Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (1): frostgiant
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (2): frostgiant, Jerick
Nightstalker
Preferred Weapon Type: Energy
Primary Infantry Arms Focus: Sniper-style weaponry---high damage, long ranged, relatively low fire rates.
Primary Vehicle Focus: Low-lying, high-speed, high-damage, trading off armor protection and fancy extra gadgets for the ability to maneuver rapidly and without being easy to spot.
Using energy weapons means that VS units don't require ammo. They don't need a big supply train nor do they need large supplies of ammunition carried in vehicles or on their bodies. Thus, smaller vehicles, lighter infantry, faster movement, and a large strategic advantage...provided you can make your power supplies small enough. VS has worked on this theory for some time now, and we think we can put it into practice.
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (2): frostgiant, Jerick
Plan: Go outlandish, be Happy (1): DGR
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (2): frostgiant, Jerick
Plan: Go outlandish, be Happy (1): DGR
Nightstalker: (1) Madman
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (2): frostgiant, JerickI like the idea of going fast and being killy.
Plan: Go outlandish, be Happy (1): DGR
Nightstalker: (2) Madman, Happerry
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (1): frostgiantTo break the tie.
Plan: Go outlandish, be Happy (1): DGR
Nightstalker: (3) Madman, Happerry, Jerick
Loadout: Engineer.I had considered giving it a cloak but I figured that'd make it too expensive.
The Muninn is a small autonomous flyer equipped with a wide array of sensors. It has four small thrusters that are built to be small, light, quiet and cheap providing it a stable platform for the on-board sensors. It is foldable and can be left to fly and track enemies autonomously or directly controlled by the engineer. The drone has high definition cameras, thermal imaging sensors, EMF detectors (so it can detect objects or troops using large quantities of power) and a passive radio frequency detector. Its computer systems and programs are rather advanced, it uses computer software and machine learning to figure out what information it is receiving is relevant and what is not. It tracks movement, can zoom in to distant targets and the while providing up to date and relevant information as to the position and activities of enemies to nearby friendlies. This is meant to be a cheap and expendable item used to gather intelligence on enemy movements
light charger grenade slot weapon
The light charge is a small disc shaped laser weapon, with two modes and rather large capacitor banks. The two modes are timed detonation and proximity detonation. Timed is obvious, the proximity detonation function sets off the weapon when something moves on top. It also has magnetic attachment systems on both sides.
This weapon is designed to be a precise replacement to conventional C4. When detonated it discharges a laser from one side, a laser strong enough to punch through vehicle armor. Able to be used both as a mine, detonating into the unarmored undersides of enemy vehicles and infantry, or as a short range anti vehicle weapon. Being flung at a target and latching onto it before detonating and ripping a hole in the target.
This weapon is designed to shore up our lack of anti vehicular weaponry, and provide a defensive option. While playing into our speed and repositioning prowess.
A... Unique SMG, this laser weapon is meant to shore up our CQC options. While in use the weapon looks reminiscent of many normal firearms, with a folding/extending stock, a foregrip, though the foregrip has a blade that extends from the bottom, and overall standard design apart from the mentioned oddities. When not in use the weapon is designed to fold up tightly for easy carrying, with the knife blade able to retract into the foregrip, and the stock collapsing to reduce the size. The batteries of the gun allow for about five seconds of fire before needing to recharge, though you can switch out the power pack to instantly reload. The foregrip is a long retangular shape, with a hollow in the center where the proper grip is, molded to fit comfortably into a human hand, though its not infeasible to hold it by the outside of the grip as well, should the blade be retracted. This hollow acts as the place where the knife blade folds into when compacting, and the whole apparatus can be detached for use as a melee weapon, which can be paired with wielding the SMG itself one handed. The SMG itself is a full auto pulse laser that makes very little noise. Thus its name, the nameless death, for rather than crying its name upon the wind with each shot, it remains nameless, even in death.
By acting both as a secondary weapon for close quarters combat and a melee weapon for silent kills. This weapon gives us 2 options for when our troop's main weapon runs out of ammo, and 2 options for silent takedowns and combat at close range. Finally, it gives our troops a knife to use for things other than combat, like cutting wires or branches, or skinning animals in a pinch.
This shores up our weakness in close range weaponry, and gives our troops both a sidearm and melee weapon, while leaving us time to develop an additional weapon or vehicle before the war starts. It does have some weaknesses however, notably a drop in accuracy when firing one handed, and a slow recharge times due to a tiny power source.
