need to specify loadouts until your last preliminary turn, since you'll probably be making some changes before then.
Each Loadout will require the following (just so you know what to plan ahead for): A Primary and Secondary Weapon, some form of their Class-defining equipment, and up to three Auxiliary Equipment (grenades, extra ammo, combat stims, etc. - as always ask about a proposal if you're not sure about something fitting). Something like grenades can give multiples per slot depending on the design. And before it's asked, yes the holes in the armory (no melee weapon, no sidearm, very limited vehicles, etc.) are intentional, this is just a solid base to work off of.
Monolith Laser Rifle: A light, powerful laser rifle roughly equivalent to a 10mm rifle. Internal energy stores allow it to fire around ten shots in succession before needing to cool for a suggested five seconds. When not being fired the rifle will passively recharge, making it very hard for opponents to figure out when it's safe to pop out of cover. While it's length makes it unsuited for CQB, it is very effective during Medium and Long range engagements. Usable by: All Classes (CHEAP)
Phantom Anti-Opposition Rifle: The Phantom is a devastating long range energy weapon which fires shots equivalent to a .60mm round. It fires a single, completely draining shot before immediately venting heat and requiring five seconds before passing the charge threshold required to fire again. The Phantom can devastate infantry and potentially cause significant damage to lightly armored vehicles. It has an adjustable digital scope capable of providing any level of zoom from 0x to 10x, and is effective at Long and Extreme ranges. Usable by: Infiltrators (VERY EXPENSIVE)
Scourge Rapidfire Energy System: The Scourge is the VS' answer to more standard LMGs. It utilizes a very large energy bank which allows a fire rate of 100 RPM with beams equivalent to 8mm rounds before requiring recharging, however overheating is a significant factor. It's also fairly heavy and lacks it's own methods of support. That said, it's still quite effective at Medium AND Long engagement ranges, something most other weapons of the same class cannot boast. Usable by: Heavy Assaults (VERY EXPENSIVE)
Basic VS 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, and, unlike standard cloaking systems, movement does not affect power drain. Firing a weapon will disrupt and discharge the cloak though, requiring a full recharge regardless of how long the cloak was used for. 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)
Basic Repair Tool: A device that uses Nanites to mend constructions and vehicles at a snail's pace. They are prone to overheating during extended usage, often requiring multiple breaks to fully repair even mild combat damage. 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)
Tormentor Light Attack Buggy: A light, unarmored, lightning-fast attack buggy with room for three people - one driver, one forward-facing passenger, one passenger in a back section with a Phantom mount capable of 360 degrees of rotation. It is capable of hitting speeds of 120km/h on favorable terrain and is affected only slightly by rougher ground. (EXPENSIVE)
Einherjar Fast Attack Gunship: A lightly armored gunship using VTOL thrusters containing a pilot, gunner, and four passengers. Meant more for delivering and supporting infantry than contesting the skies, it mounts a single 20mm cannon in a nose turret. It can reach speeds of 375km/h and is extremely maneuverable, capable of flying through buildings and trees to deliver it's soldiers precisely where they need to be. (VERY EXPENSIVE)