Prewar 3 Design Phase
Proposal: Rampage Main Battle TankDifficulty: HardResult: (3+2)+1=6,
AverageTrue to it's name, the Rampage is our first vehicle designed to devastate our opponents. It's larger than a Desert Rat (but notable smaller than a standard MBT with a much lower profile) covered in layered ablative armor and sitting on a pair of wide treads. It's turret houses a massively upsized 15cm Illuminator with targets designated by a dedicated gunner. The armor on the Rampage consists of a reflective top layer to reduce effectiveness of laser weaponry to a degree, while the underlying armor metal and ceramic armor is designed more to hold against projectile impacts. It can take a hit or two, but is more susceptible to concentrated fire than standard terrestrial MBTs. That's not too much of an issue though, as the Rampage is a good bit harder to hit, and it's lower profile angles the armor significantly, making penetration less likely from anything that isn't plunging fire.
The Illuminator turret tracks on it's own once the gunner designates a target, and is usually able to track accurately barring both the Rampage and it's target making erratic or evasive actions. While upsized, the turret receives energy from a power supply that's also been upscaled. At it's standard "Bake" setting the gun sees similar uptime to the base Illuminator - two seconds of fire with a thirty second recharge. It's lower "Thaw" setting reduces raw power of the beam while extending it's uptime to ten seconds before requiring the thirty second recharge on a completely drained power supply. The tanker's favorite mode, and the mechanic's "favorite", is "Bonfire", where the entirety of the power supply is dumped into a single concentrated blast of laser energy. This single shot audibly whistles and cracks as it burns through the air, hitting objects with enough thermal energy to cause impacted surfaces to expand rapidly and simulate an explosive blast. A mounting on the turret houses a remotely-operated Scourge for additional anti-infantry capability.
The biggest advancement within the Rampage is it's Emergency Shield Deployment System. The system needs manual activation from the vehicle's crew and draws a significant amount of energy from capacitor banks charged via the drive and turret power reactors. A hard light mesh is deployed along the tank's external armor following the original form of the vehicle should chunks be taken out or holes made. While it can only take a shot or two from large-caliber, tank-sized weaponry, every little bit helps.
While the vehicle is fast for an MBT at 100km/h it's treads are a glaring vulnerability. They're largely unprotected and vulnerable to gunfire and explosives, and if a Rampage throws a tread it's crew's best chance at survival is throwing up the Emergency Shield and bailing the hell out of there.
Though there are some issues with the
Rampage Main Battle Tank it does show plenty of promise afield. Unfortunately it's reliance on the Illuminator and it's poor base fire-rate combined with it's light armoring and reliance on speed with vulnerable propulsion systems make investors a little wary, and so it is
(VERY EXPENSIVE) until one or two of those issues are fixed.
Proposal: Caduceus Medical ApplicatorDifficulty: Very HardResults: (6+3)-2=7 (6+6)-2=10,
SuperiorThe Caduceus is a massive leap in medical technology. While some companies have begun developing equipment to simulate the ability larger facilities have to revive combatants, we are the first to implement it in a way that could see success on the battlefield. The Caduceus Medical Applicator is equipment housed in the forearms of our Combat Medics' combat armor. Each bracer houses a pair of tubular nanite reservoirs, each one with the same capacity as the Basic Medical Applicator, connected to dispenser nozzles where the bracers terminate at the wrist. We learned a bit from the Self-Eating Failure in regard to properly programming nanites and so it was a good bit easier than it should have been to create nanites "smart" enough to prioritize fatal and critical injuries. This results in soldiers in/on/around death's door the ability to return to life, and combat, with little to no delay or repercussions.
The Caduceus is also capable of preemptive nanite dispersal, coating squadmates in a cloud of healing nanites. While their effectiveness when deployed this way does drop significantly, it provides immediate healing when a Combat Medic is otherwise occupied scooping up someone's guts. These nanite clouds disperse after a couple minutes.
On top of all that, the Caduceus has very little in the way of heating issues. As a result there is no need to stop and wait for the weapon to cool, and nanites refill the reservoirs at a rate only slightly slower than consistent dispersal. This means, unless a single Combat Medic is administering nanite treatments to an entire battlefield of friend and foe, they are unlikely to run into issues requiring them to stop doing their job.
The
Caduceus Medical Applicator is relatively simple and effective and is sure to be a wonderful tool on the battlefield. As a result of it's immediate popularity among soldiers and bean counters alike it comes to
(CHEAP) and is
Class-Defining Equipment for the
Combat Medic. As it outperforms the basic applicator in every area and is more readily available it has made the Basic Medical Applicator
[OBSOLETE].
----------------
Not bad, but you can always do better. And it's now the
Revision Phase, where you can do such a thing as "improvements". You have
Two(2) Revisions to discuss this turn.
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)
Bane Heavy Autolaser: A 12.8mm automatic laser capable of a fire rate of 100RPM, with an extremely limited personal power supply, an inability to stay on target, and the wonderful ability to kill the power of the vehicles it's attached to. Cumbersome, so it only sees use with vehicles it's deployed with, but at least we designed it with removal in mind. (NATIONAL EFFORT)
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
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)
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)