The Storm Hammer Energy Torpedo Projector is a versatile heavy weapon that gives Heavy Assault classed soldiers a potent anti-vehicle and fire support option. Physically, the Storm Hammer appears like a large cannon with two tines extending from the front of the barrel. Within this cannon, the energy orbs that are the Storm Hammer's main generated, only to be launched out and then accelerated by electromagnetic force, starting from the cannon and continuing through the mentioned tines. When the orbs strike a target, the outer surface of the orb collapses in a fashion as to make the orb explode alike a shaped charge, allowing it to penetrate vehicle armor and other heavy defenses. While the Storm Hammer's primary fire mode is to just, well, fire these orbs out in a direct shot towards whatever you are shooting at, it does have an alternate firing mode supported by flip-out braces in the main cannon body. When fired in this alternate mode, the orbs are lofted into the air to serve as a rudimentary mortar weapon, allowing for integrated indirect fire support.Here's another heavy weapon for dealing with enemy vehicles. Basically, it's an Energy RPG Launcher with an alternate firing mode to serve as a light mortar.
To form the orb is relatively energy expensive, however, more then enough to fully discharge the onboard power cell. This is why the gun, in fact, has two independent power cells which alternate powering the Storm Hammer, allowing for either two rapid shots or more measured continual fire.
Utilizing the famous Victory Services laser technology, the Spark Electrocarbine does not, in fact, use lasers to do damage. Instead, it uses lasers to fire lighting beams at enemies. Normally this carbine sized gun serves as a rapid fire electrolaser for Light Assault classed soldiers, giving them a valuable and versatile light weapon fit for their needs, but with a flip of a switch it can also be used as a wireless taser. While firing in taser mode does not, in fact, do actual damage, the ability to make an enemy soldier convulse and then fall out of cover to land twitching on the ground is generally considered a useful ability. The Carbine also comes with a Bayonet Mount, for use if a proper knife, or any other such tool, is ever designed.We don't have a weapon for Light Assault class soldiers yet, so here's a lightning pew pew gun. With the ability to do stunshots.
The Hellstrike Plasma Knife is not, in fact, a knife, even if it is shaped like a knife's hilt. What it actually is is a one shot shaped plasma charge. The user either stabs someone with it, like a knife, or throws it at someone, also like a knife, and when the 'top' of the hilt strikes something after it has been armed, it uses a combination of magnets and sticky stuff to stick to the target. For all of the half second it takes for the one use capacitor to finishing warming up and then dump a blazing hot charge of plasma that is conducted out of the 'knife' and through the seal at the top into whatever poor sucker, or other target, that the knife is sticking too. This results in a guided plasma explosion that will reduce someone's torso to a blood-splatter or severely cook anyone unlucky enough to be in a hit vehicle when all the plasma punches through the outer hull and makes things excessively hot for people inside.Here's an assassination grenade for Infiltrators. Granted, it lets them assassinate vehicles as well as individual soldiers...
The Bubble Barrier Bomb is, in fact, almost exactly what it sounds like. It's a bomb, that makes a barrier, in the shape of a bubble. Simple, right? These Barrier Bombs allow Medic classed individuals to instantaneously erect some cover for those they are healing, or otherwise protect a medical point they're setting up, or simply keep someone from needing their medical attention in the first place. The Barriers do not last forever of course, but an extra layer of cover is almost never a bad thing.Here's a grenade for Medics, so they don't have to keep rehealing people over and over.
The Pylon Point Defense Tower is an engineer erectable defense station that consists of a central power core, a top mounted sensor node, and three different point defense laser emitters arranged around the core.. Unlike most defenses, the Pylon does not directly shoot at enemies. Instead, the sensor node detects any hostile deployed grenades, rockets, artillery rounds, and suchforth and once detected, one of the point defense lasers will attempt to fry the projectile in question before it can reach its target and explode. Or not explode, depending on what type of munition it is. Either way, even if a Pylon doesn't directly kill an enemy, it prevents them from killing friendly forces, and if they can't kill the tank then the tank can kill them.And lastly, here's a turret for the Engineers that isn't just the obvious idea of 'take the Scourge and make it a turret'.
