Turn 3 Revision Phase
Proposal: SWT-3 "Iktomi" Mk. IIDifficulty: EasyResult: (5+5)+1=11,
MasterworkThe spike gun wasn't the worst concept we've seen, but our armory has evolved past the need for such a weapon, and instead we've decided to replace it with an
Oceania for taking on lighter targets at a distance, modified to operate at a higher rate of fire thanks to being connected to a larger power supply. The driver can utilize a Nanite Storage System in the turret to remotely swap out modules in the weapon for maximum customizability. The particle cannon is also replaced with a modified
Australia, rated for over twice the rate of fire of the original weapon thanks to it's vehicle-based power supply and additional heat sinks. The vehicle is also protected by armor all around varying from 25mm to 35mm, with the cockpit getting an extra armored tub for increased driver survivability.
The
SWT-3 "Iktomi" Mk. II remains
(CHEAP) as the additional costs are far outweighed by the increased demand.
----
Proposal: Nextgen Destruction SetDifficulty: Very HardResult: (5+5)-2=8,
AverageThe NDS is based largely off the core of the
Australia, modified to unload a directionalized burst of particles in one massive overload. Each NDS needs to be primed by installing the two UBM-based chips into the top panel, and will detonate on a 30 second timer. The bottom, where the explosive particulate blast originates from, is also covered in an adhesive that can fairly reliably stick to most surfaces (storage pouches are coated in an antistick material, obviously!). Having to essentially carry two keys for each explosive isn't desirable, but the overall reliability otherwise is very welcome to our troops. The most prohibitive issue with the NDS is the complexity of the miniaturized internal components, meaning demand currently exceeds supply, and we can only deploy the
Nextgen Destruction Set at an
(EXPENSIVE) level. It is usable by
Infiltrators and
Engineers.
----------------
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
Magnetar Assault Platform: The Magnetar Assault Platform is a weapon that, at it's base, has no barrel or focal lenses for firing through. Each model comes with two easily swappable barrels - the Rifle Module and the Scattergun Module. This allows the Magnetar to be swapped from a 5mm (representing beam size) assault rifle-like gun to a weapon resembling a 12-gauge shotgun on the fly. The energy cartridge holds enough power for thirty Rifle or ten Scattergun shots and takes a full eight seconds to charge back up after being fully depleted. Firing during this recharge time can cause weapon failure. Carrying around extra barrels can be cumbersome (though this is slightly offset by not needing to carry around loads of ammo magazines), and the weapon does have reliability issues, but it's effectiveness in Close to Medium range engagements cannot be emphasized enough. Usable by: All Classes (CHEAP)
"Australia" Modular Battle Platform: A 7.5mm bullpup particle rifle with a consistently recharging power supply capable of holding a total of 45 shots. The weapon fires at 700RPM and can fully recharge in 5 seconds. It has an underbarrel launcher-like attachment (designated "New Zealand"). Three module slots on the primary weapon and one on the launcher allow installation of behavioral modules. A second slot on the New Zealand is taken permanently by a Wellington Mk.2 Energy Grenade Module. Usable by: All Classes (EXPENSIVE)
--"Australia R/O" Long Range Rifle: A heavily modified Australia capable of limited effective fire at Long and Extreme ranges thanks to dedicated, permanent installation of a Ruby and Oswald module. Unlike the base platform there is no New Zealand, and the third module slot is unusable in order to prevent further modification to the delicately tuned internal components. Usable by: Infiltrators (VERY EXPENSIVE)
Alcor Heavy Weapons Platform: The Alcor is a cumbersome heavy weapon with a high-capacity energy cartridge. It features two Behavioral Modules which can be installed in a slot at the side of the weapon to drastically change it's performance, though they are very fragile and so it's not likely to see someone carrying both around. The first is the Eta Module which programs the internal systems to behave like a 5mm Light Machine Gun capable of firing 100 rounds before needing to recharge for ten seconds. The Delta Module causes the Alcor to fire a sustained beam for about a second before safety features cut it off to prevent melting the weapon. This can be fired eight times before needing to recharge. The Eta Module is most effective at Medium range while the Delta Module is best at Long and Extreme ranges. Usable by: Infiltrators (Delta Module), Heavy Assaults, Warlords (Eta Module) (VERY EXPENSIVE)
"Oceania" Modular Long-Range Platform: A hefty son of a bitch capable of firing a devastating shot every couple seconds or so with no need to stop for an extended recharge. The particle beam is highly concentrated and capable of punching through light armor (as in vehicles) and most cover. Comes with three UBM slots and room for a scope currently taken by a basic 1x-12x. Can be stored and redeployed in a Nanite Storage System. Most effective at Long and Extreme ranges. Usable by: Infiltrators (EXPENSIVE)
Class-Defining Equipment
