Prewar 4 Design Phase
Proposal: MBT1 Hephaestus
Difficulty: Theoretical
Result: (6+2)-3=5,
Below AverageThe Hephaestus is a lumbering behemoth with a large main gun capable of firing devastating massed globules of plasma at targets to great effect. It can only reach a top speed of 50km/h thanks to 200mm armor all around (save for one specific location, mentioned below). The plasma cannon and turret are bulky and angular, making for an easy target with a low rate of deflection/refraction. The gun itself fires a ball of plasma equivalent to a 150mm cannon at 7RPM. An Alcor is also mounted in a turret in front of and below the main gun, capable of providing fire in a wide arc.
The "experimental" aspect of the tank included requiring the creation of repair drones and installing holding bays for them in the hull of the tank. Due to time and manpower restrictions we couldn't get a drone to fly reliably, and some often ignored IFF and repaired test vehicles marked as enemies. As a result a static Repair Drone is installed at the back of each Hephaestus, it's dome-shaped "head" the only thing visible outside of it's little socket. The repair drone draws power from the tank in order to forge repair nanites to be applied directly to the tank they're installed in and repairs at a rate equivalent to the Basic Repair Tool. The drone's head is very vulnerable to all sorts of fire, small arms included.
The Hephaestus is interesting, but currently uninspiring. As a result it sees deployment at
(VERY EXPENSIVE).
[GM NOTE: The difficulty on that one hurt me to apply, but it ultimately tipped from VH to Theoretical due to designing both the tank and the drones at once. Experimental designs should not be translated as "thing, but better because another thing". Something different from what most people picture with mil. vehicles, like if the tank wasn't a tank but was some sort of drone mothervehicle instead. Combining two new things and slapping "experimental" on it is the quick road to Abbera.]
Proposal: 3rd Gen. Module Pack
Difficulty: Hard
Results: (3+2)-1=4 (6+6)-1=11,
MasterworkThe 3rd Gen. Module Pack consists of three different modules designed for use with NC-designed modular weaponry. It's just a shame we spread ourselves a
little thin by reaching across the board as much as we did. Some engineers complain of nearing a major breakthrough when deadlines swept everything out from under them.
The first module is the UBM-Ruby. A single Ruby installed into a weapon will shift internal components and overclock cooling as well as beam creation. Energy weapons equipped with Ruby see their maximum range shift one tier further as the concentrated, well-regulated beam is less affected by the atmospheric conditions that cause energy weapons to degrade in-flight. At the weapon's closest effective range it also sees a slight increase in armor penetration capabilities. Other modules that increase range will see no results, though other effects from the module will come into play. The UBM-Ruby has no effects that stack upon one another. The UBM-Ruby is
usable by Infiltrators as
Auxiliary Equipment and is considered
(CHEAP). Two Ruby modules will still be included per Aux. slot as a class could have multiple pieces of modular equipment.
The second module is the UBM-Clyde II. Focal lenses and the beam generator create a less cohesive beam which passes through a splitter lens before leaving the barrel. This creates a devastating close range blast of particles not unlike a shotgun. A weapon equipped with a Clyde II will see it's maximum range set to Close, and this overwrites all other range modifiers. Multiple Clyde IIs have no additional effects. The UBM-Clyde II is
usable by Light Assaults, Heavy Assaults, Combat Medics, Engineers, and Warlords as
Auxiliary Equipment and is considered
(CHEAP). Two Clyde II modules are included per Aux. slot assigned.
The final module is the UBM-Kaczynski. This module causes an energy weapon to condense more particles in a single shot which maintains cohesion until impact. Power supply drains twice as fast with a Kaczynski but a beam modified by one such module will unleash a relatively small but effective burst of energy upon targets. Multiple Kaczynski modules will double the power drain again (1=2x, 2=4x, 3=8x, etc), however the destructive potential of each shot also greatly increases. The UBM-Kaczynski is
usable by All Classes as
Auxiliary Equipment and is considered
(EXPENSIVE). Two modules are provided for each Aux. slot taken.
----------------
As the, ah,
competition for the military contract draws nearer business continues to swell. You have
Two Revisions to use this Revision Phase. We also feel it's pertinent to remind you all that
by the end of the next turn you will need to
define the loadouts for each class as well as
create an Outfit that fights for your company.
To reiterate and prevent the need to look through threads:
Loadouts are made up of a
Primary Weapon,
Secondary Weapon,
Class-Defining Equipment, and up to
Three Auxiliary Equipment slots. One Loadout is needed for every class, and cost of the items in the loadout affects how many of that class are deployed. Note that any equipment slot save for the Class-Defining one may be left empty.
Outfits need a
Name,
Favored Equipment,
Methods of Engagement (Preferred Tactic and Strategies), and
anything fluffy to further define the Outfit.
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 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)
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. 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)