The Blue Burst Magnet Grenade is, quite simply, a high explosive grenade with a magnetic power core. This power core is what overloads and causes the explosion, but the magnetic part of it is what makes the grenade special. To be more precise, when thrown, it is likely to stick to anything it hits as long as it hits something magnetic. This means it will stick to body armor, vehicle armor, buildings, turrets, and so on, making the targeting of such things easier. And then it explodes, of course. It is still a grenade after all.Here's a useful but generic grenade for putting in any class's secondary slots.
The Pulser is not a fancy weapon. It's just a usable one, but sometimes usability is all you need. As the name suggests, it's a laser pistol. It fires lots and lots of rapid laser pulses, allowing for anyone who has to use it instead of their primary weapon to shower the enemy in shots, and is a light and handy weapon making it easily usable in close quarters. Like, say, where Victory Services' primary general rifle is bad at fighting in. It does have a single alternate firing mode, however. Where normally it fires lots and lots of weakish shots, with the flip of a switch it can also fire a single strong shot, dumping the entire remaining charge of its internal power cell into said shot. This, of course, means it then has to recharge before it can fire again unlike the continual light fire of its normal firing mode, but sometimes you need a single strong shot to break a shield or something.Aaaand here's a pistol for giving to anyone we don't have a better Secondary weapon to put in their secondary slot. It's designed for close range combat so we can pair it with the Monolith and let soldiers have a back up weapon that's ok for close ranged fighting.
Infiltrator Gear
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):
Light Assault Gear
Spark Electrocarbine (1): Happerry
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (1): Happerry
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
The Falcon is a Multirole Light attack Vtol, designed to both contest the skies, and provide heavy fire support. Its designed with a minimal profile from all sides, looking like a helicopter without the rotor (think the mosquito without the mini wing things for mounting missiles. It is armed with a heavy pulse laser, capable of punching through most armor and with a ridiculous range, this laser has a unique firing mode, whereby it can vary the capacitor charge time, and thus vary the strength and refire time, the longer it charges, the stronger the attack. This laser also comes with another feature, lock on. The pilot can designate a target and the gun will gimbal itself to target them. This is especially useful when fighting enemy aircraft from extreme ranges, as the pilot merely has to mark the target, and the computers onboard the Falcon will line up the shot. The rest of the craft is built around speed, and maneuverability, it can't take many hits, but its one of the fastest Vtols we know of. In order to facilitate low to the ground flying at extreme speed, the craft will also be equipped with a laser mapping system and a computerized function to keep the craft from crashing as much as possible, maintaining a safe flying distance. It maps the terrain and then finds the path through it that won't crash into stuff.
In combat the Falcon acts as a sniper and skirmisher. Supporting our elite ground troops by providing precise but powerful fire to take out enemy armor and air support, letting us get into and out of the frey safely. The falcon can also act as close air support for our troops, swooping in at great speeds to take out key targets before withdrawing. the computer system has a backdoor command phrase, Z1X4K800L19, using this phrase will allow an outside user to remote control the aircraft
The Falcon is designed in response to our lack of anti air/air superiority, and our lack of anti armor units. Filling both roles and laying down a foundation for future efforts, the Falcon will be a key part of Victory Services' conventional military foundations for a good time to come. In addition, its advanced computer systems lay the groundwork for future innovations in that department.
Infiltrator Gear
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):
Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (1): Happerry
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Loadout: Auxiliary Equipment.
The Nanite deconstruction field is a silent alternative to explosives. It is meant to function similarly to deployed charges. The projector is a compact tube that can be placed down, the bottom has a spike allowing the projector to be stabbed into into surfaces and it can be remotely triggered. Once activated it will emit a field of nanites that operate similar to repair nanites except in reverse, disassembling and breaking down anything in the field. This destroys vehicles, structures and infantry. However the projector does not contain an infinite number of nanites or power and once it runs it out it is rendered inert. The nanites are programable and can be set to only target; inorganics, organics, explosives (rendering ammo useless), conductive materials (disabling power systems) or everything within reach.
Infiltrator GearWell we have no shortage of designs at least.
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1):Jerick
Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (1): Happerry
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (1): Jerick
Vehicles
Falcon (0):
Comforter class Repair Buggy (0):
Infiltrator GearI will write up version of Falcon's laser turret for use as a heavy class weapon when I have time. An auto aim function on a laser would be quite potent.
