GM Note: Don't make me dig through previous turns to find proposals. If you want to resuggest something it isn't that hard to copy/paste during the relevant phase - or link to it in the votebox.
Prewar 2 Design Phase
Proposal: Spark ElectrocarbineDifficulty: TheoreticalResult: (4+2)-3=3,
Buggy MessThe Spark Electrocarbine is our first attempt at making a close-range weapon and it shows. Using poorly guided electrical charges winds up with shots very often arcing off-target. It's power pack, which is prone to overheating during extended use, allows for between 10 and 20 shots before needing time to recharge, which can take anywhere between five seconds and an entire minute. By attempting to make a variable charge for tazing targets around cover (a laughable, absolutely unnecessary function - if the weapon could arc around cover, why waste time stunning targets first?) we only managed to screw up the limiters for consistent power usage per shot. If you're looking for an alpha-strike weapon that's only reliably effective in Melee Range, this is your gun. Otherwise, well, you're much better off with anything that actually works.
The
Spark Electrocarbine is
(VERY EXPENSIVE) and limited to use by
Light Assaults.
Proposal: Operator Class (+Siren Comms Unit, +Sky Eye Light Recon Drone)Difficulty: TheoreticalResults: (4+4)-3=5 (6+5)-3=8,
AverageThe Operator is meant to complement our primary combat forces by providing in-depth intel on enemy combatants. Simply put, they are trained and specialize in acting as our military's eyes and ears while blinding and deafening our enemies.
We
may have fucked up by deciding to design two separate items for the class, but luckily our engineers weren't
completely incompetent and focused on the one that most directly impacted the Operator.
The
Basic Siren Comms Unit is capable of picking up signals and transmissions from our enemies and cracking any encryption they apply, at least currently. The comms unit is able to pick out signals within 200 meters of the Operator. A small terminal on the forearm allows the user to try hacking into enemy electronics but the process requires a constant connection, so target equipment needs to stay within range of the Operator. Unfortunately we didn't have time to add protection to our own devices since we decided to also diddle with some auxiliary equipment (if it was class-defining then you could only either equip the drones OR the comms unit, but they're supposed to work together so I imagine that's undesired), so currently we're as vulnerable to electronic warfare as we imagine our opponents are.
The
Basic Siren Comms Unit is considered
(VERY EXPENSIVE) and is considered
Class-Defining Equipment for the
Operator Class.
----------------
IT IS NOW THE REVISION PHASE. You have TWO REVISIONS to utilize as you see fit.
Weaponry
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)
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)
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
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)