Basic 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, though movement drains charge much faster. 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)
Light Assault Vertical Mobility Harness: A backpack using nanites to deploy eight meter-long multijointed limbs ending in spikes. Capable of climbing, leaping, and killing at lightning-fast speeds with no required downtime to recharge. Also acts as a safety mechanism to prevent injury from falling. Light Assault Class Item (CHEAP)
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 Nanite Field Generator: A hefty collection of equipment that allows the creation of a nanite field with a 5m radius that currently provides minor healing capability, faster weapons recharge, or an addicting morale boost. Warlord Class Item (VERY EXPENSIVE)
Auxiliary Equipment
UBM-Oswald: A module that increases range and stopping power of a weapon at the cost of extra power drain. Modular weapons equipped with any number of Oswalds see their effective range increase by one step across the board. Usable by: Infiltrators, Engineers (EXPENSIVE)
UBM-Bonnie: A module that increases rate of fire and sustainability at the cost of stopping power and range. Modular weapons equipped with any number of Bonnies will see their range drop by one step across the board. Usable by: Light Assaults, Heavy Assaults, Infiltrators (EXPENSIVE)
UBM-Ruby: A module that increases the max. range of a weapon by one step with a concentrated beam more readily able to pierce armor at it's minimum effective range. Cancels out other range-increasing effects and does not stack it's own effects. Usable by: Infiltrators (CHEAP)
UBM-Clyde II: A module that splits beams to produce a shotgun-like effect. The blast is devastating, but the weapon is only effective at a maximum of Close range regardless of other range modifiers. Multiple Clyde II's provide no additional effect. Usable by: Light Assaults, Heavy Assaults, Combat Medics, Engineers, and Warlords (CHEAP)
UBM-Kaczynski: A module that concentrates particles into a mildly explosive beam at the cost of doubled power drain. Each additional module increases the destructive potential of the weapon while doubling again the cost to fire each individual shot. Usable by: All Classes (EXPENSIVE)
"Wellington" Fin-Stabilized Grenade: A launchable grenade designed with use of the New Zealand in mind. Explodes in a burst of plasma and can be launched out to 300m. No modules are currently compatible with use of the Wellington. Effective against unarmored and energy-protected targets, but falls short against physical protection. Come in packs of 8. Usable by: All Classes (EXPENSIVE)
"Wellington" Mk.2 Energy Grenade Module: A module that gives the New Zealand the capability to fire potent energy grenades that stick to targets, shred shields outside of their lethal range, and can cause temporary blindness for anyone who sees the explosion in close-but-not-harmful range without protection. Installation into a weapon's primary slots give it's rounds explosive potential and makes shots behave more like the energy grenades while doubling their energy draw. Usable by: All Classes (CHEAP)
Nextgen Destruction Set: A "brick" modeled largely after the core particle accelerator in the Australia that fires an explosive blast of particles based on the Kaczynski and Clyde-II UBMs out of the adhesive-covered bottom. Primed by installing two UBM-related chips which sets a 30-second timer. Complex internal components. Usable by: Infiltrators and Engineers (EXPENSIVE)
Vehicles
Sunderer-S Troop Transport: The Sunderer-S is a combat transport capable of carrying ten fully-equipped soldiers to battle and providing protection from small arms with 15mm armor all-around. This six-wheeled battle bus can reach speeds of 80km/h on favorable terrain. The Sunderer-S is unarmed but comes equipped with a Hard Light Shield Projector which deploys a bubble of hard light mesh centered on the vehicle while active. High velocity objects, such as bullets or laser fire, are stopped by the shield, though soldiers can pass through it freely (although with a slight tingle at the back of the neck). The shield draws power from the engine, so the vehicle is required to be running and immobile to use it. The shield also fails under sustained or heavy enough fire, and will often need an engineer to repair the system. (VERY EXPENSIVE)
MSB-1 "Coyote": A bulky motorcycle that transforms into a spawn relay with a sidecar acting as a portable generator. The GenCar is lightly armored, but the motorcycle lacks protection. Can reach 130km/h, but mobility can suffer with the GenCar attached. GenCar is easily detachable and can be wheeled around without issue. (EXPENSIVE)
Sunderer-V0 - Volley-0 Missile Launching System: The Sunderer-V0 is a Sunderer stripped down to the cab and bed with a 20-missile launching system on it. Guidance is damn-near perfect, thanks in part to battlefield information transmitters installed on our other vehicles. Has good surface-to-air capability. The Sunderer-V0 travels at 65 km/h but needs to stop to utilize the V0 MLS. (CHEAP)
SWT-2 "Arachne": A "beetle" walker. Can move at around 40km/h over flat and moderately uneven terrain, but extremely rough or uneven terrain can cause traversal issues. Is currently underarmored. It has two frontal turrets - a 10mm particle cannon that fires 120RPM and a spike launcher that fires up to four dense armor-piercing rods a minute. (VERY EXPENSIVE) (OBSOLETE)
