Prewar 1 Revision Phase
Proposal: Basic Overshield Generator - Secondary Power CoreDifficulty: AverageResult: (4+2)+0=6,
AverageWe've taken our Basic Overshield Generator and given it a solid increase in staying power. While doubling the capacity of the Generator does increase size a good bit, it gives Heavy Assaults a second barrier that can be deployed at any time. Due to the additional size of the module the secondary power core is an optional upgrade. Notably however, the power of both shields does increase while both cores are active. While hits will drain both cores faster, the damage they can withstand before falling is greater - during tests a "dummy" often survived a direct high explosive blast without a scratch.
The
Basic Overshield Generator - Secondary Power Core is an Auxiliary Item only usable by
Heavy Assaults and is considered
(EXPENSIVE).
Proposal: Illuminator Target Illumination DeviceDifficulty: AverageResult: (6+3)+0=9,
Above AverageThe Illuminator Target Illumination Device, as redundant as the name sounds, is quite the useful piece of equipment. When an Engineer marks a target they only need to maintain it briefly before the turret begins tracking on it's own. With the turret locked onto it's own stable, consistent marks thanks to it's own rangefinding and targeting abilities it is more able to maintain enough precision to allow it's beam to more readily melt through armor.
This upgrade to the IAALT sees a greater acceptance of the utility of the device, reflected in it's expense level dropping to
(EXPENSIVE) as willingness to field it goes up while overall cost is barely impacted.
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INCOMING ALERT
You are in your second
DESIGN PHASE. Once again you have
two designs to vote on, however some noted the absence of the MAX class available in PS2. This was intentional! Instead of forcing Exoskeletons on everyone, you are being asked instead to use one design to
create a special class for your team. This means both defining the role of the class on the battlefield, as well as creation of it's basic class-defining equipment! I will aid teams in figuring out what they can work with, to a point. The special Class design will be slightly easier than normal and will also be granted a reroll as if it had received a Research Credit.
Weaponry
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)
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)
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)
Auxiliary Equipment
Nanite Deconstruction Field Generator: A metal cylinder that, when activated, disintegrates. 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)
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)