Prewar 5 Design Phase
Proposal: "Wellington" Programmable Grenade
Difficulty: Theoretical
Results: (2+1) (4+3)-3=4,
PoorGoing from no launchable grenades to guided ones is something of a hurdle. Another hurdle was adding preprogrammable fins on the fly as opposed to a more reliable guidance system while also not having a propulsion system of their own. We managed to make something out of it though. Somehow.
The grenade does indeed launch and detonate on impact in a flash of superheated energy, causing devastating burns within a few meters and capable of rapidly knocking out energy-based protection, however defeating protective armor with them is unreliable. The grenades themselves can be launched out to 300 meters fairly accurately thanks to the fins that provide stability and, currently, nothing else. While it is a fairly solid grenade, our biggest drawback comes in the form of incompatibility with our current array of modules.
Some of our engineers suggest that maybe a modification to the NZ itself to allow it to create and fire an energy grenade on it's own could actually utilize the modules we apply to the New Zealand.
[GM Note 1/2: This was what I thought you'd be going for when you got the New Zealand, like a contained ball of plasma - something that would allow, for example, the Clyde II to turn the grenade launcher into a Masterkey. This somewhat retcons the way I thought it'd work since I didn't clearly state the way it'd function in order to not give youse ideas, but swapping it's functionality back in a revision would be pretty simple as a result, and added functionality within reason wouldn't be punished.] It's not as if there are tiny robot arms modifying the grenade once it's pushed into the launcher after all, and neither launcher nor grenade are outfitted with wireless communications to facilitate augmenting one with the other.
[GM Note 2/2: I've given you options to continue down both the strictly energy or the physical grenade paths since I feel as though a lack of clear concise guidelines and the ambiguity of "Modular Weapons" have combined to create some misunderstandings and confusion, and you've used more actions figuring out what your specialties are defined as than you have actually utilizing your specialties.]A pack of eight Wellington Stabilized Grenades is considered
(EXPENSIVE) since they do function as launchable grenades and take up a single
Auxiliary Slot. They are usable by anyone with an Australia/New Zealand.
Proposal: Volley-0 Missile Launch System
Difficulty: Hard
Results: (3+1) (3+3)-1=5,
Below AverageSlight modifications made to the Plasma Missiles used in air-to-air and air-to-ground combat has given us a surface-launched missile system capable of semiaccurate bombardment of surface targets with both plasma warheads and white phosphorous smoke. Poor targeting systems within the Sunderer-V0 make pinpoint strikes difficult, often requiring saturation bombardment to take out specific targets. This will eat through a Sunderer-V0's twenty-missile payload fairly rapidly. Slow air targets may be acquired by the Sunderer-V0's systems, but quick-moving aircraft are hard to maintain a lock on unless they loiter in a specific slice of sky for an unprofessional amount of time.
The Sunderer-V0's missile system is mounted on the exposed bed of the vehicle and capable rotating 360 degrees and nearly 90 degree angling. It doesn't move rapidly, mind you. The vehicle moves slower than the base Sunderer-S at a cool 65 km/h and cannot utilize the missile system unless it is parked.
The
Sunderer-V0 is considered
(VERY EXPENSIVE) largely due to the amount of munitions required for guaranteed effectiveness.
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As you move into you final
Revision Phase you will have a total of
Two(2) Revisions to utilize. They will be granted a reroll each in the same way the Design Phase was treated. You must also
decide on your Outfits and Loadouts by the end of the turn! This turn
will introduce the strategy phase, but only for finalizing the Outfit and Loadout votes, so keep that in mind.
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)
--"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)
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 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)
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)
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 relatively poor, but the Plasma and WP Smoke missiles are effective when they land where they're intended to. Has very limited surface-to-air capability. The Sunderer-V0 travels at 65 km/h but needs to stop to utilize the V0 MLS. (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. 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)
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)