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1):Jerick
Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (2): Happerry, DGR
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (1): Jerick
Vehicles
Falcon (1): DGR
Comforter class Repair Buggy (0):
Illuminator Anti-Armor Laser Turret
A self-contained turret with a separate target designator module, this is capable of pointing a powerful continuous-beam laser at a very particular spot on a targeted enemy, even a moving one, for one or two seconds until the power supply is empty or the target is destroyed. It requires a rather large power source compared to even our MG or sniper rifle, making it less mobile. Engineers will usually deploy this and then carry the designator module with them, picking out targets for the laser cannon to destroy.
Importantly, the turret is built to be easily integrated into vehicles. We've started by making it an optional replacement for the Tormentor's Phantom mount, though it may make the vehicle heavier and thus slightly slower.
Infiltrator Gear
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1):Jerick
Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
Illuminator Anti-Armor Laser Turret (1): DGR
All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (2): Happerry, DGR
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (1): Jerick
Vehicles
Falcon (0):
Comforter class Repair Buggy (0):
Infiltrator GearI have switched up my votes a little. We need a good anti armour weapon and the illuminator is something that if works can function on future vehicles.
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):
Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
Illuminator Anti-Armor Laser Turret (2):DGR, Jerick
All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (2): Happerry, DGR
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (1):Jerick
Vehicles
Falcon (0):
Comforter class Repair Buggy (0):
Infiltrator Gear
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):
Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
Illuminator Anti-Armor Laser Turret (2):DGR, Jerick
All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (1): Happerry
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (2):Jerick, DGR
Vehicles
Falcon (0):
Comforter class Repair Buggy (0):
Infiltrator Gear
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):
Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
Illuminator Anti-Armor Laser Turret (3):DGR, Jerick, Madman
All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (1): Happerry
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (3):Jerick, DGR, Madman
Vehicles
Falcon (0):
Comforter class Repair Buggy (0):
Quote from: Votebox with all currently written up designs.Infiltrator Gear
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):
Light Assault Gear
Spark Electrocarbine (1): Happerry
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
Illuminator Anti-Armor Laser Turret (4):DGR, Jerick, Madman, Frostgiant
All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (2): Happerry, Frostgiant
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (3):Jerick, DGR, Madman
Vehicles
Falcon (0):
Comforter class Repair Buggy (0):
The Sunspitter Pistol is a slow but steady weapon with greater firepower then many of its peers, even if each shot takes up a substantial amount of power from the hilt integrated power core. When fired, said power core generates an impressive amount of plasma and accelerates it down the acceleration rails built into the gun proper. At the end of the rails, the accelerating bolt of plasma finds a newly woven thin film of liquid plastic is created between the two 'spinnerets' located opposite each other which finds itself deformed into a orb by the impact of the plasma. This plastic contains the plasma, preventing it from dispersing into the air as it flies through the air like it normally would. Until, at least, it strikes something, whereupon the plastic, already melted away by the plasma it has within, will burst, resulting it whatever was impacted to find itself experiencing the unpleasent experience of being coated in exceedingly hot and painful plasma. Flesh and armor alike are melted through, rendering the target to be, at the very least, quite damaged.
Those were not good dice rolls...have the machine preseed nanites before going off, then even if the control mechanism gets deleted, the tube has also weakened whatever we attached it to, and deleted any evidence of it's existence.
We might be able to fix the illuminator with auto tracking, a secondary capacitor bank that it cycles to after firing to give it better firing speed and a more focused beam.
But the deconstructor field, I don't know maybe protect the control mechanisms with hard light when active? That might be too much in a small package and might well price it out of practicality even if it works. It might be a write off.
Currently, the Nanite Cloaking System used by Infiltrators has what is, to be honest, an exceedingly short amount of time it actually works as well as being completely disrupted when the Infiltrator uses a weapon. Neither of these issues are good, and both can (hopefully) be fixed with the same upgrade. More Nanites! The addition of a secondary and extended Nanite Reserve allows for longer cloak times from, well, more nanites, and equally importantly, instead of having firing a weapon break the whole cloak, instead a large load of nanites can be launched out of the Reserve when a weapon fires to stabilize the cloak, preventing it from immediately dissipating. While this use of lots of nanites to stabilize the cloak will still negatively effect the maximum time spent under cloak when a weapon is fired, it should prevent both immediate de-activation of the cloak, and the whole system needing to reboot even if a weapon is fired after only two seconds of cloaking. With extended time available for invisibility, and even a limited ability to kill while invisible, our Infiltrators should be far more able to actually infiltrate things.
