Turn 3 Revision Phase
Proposal: 'Desert Shrew' Logistics and Support BuggyDifficulty: HardResult: (2+2)-1=3,
Buggy Mess (hey we're back!)
The Desert Shrew is an absolute mess of a vehicle thanks entirely to the oversight of the fellas we had working on the project. For
some reason, the signal booster and battery array are poorly secured, and severe enough jostling can unseat or damage parts and cause a short in the entire system. The Booster and Battery array has a failsafe that shuts down the entire system in case of a short to prevent unintentional rapid drain or overload of linked systems.
The gun on the Desert Rat is replaced by an oversized repair tool based on the Hephaestian and manned by one poor schmuck. The 'Vulcan' Repair Megatool is bulky, and can definitely repair vehicles at a much faster rate than a handheld tool, but poor cooling and containment systems leave the device hovering near overheating. The Repair Gunner responsible for operating the Vulcan can choose to feather the trigger and reduce the speed of repair to keep from overheating, but in do-or-die scenarios can run the Vulcan past safe parameters. The Vulcan performs self-repair as it overheats, so the real dangers are nanite chamber detonation and cooking the meat operating the device.
Plows are bolted onto the front of the Shrews to push debris aside, but aren't installed uniformly among the fleet, meaning some plows hang lower than others, potentially digging into the ground, or too high and jamming debris beneath them.
The
'Desert Shrew' Logistics and Support Buggy is a welcome but poorly executed concept. The
Illuin system certainly helps when it works and shows promise. As such, enough people are still willing to use this vehicle to see it deployed at a
(VERY EXPENSIVE) level.
----
Proposal: 'Spotlight' Illuminator RefitDifficulty: Very EasyResult: (6+6)+2=14,
Unexpected Boon [
:l]
So it was a fairly simple task, tying the Illuminator into the Illuin power network. Illuminators in all their forms are upgraded to the
Spotlight, which no longer needs a half a minute to fire a second time and instead simply needs to combat heating so long as someone somewhere in the network has their powerpack set to Send. As a general rule of thumb, the Spotlight should be allowed to cool for an equivalent amount of time as it was fired for to ensure heat is properly dispersed. Testing shows it would require an entire 90 seconds of fire to cause critical failure of the system, and that should only be possible when the system has a near-infinite source of power. It is not recommended that one stand near the end of the weapon anyways, but even moreso now as there is an excessive amount of heat dumped forward.
Spotlights also act as Relays for the Illuin System, effectively turning them into weaker Signal Boosters, and have an auxiliary power supply added to help supplement the network should the Spotlight not require it.
Our forces have loved the
Spotlight during tests, and we can expect it to be seen as often as possible at a
(CHEAP) level.
----------------
It is now the
Strategy Phase! If you don't remember, because it's been a while, and that's totally your fault, not mine, you are to adjust any Loadouts you wish to, choose a Hex to attack, and decide whether you set your Outfit to attack or defend!
Weaponry
"Razer" ShotPistol: A very short-range "shotpistol" that fires a sparse of highly concentrated hardlight fragments. Capable of overloading hardlight shields, doing significant damage to flesh, and moderate damage to armored infantry. Requires a moment to charge when taken out of SAFE Mode. A little bulky, and hums constantly when active. Usable by: All Classes (CHEAP)
-Immolator Shattergun: The ShotPistol's bigger, angrier brother. Fires a devastating cloud of hardlight filament out to 30m. Blocky appearance, but more comfortable than it looks. Has a foldable stock, pistol grip, and a pump action/forward grip that produces the sound of a traditional shell racking. Usable by: All Classes (CHEAP)
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 15mm 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) [OBSOLETE]
Hephaestian Repair Tool: A repair nanite dispenser system installed in the bracers of an Engineer's armor. Works slightly faster than the Basic Repair Tool, doesn't overheat nearly as much, and can repair significant damage to constructed objects (vehicles, doors, boots, etc.). Engineer Class Item (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)
Advanced 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. A hardware upgrade in the second bracer comes with the ability to calculate the accuracy of incoming information, and displays the three most likely sets of data based on prior information sniffed from enemy wireless signals. Operator Class Item (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)
Spotlight Anti-Armor Laser Turret: A turret requiring laser designation to fire a continuous 8cm beam with a maximum uptime of 90 seconds. 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. The Illuin System turns it into a short-range Booster. Best used a Medium and Long ranges. Usable by: Engineers (CHEAP)
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 or 4-missile Huscarl ASRAAM. 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)
Desert Shrew Logistics and Support Buggy: A rather shoddy modification of the Desert Rat. Has passenger space replaced with a poorly-installed Illuin system and battery array. The gun mount is equipped with the Vulcan Repair Megatool, which runs entirely too hot. It can still repair vehicles, but the operator needs to be cautious. Also has a plow bolted onto the front almost as an afterthought. (VERY 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, though it can be replaced by a 4-missile Huscarl ASRAAM box launcher. Uses an Emergency Shield as a safety net should it take a few solid hits. Can reach 100km/h on wide treads. (VERY EXPENSIVE)
Peregrine-T3 Air Superiority Fighter: A small, fast, nimble, unarmored VTOL fighter with a 20mm gimballed nose cannon connected to the aircraft's unified computer system, which aid in targeting as well as coordinating each part of the aircraft for maximum responsiveness and control. Reaches 1200kmh, and has weapons bay that can house extra fuel or a number of Huscarl ASRAAMs. The hull is designed and painted to reduce radar and UV signatures, while in-set engines reduce the thermal signature. Also has flares and chaff. (CHEAP)
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.
