Prewar 5 Design Phase
Proposal: Peregrine Air Superiority Fighter
Difficulty: Very Hard
Results: (2+2) (2+2)-2=2,
Utter FailureThe Peregrine is definitely something to keep an eye on, but our engineering and development teams just couldn't come together to make something that would actually fly. Upgrading our current turret tracking systems to keep up with the proposed speed of the Peregrine proved to be a very slight hiccup that ate up more time that it should have, and was exacerbated by
in-house development of an augmented reality visor connected to a series of cameras meant to be positioned around the hull. Unfamiliarity with both aircraft design and vehicle-level stealth systems/capabilities also added somewhat to the complications of development. All that said, we're still shocked by the development team dropping the ball here. Their failures have resulted in a number of forced retirements with reduced severance packages, and replacements have already been brought in for the next development cycle. Some day we'll have employees of the caliber we expect.
Proposal: Illuin Proprietary High-Density Power Supplies
Difficulty: Hard
Results: (2+1) (6+5)-1=10,
SuperiorThe Illuin PHDPS is certainly a good idea, and in practice turned out to work better than expected. Power Packs used in our energy-based weapon systems used to rely on internal self-charging mechanisms in order to provide power to the weapon. By creating what amounts to a short-range wireless communications network between power packs the energy held within one can be used to send a signal towards a battery set to receive. Receiving batteries are energized by the incoming signal, boosting recharge rates by nearly double as well as increasing the amount of power that can be accessed by a single weapon. This results in our weapons achieving higher rates of fire while also improving their ability to maintain said fire. This affects all ground-based weaponry, including those used as turrets or mounted on vehicles.
A small screen visible to the soldier clearly identifies how many packs are actively sharing their power with them, and includes easily read icons that denote how much charge the feeding systems have left. A simple small dial sets the packs to Send, Receive, or Off so that weapons that are not meant to receive extra power will not add additional drain to the supplying pack. Sending systems can actively select which connected Receiving systems they feed into.
A Signal Booster, resembling a tripod with an antenna, boost the signal (what a surprise) of Illuin packs within it's 250m radius, allowing any weapon within that range to send and receive freely. An indicator on the display for the soldiers lets them know if they're in range of a booster, and soldiers can connect or disconnect to boosters at will. If a system is in range of multiple signal boosters they are free to designate which network they connect to.
While the battery packs themselves are replacing our current batteries at no extra cost, the
Illuin Signal Booster is an
(EXPENSIVE) piece of equipment usable by anyone, and as it is somewhat unwieldy it takes up
Two Auxiliary Slots.
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As you move into you final
Revision Phase you will have a total of
Two(2) Revisions to utilize. They will be granted a reroll each in the same way the Design Phase was treated. You must also
decide on your Outfits and Loadouts by the end of the turn! This turn
will introduce the strategy phase, but only for finalizing the Outfit and Loadout votes, so keep that in mind.
GM NOTE: I've altered the name of the Einherjar after noticing quite the unfortunate acronym for it's designation. It is now a Rapid Attack Gunship.
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)
Illuin Signal Booster: A tripod and antenna that acts as a centralized communications node for connected Illuin battery packs (the standard VS power supply) with a radius of 250m. Usable by: All Classes, requires Two Auxiliary Slots (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 as well as a protective skirt. 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 treads. (VERY EXPENSIVE)
Einherjar Rapid 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)
Other:
Illuin Battery Packs: The new standard power supply for VS ground-based weaponry, capable of sharing power between one another in order to improve both rate of fire as well as the ability to sustain it. Charge for connected packs can double, and the pool of energy weapons can pull from is limited only by the amount of Sending systems connected. No sacrifices were made in regard to a single pack's capacity or recharge rates.