As designed, the Jump Pack of Light Assault units can only push them upwards. That is a shame, because a jump pack could be useful in more ways then just jumping. That's why this upgrade allows it, and it's user, to redirect the force of the jump pack in any direction they want instead of just using it to jump, allowing them to use it to accelerate forwards, backwards, sideways, at angles between, and even downwards for all their high speed maneuvering needs. As well, a secondary power cell is added, increasing the speed of which the jump pack recharges and becomes usable once more.
The Basic Medical Applicator can not revive people, it heals slowly, and in general it's kinda crappy. To fix that, this revision offers a total redesign of the Applicator's physical housing. Instead of a limited sized handgun, this variant of the Applicator is shaped like a bracer with the majority of its systems mounted on the back of the users arm, designed to integrate and fit in, or at least over, a Combat Medic's combat armor with the nanite dispensor's retractable nozzle extending over the back of the user's hand while in use. With additional space to utilize, the Bracer varient's medical abilities are much improved from a larger nanite reserve, a higher speed nanite pump, a superior sized power core, and even better heat sinks. This allows the Applicator to heal much faster, and even revive the fallen if a corpse is gotten to in time.
Repeated and consistent overheating is not the sign of a well designed tool. The current Basic Repair Tool overheats a lot, and so needs an upgrade. The addition of a dedicated Thermal Capacitor, which absorbs, dissipates, and even recycles the heat generated by the repair tool. This recycled heat is used to amplify nanite construction and application speeds, meaning with this upgrade the Basic Repair Tool not only can repair for longer periods of time, but actually repairs more damage per second the longer it is used as it continues to heat up and therefor feed more power into the Capacitor, where it is then used to produce more repair nanites.
Having a forcefield is good. Having a forcefield take forever to recharge is less good. As such, this upgrade to the generator integrates a secondary power core, with its own power reserve, into the generator allowing for the generator to have two, instead of one charge bars. This means that when the first bar's shield ends, the second can be triggered either immediately or half way through the charging cycle (or any other time the Heavy wants), allowing for staggered deployments of the shield. Through allowing a Heavy Assault to remake their shield far sooner, which thus allows them to survive more enemy attention and gunfire, the Basic Overshield Generator will therefor give us better Heavy Assault troopers.
Illuin Proprietary High-Density Power Supplies
Our basic self-charging power packs are really great items, since they are capable of recharging rapidly enough to provide a soldier with a continuous supply of flaming hot laser beams with which to fry his enemies. Some additional tweaking, however, has made them even better, by integrating a system capable of sharing power with any other Illuin-type power pack through the use of (mostly) harmless electromagnetic emissions. Each Illuin power pack is constructed so that the storage medium can be excited by electromagnetic energy. An emission system for the proper type of electromagnetic waves is included in each power pack, though it has a rather short range. A booster system is also available, that can be used to move energy over distances suitable to sharing infantry amongst multiple vehicles working together instead of just between soldiers in a rather tight formation.
Using this transfer capability, a sniper's rifle suddenly becomes capable of sharing power with his own electronics (HUD, radio, etc.), with his squadmate's presently-unused machinegun, the engineer's turret, and his APC's booster power output. There are limits---not every power pack must be actively sharing power and not all should be at any given time. Programming and easily-accessed control systems ensure that soldiers can set their machineguns to not be draining power to the sniper's depleted batteries when there are enemies just around the corner, for example, while sometimes every soldier's weapons must be ready for action even if one power-hungry weapon is running dry.
Special engineering care was taken to miniaturize the emission systems so that Illuin-type power packs can replace all standard power packs without necessitating changes in the structure or function of the devices they're attached to. This included improvement to the capabilities of the power packs so that the Illuin modules don't have less capacity or power-generating ability than the packs they're replacing, which are the same size but don't have the power transfer mechanism (i.e., old power packs had more space dedicated to storage or generation so we need to offset that with an improvement). Hopefully they'll end up being faster to recharge instead of equal to the old power packs.