Huscarl ASRAAM: The Advanced Short Range Anti-Air/Anti-Armor Multipurpose Missile Munitions System uses a hardlight warhead that can pierce and detonate within hard targets or blast a cone of hardlight against soft targets. Utilizes infra-red tracking and IR-laser designation. Extremely fast and extremely agile, with limited but not too-limited range. Can be mounted on aircraft hardpoints as well as used in a 4-missile Box launcher. (CHEAP)
Primary: "Immolator" Shattergun(Cheap)
Secondary: Empty
Class Defining Equipment: Basic Jump Pack (Very Expensive)
Auxiliary:
Empty x3
Primary: "Scourge" Rapidfire Energy System (Very Expensive)
Secondary: "Razer" ShotPistol (Cheap)
Class Defining Equipment: Basic Overshield Generator (Very Expensive)
Auxiliary:
Basic Overshield Generator - Secondary Power Core (Expensive)
Basic Overshield Generator - Secondary Power Core (Expensive)
Empty
Primary: "Phantom" Anti-Opposition Rifle (Very Expensive)
Secondary: "Razer" ShotPistol (Cheap)
Class Defining Equipment: Basic VS Nanite Cloaking System (Very Expensive)
Auxiliary:
Nanite Deconstruction System (Very Expensive)
Empty x2
Primary: "Immolator" Shattergun(Cheap)
Secondary: Empty
Class Defining Equipment: Caduceus Medical Applicator (Cheap)
Auxiliary:
Empty x3
Primary: "Monolith" Laser Rifle (Cheap)
Secondary: "Razer" ShotPistol (Cheap)
Class Defining Equipment: Hephaestian Repair Tool (Expensive)
Auxiliary:
"Illuminator" Anti-Armor Turret (Expensive)
Empty x2
Primary: "Monolith" Laser Rifle (Cheap)
Secondary: "Razer" ShotPistol (Cheap)
Class Defining Equipment: Advanced Siren Comms. Unit (Expensive)
Auxiliary:
"Illuin" Signal Booster (2 Slots) (Expensive+1)
Empty
1-4-1 Vanguard
Equipment: Tanks, Illuminators, and heavy equipment in general. Additional engineer classifications as compared to standard units.
Methods of Engagement: Preferring substantially heavier vehicles, going so far as to outfit their Rampage tanks and various buggies and VTOL aircraft with applique armor or heavier shielding at the cost of speed, they prefer the frontal approach instead of our standard mobile tactics. When we need to break enemy lines, the 1-4-1 Vanguard comes to the fore. They are responsible for taking weakened positions and shattering them with a final assault, surprising our enemies with the sudden change in tactics. Our standard light units follow up and rip apart the surviving enemies with more fast attacks.
Fluff: Formed from the more aggressive members of standard units, 1-4-1 Vanguard is provided with an unusually large contingent of engineers that are capable of keeping their heavier-than-normal vehicles in good repair. Vanguard Elements always have the highest proportion of engineers in their brigades as well as the most armor, but 1-4-1 Vanguard developed a reputation for being the most aggressive, heaviest, and least willing to hit-and-run in the entire army, and has an actually absurd ratio of armor to speed for our military, as well as more engineers than even a normal Vanguard Element.
Key: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)