Prewar 4 Design Phase
Proposal: "Naufragium" ShotPistol
Difficulty: Hard
Result: (3+2)-1=4,
PoorThe Naufragium is a solid attempt at turning our protective equipment into a weapon. While the trigger is depressed hardlight "debris" are forged within the chamber while the weapon's compression cell pressurizes the air within. A red light on the gun switches over to green once the weapon is charged a second later, deactivating fail-safes preventing it from firing before it's capable of, well, doing anything. Releasing the trigger fires a blast of hardlight fragments most effective at a fairly Close Range. The burst of fragments is notably capable of overloading hardlight shields, however the damage caused to flesh and armor is limited to, at worst, severe burns and lacerations - enough to put down a relatively unarmored foe, but it rapidly loses effectiveness against heavier infantry. The microcompressors that work to pressurize the air chamber emit a low, very audible hum while working.
The Naufragium Shotpistol is a complex, but interesting, piece of weaponry. It's numerous minor flaws add up however, resulting in a deployment rate at
(VERY EXPENSIVE), though it will be
usable by All Classes.
Proposal: Nanite Deconstruction System
Difficulty: Very Hard
Results: (3+2)-2=3 (5+2)-2=5,
Below AverageThe NDS is, thankfully, an improvement on the Self-Deleting Tube. Not that that'd be hard to improve upon in the first place.
The tube's nanites have been thankfully programmed to weaken material in a circular shape with adjustable parameters on a small touch screen on the tube. The tube can dispense nanites to eat away at inorganic material up to 150cm in diameter and 10cm deep before nanites lose cohesion, though as the area gets larger the materials are less likely to be outright destroyed as opposed to weakened. Weakened materials can be hammered through with the butt of a gun relatively easily, so not all is lost. Notably, it is nearly impossible to identify a material affected by the NDS before it collapses on itself.
The magnets make the Nanite Deconstruction System adhere to metallic surfaces and the spikes secure it to soft ones, but surfaces like concrete require someone to hold the tube up to the wall in order to have the desired effect.
Creation with nanites is easy, at least compared to using them to destroy without losing some sort of control. They are currently usable by
All Classes and are
(VERY EXPENSIVE), making the Self-Deleting Tube
[OBSOLETE]. It will likely be very difficult to improve their functionality without an increase in material costs, but it could happen.
----------------
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
"Naufragium" ShotPistol: A very short-range "shotpistol" that fires a cloud of hardlight fragments. Capable of overloading hardlight shields but injuries caused by the burst diminish greatly as protection on the target increases. Loud and bulky, and requires a moment of charging before firing. Usable by: All Classes (VERY EXPENSIVE)
Spark Electrocarbine: An unreliable, quirky firearm capable of arcing bolts of electricity in the general direction of intended targets. There's practically a problem with every part of the Electrocarbine, and it's only really usable within Melee Range. Usable by: Light Assaults (VERY EXPENSIVE)
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)
Bane Heavy Autolaser: A 12.8mm automatic laser capable of a fire rate of 100RPM, with a personal power supply containing energy for 100 shots with a 15 second recharge, an inability to stay on target, and negligible overheating issues. Cumbersome, but deployable on an infantry level, requiring usage of both the Primary and Secondary loadout slots. Usable by: Heavy Assaults (VERY EXPENSIVE)
Class-Defining Equipment
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) [OBSOLETE]
Caduceus Medical Applicator: A Nanite Medical System housed in the bracers of Combat Medic combat armor. Can revive fatally wounded soldiers at a fairly solid speed, with nanites prioritizing more critical injuries. They house and produce nanites fast enough to rarely have an issue with supply vs demand. Can also apply a nanite cloud for automatic wound healing without Medic intervention, though nanite cohesion lasts only for a few minutes. Combat Medic Class Item (CHEAP)
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)
Basic Siren Comms Unit: A comms headset that can sniff out and decrypt enemy communications and various signals within 200 meters. A terminal on the forearm allows the user to attempt to manipulate or hack into enemy systems. Operator Class Item (VERY EXPENSIVE)
Auxiliary Equipment
Self-Deleting Tube: A metal cylinder that, when activated, disintegrates. Usable by: All Classes (VERY EXPENSIVE) (OBSOLETE)
Nanite Deconstruction System: A metal cylinder able to attach to soft or metal surfaces with the ability to disperse nanites throughout material in a max. diameter of 150cm and depth of 10cm. Materials become weakened or fall apart after nanite exposure. Weakened materials can be battered through, and show no visible signs of being weakened. Usable by: All Classes (VERY EXPENSIVE)
Illuminator Anti-Armor Laser Turret: A turret requiring laser designation to fire a continuous 8cm beam for up to two seconds before a lengthy thirty second recharge. A human controller remotely designates a target that the turret's internal tracking and computations then tracks, allowing highly accurate fire concentrated on a precise area. The beam is capable of melting a hole in most armor. Best used a Medium and Long ranges. Usable by: Engineers (EXPENSIVE)
Basic Overshield Generator - Secondary Power Core: An extra attachment to the Heavy Assault's Overshield device that grants a second shield to be activated at will. Both shields working at the same time greatly increase durability at the cost of draining both cores. Usable by: Heavy Assaults (EXPENSIVE)
Vehicles
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, though the Phantom and passenger can be replaced by an Illuminator. It is capable of hitting speeds of 120km/h on favorable terrain and is affected only slightly by rougher ground. (EXPENSIVE)
Desert Rat Ruggedized Buggy: A lengthened Tormentor with a passenger gun mount, a large weapon mount moved to the top of the vehicle, and extra seating for a total of 7 passengers (+1 Driver). The four seats (two small two-man benches) in the back can be removed for bringing supplies along for extended operations. The larger, reinforced vehicle still hits 120km/h and handles better over a wider variety of terrain. (EXPENSIVE)
Rampage Main Battle Tank: An MBT with a very low profile armed with a 15cm Illuminator and protected by ablative layered armor with a reflective outer layer. The Illuminator fires at Thaw (a weaker beam with longer uptime meant for infantry targets), Bake (standard laser uptime), and Bonfire (a single draining, devastating pulse), and can usually stay on target. A remote-controlled Scourge is housed atop the turret. Uses an Emergency Shield as a safety net should it take a few solid hits. Can reach 100km/h on wide unprotected treads. (VERY 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)