Illuminator Target Illumination Device
Well, the Illuminator ran into a predictable but unpredicted problem. Oops. Turns out, that programming turrets to follow a single point without any marker of any kind is hard, and that humans aren't exactly fully stabilized weapons platforms. Instead we've given it a pair of laser rangefinders and software that lets it use triangulation between the two to determine a distance to a laser pointer projected (very briefly, since the computer program runs fast) onto the target point. The system then use the two rangefinders to measure the object's velocity and thus keep the laser beam pointed at the target point until it's finished the burst. Obviously the pointers have to work in a different wavelength than the laser itself, but other than that the system is simple, reliable, and cuts down on the issues of pointing the laser properly and the engineer needing to be supernaturally stable and consistent with his targeting.
Bane Heavy Autolaser
Based on the Scourge laser machinegun, the Bane is just what it says on the tin. It's a little bigger, capable of killing a lightly-armored man in a couple hits, it draws a lot of extra power from the vehicle it's attached, and it's got a bulky cooling system, again powered by the mounting vehicle. It's not really suitable for infantry use but if you're really desperate you can still use it on foot. You're just going to burn through the power pack, the barrel, and your muscles trying to hold the thing up.
Right now, the Bane is an option for the Tormentor buggy and can replace the turret on the Einherjar.
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (1): frostgiant
Autotarget Illuminator Autobrain
The Autotarget Autobrain is a simple upgrade to the Illuminator that adds a computer brain, a trio of cameras, two visual and one thermal, to the turret and then programs the computer brain to aim the Illuminator by way of the newly including visual sensors, detecting enemy vehicles and automatically targeting the laser on their known weak points to melt through the armor and fry said vehicle to bits.
Heavy Assault Gear
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (2): frostgiant, Happerry
Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (1): Happerry
Heavy Assault Gear
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (2): frostgiant, Happerry
Bane Heavy Autolaser (1): Madman
Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (1): Happerry
Engineer Gear]
Illuminator Target Illumination Device (1): Madman
Heavy Assault GearMy reasoning for my choices; adding some cameras and thermal imaging sensors with some software strikes me as much easier than thermal imaging sensors+ changing how the beam fires +making the beam hit in a cross pattern on the target consistently (something that wouldn't work too well if the surface hit was changing angle relative to the turret). As for the jump pack nozzle array it's something that might be useful scaled up for our VTOL craft which I beleive we were planning on.
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (2): frostgiant, Happerry
Bane Heavy Autolaser (1): Madman
Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (2): Happerry, Jerick
Engineer Gear]
Illuminator Target Illumination Device (1): Madman
Autotarget Illuminator Autobrain(1): Jerick
Heavy Assault Gear
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (3): frostgiant, Happerry, DGR
Bane Heavy Autolaser (1): Madman
Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (3): Happerry, Jerick, DGR
Engineer Gear]
Illuminator Target Illumination Device (1): Madman
Autotarget Illuminator Autobrain(1): Jerick
...If it was that simple and that fast AI-driven robots would most likely be far more capable than they actually are.I suspect you are confused. That is the only way this response makes any sense. I think you might be conflating motion tracking with image recognition? To be perfectly clear what I described does not identify the object at any point. It simply spots that something is moving and gives you the position and it's speed. Image recognition is something that is completely different and is the thing that has implications for AI because it requires machine learning. Because that is where a computer program identifies the contents of an image using only the image and a trained neural net. Motion tracking is where the computer examines two separate images for the differences between them. There is no machine learning involved, it is simple math and has no more relevance to AI development than an ultrasound motion detector has.
The problem with tracking pixels is that a pixel is an angular measurement. If the object is moving towards or away from you any identifiable "features" would change in size rapidly, and if the object were moving side-to-side as well then the features would also be changing in shape.I said I would give you the broad strokes of something that is relatively simple that would work and I did, if you wish me to go into more detail then I shall; features are lost and gained rapidly the program tracks the overall cluster of features rather than any specific ones. It is in effect tracking changes. I perhaps could have made that clearer in my last post. It turning side to side, coming closer or retreating far away will not diminish the programs ability to give you its position and speed only it vanishing, becoming still enough to filtered out as the background (good filtering code will stop this) or becoming indistinguishable from the background will stop its tracking. It needs to stop having features distinguishable from the background for the lock to be broken, it doesn't matter what those features are. Now for tracking a feature's distance from the camera there is a couple of ways of doing it. The best way is to have multiple cameras because you can math the changes in what they see compared to each other.
