Prewar 3 Design Phase
Proposal: CI1 HawkDifficulty: TheoreticalResult: (6+5)-3=8,
AverageBefore we move forward our investors would like to remind you that, while you specialize in experimental vehicle equipment, it's possible for you to try to do too much at once. In this case it was developing a plasma cannon, plasma
missiles, and a cloaking system for an interceptor all at once. We've had to institutionalize engineers for succumbing to a particular strain of nanite exposure known as "Abbera Syndrome", named after Greg Abbera when he tried to build a one-man rocket with 50 years of life support, an irrigation and plumbing system, three master bedrooms, and a large cupholder, and instead built a self-destructing yacht.
But this turned out functional, at least!
The CI1 Hawk has light armoring, a perfectly average top speed of 800km/h, and a nose cannon controlled by a gunner that fires balls of superheated matter that only occasionally overheat the gun. The plasma cannon fires at 60 shots per minute, but they tend to "stick" to objects they hit and burn through armor and flesh, doing damage well after they make contact.
The two plasma missiles utilize warheads that detonate on contact and burst in a sizeable cloud of superheated gas, capable of doing significant damage to light armor but falling short when it comes to damaging through anything adequately and competently armored.
The Interceptor Cloak draws a significant amount of power from the ship, reducing speed by half when active. The cloak doesn't do much to hide the Hawk as an Infiltrator Cloak would, but does distort the ship for any physical observation. People will still be able to spot the Hawk, but determining it's speed, heading, and even what it is will be difficult while the cloak is active. The cloak
does work to significantly reduce the Hawk's radar signature. However the thermal signature given off by the Hawk and it's many subsystems is
tremendous and no amount of effort is likely to reduce that. We learned this the hard way after someone left one running overnight and burned down a hangar.
A novel idea that didn't completely fall short, the
CI1 Hawk draws the eye of investors, and willingness to deploy the craft makes it
(EXPENSIVE).
Proposal: Light Assault Vertical Mobility HarnessDifficulty: HardResult: (5+1)-1=5 (6+6)-1=11,
MasterworkThe LAVMH is a backpack-like piece of equipment with eight shoulder-like metal nubs on it. Paired with the Harness is a pair of combat/control gloves that can be used to activate and manipulate the Harness and the eight nanite-constructed legs that sprout from it. The multi-jointed mechanical limbs are able be deployed at-will for as long as the user desires. They can activate and deactivate the Harness at-will. The meter-long limbs end in hardened points meant for digging in to walls and the like for climbing or stability, but are also very effective at puncturing more organic targets.
The
Light Assault Vertical Mobility Harness is highly desirable and will see it's deployment set to
(CHEAP) as everyone wishes to see how it performs. It is considered
Class-Defining Equipment for
Light Assaults.
----------------
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
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 two on the launcher allow installation of behavioral modules. Usable by: All Classes (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)
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 and killing with no required downtime. 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 increased 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)
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)
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 and unarmed. (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)