SWT-3 "Iktomi" Scout Walker Mk.II: A spider tank that travels at 70km/h while ignoring most difficult terrain and can suddenly leap up to 15m in any direction. Armed with an overclocked Australia and Oceania on frontal turrets as well as heatable tungsten pistons in every limb that act as climbing/bracing tools as well as puncturing/melting weapons. Protection comes in 25-35mm overall armor, with an armored tub for the cockpit. (CHEAP)
MBT1 Hephaestus: A slow, heavy Main Battle Tank with a slow-firing plasma cannon. Can move at 50km/h, has 200mm armor, and utilizes an Alcor on a small forward turret. A dome-headed repair drone popping up at the rear of the vehicle does it's best to maintain the Hephaestus as it takes damage using a system not unlike the basic repair tool. (VERY EXPENSIVE)
Nebula VTOL Air Transport: The Nebula is a hefty aircraft capable of transporting 20 soldiers over and onto a battlefield. It has heavy armor plating on it's belly to deter ground fire and can reach speeds of 450km/h. The back of the craft houses the primary hatch for loading and unloading troops and supplies, and a bay hatch in the belly of the craft can open up to allow quick disembarking without the need for the aircraft to fully land. The bay is not directly beneath the seating for troops, so there's no need to worry about accidentally dropping a very squishy payload. (VERY EXPENSIVE)
CI1 "Hawk": A Cloaking Interceptor with a plasma cannon and two plasma missiles. It's lightly armored and flies at 800km/h. It's cloak cuts speed in half but distorts the ship visually while also reducing it's radar signature. Runs extremely hot. (EXPENSIVE)
Primary: "Australia" Modular Battle Platform (Expensive)
Secondary: Empty
Class Defining Equipment: Light Assault Vertical Mobility Harness (Cheap)
Auxiliary:
UBM-Clyde II (Cheap)
UBM-Wellington Mk2 (Cheap)
Empty
Primary: "Australia" Modular Battle Platform (Expensive)
Secondary: Empty
Class Defining Equipment: Basic Overshield Generator (Very Expensive)
Auxiliary:
UBM-Bonnie (Expensive)
UBM-Wellington Mk2 (Cheap)
Empty
Primary: “Oceania” Modular Long-Range Platform (Expensive)
Secondary: Empty
Class Defining Equipment: Basic Nanite Cloaking System (Very Expensive)
Auxiliary:
UBM-Ruby (Cheap)
UBM-Kaczynski (Expensive)
Empty
Primary: "Australia" Modular Battle Platform (Expensive)
Secondary: Empty
Class Defining Equipment: Basic Medical Applicator (Very Expensive)
Auxiliary:
UBM-Clyde II (Cheap)
UBM-Wellington II (Cheap)
Empty
Primary: "Australia" Modular Battle Platform (Expensive)
Secondary: Empty
Class Defining Equipment: Basic Repair Tool (Very Expensive)
Auxiliary:
UBM-Oswald (Expensive)
Empty x2
Primary: "Australia" Modular Battle Platform (Expensive)
Secondary: Empty
Class Defining Equipment: Basic Nanite Field Generator (Very Expensive)
Auxiliary:
UBM-Wellington Mk2 (Cheap)
UBM-Wellington Mk2 (Cheap)
Empty
Ball Lightning Company
Ball Lightning Company is named after, well, ball lightning (and, yes, several members of the company have had giggles about the name), and ball lightning captures the spirit of the group -- extremely sudden, extremely bizarre, extremely mobile, and extremely dangerous. Veterans of several mercenary conflicts (many of them rather shady in nature), the Ball Lightning Company is a core of people that are largely genuine friends, and also largely (to be blunt) massive assholes. The gargantuan assholishness of the members of this outfit, however, is a boon rather than a curse.
The members of the BLC specialize, as their Methods of Engagement, in being extremely disruptive to the actions of enemy outfits, through a combination of attacks, diversion, and surprisingly asymmetric warfare, something their nature as a bunch of dickheads helps them excel in -- they're frankly ingenious at finding ways to infuriate and distract foes to a level disproportionate to the amount of actual damage they deal; though they are far from harmless, they tend to focus on performing rapid strikes at vulnerable pieces of an element or high-value targets such as officers and transports before melting away or sticking around the outskirts of the enemy force to harass them more before hitting them again. Sometimes, they're even known to directly taunt the enemy vocally in these actions, just to be aggravating.
For these purposes, they tend to lean towards consisting primarily (though not entirely) of Light Assaults and Infiltrators. The Australia, for obvious reasons, is the main infantry platform of the Outfit, and their Light Assaults in particular use this weapon during their strikes, often paired with a Wellington Mk2 (their primary tool against vehicles) as well as a UBM Clyde-II and UBM Kaczynski to provide a devastating and sudden anti-infantry tool and to make the first strikes of the rifle devastating respectively. Infiltrators of the company use the Australia R/O, making use of its nature as a light sniper rifle to be able to shoot targets and rapidly reposition before enemy forces can actually bear down on them.
(Favoured Weaponry: Light weaponry with powerful alpha strikes (like the Wellington Mk2, or the Australia fitted with a Clyde. Maybe the R/O counts for this?) It fits their doctrine so yes- GM)
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)