Yes, eventually your system would indeed have time to pick out that that thing moving is in fact an enemy tank, but it would have to stare at it for long enough that the tank crew will be able to take a coffee break, lunch break, and then a tea break before killing all your allies.What I described would never pick out that that thing moving is an enemy tank because that is not what it does. It does not select targets the engineer does, all it does is keep shoot the thing the engineer pointed it at regardless which way it moves. That's all. It tracks movement. It doesn't identify. It tracks movement. It could probably do so pretty quickly too, heck most phones these days can motion track quite effectively and I refuse the idea that Victory Services would have trouble putting a processor of equal power into military equipment.
We have combat-usable lasers on par with rifle rounds, compared to those what I'm asking for is a glorified laser pointer.Legitimate question here; if you're suggesting a glorified laser pointer what's wrong with an actual laser pointer? It's much closer to the laser designator already in the design and there's nothing big difficult or awkward about it. Actually why not keep the current designator and just have it track the heat of its impact point after the initial firing?
Rather than futz around with sensors and target detection, or continuing to go with a somewhat flawed designation system. This solution to the illuminator's targeting issues feeds telemetry from a helmet with some gimbal mounted rangefinders, a compass/relative orientation sensor and a GPS chip to allow the turret to derive roughly where to aim. The rangefinders are aimed by the users retinas, information on where they are looking being derived from cameras inside the helmet and off the shelf retinal/eye tracking software installed on a small computer located on the rest of the apparatus. Which is composed of a backpack carried computer and a controller with two buttons, arm/disarm, and fire. The system works as follows, the operator arms the system, looks at a target, the system displays the turret's current aimpoint (possibly also giving the turret a visible laser pointer to indicate when it's on target), then the operator presses a button to fire the device once the aimpoint is locked onto the target. Importantly the helmet is feeding range and position telemetry after deriving where to look from the retinal tracking system inside the target, letting the system lock onto where it needs to aim with more precision.
What this does is use the human eye's innate ability to track objects to solve the target tracking issues, allowing our engineers to simply look at a target and press a button to activate the device.
Importantly, this system could be utilized in vehicles and smart weapons technology, to provide precision aiming without sacrificing the human element.
I am very much not confused. The idea of identifying weak points requires the system to either be able to identify structures that correspond to weak points *or* identify the target and thus be able to point at a specific part of the target.that would work,
The system, as described, absolutely requires on picking out enough features and making an identification of what the targeted object is. Your system would certainly be capable of picking out a speed and position, though using a terrible method that should really just be a laser rangefinder (or two, to give a parallax measurement of distance).
To make something even simpler (and probably less controversial for whatever), I suppose we could also just have the engineer mark a point for just long enough for the system to begin tracking the movement of the target using the rangefinders, then it just corrects for the movement the rangefinders see as it fires...
Heavy Assault GearWell that addresses my complaints. Switching vote.
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (3): frostgiant, Happerry, DGR
Bane Heavy Autolaser (1): Madman
Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (3): Happerry, Jerick, DGR
Engineer Gear
Illuminator Target Illumination Device (2): Madman, Jerick
Autotarget Illuminator Autobrain(0):
Heavy Assault Gear
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (3): frostgiant, Happerry, DGR
Bane Heavy Autolaser (1): Madman
Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (2): Happerry, Jerick,
Engineer Gear
Illuminator Target Illumination Device (3): Madman, Jerick, DGR
Autotarget Illuminator Autobrain(0):
The operator is a specialist class focused on information gathering and warfare. Aside from signal interception gear they also heavily utilise remote or autonomous systems which they connect to and control through their powerful computer and communications equipment. They role on the battlefield is not to directly engage the enemy but to deploy drones to survey the enemy and to use their comn systems and computers to intercept and decrypt enemy comns and to provide flexible real time info for nearby friendlies.My suggestion for our special class.
Gear
Siren Comns unit:The siren comns unit is a comprehensive package of computers, comunication receivers, sensors for picking up enemy transmissions and communications jamming gear. The Siren has also the capability to command and remotely control drones. The long range of the siren gives any connected drone impressive range from the user. The Siren's computers are very powerful and provide an excellent platform for decryption of staging hacking attempts at enemy equipment.
Sky Eye Light Recon drone: The Sky Eye is a small disposable flying drone. It is very small and has four rotors keeping it stable and flying. It is remotely controlled by the operator who receives a video feed from the drone's high resolution cameras. It has a small built in explosive charge that can be triggered by the operator at any time in order to both destroy the drone and deal damage to anything the drone is right next to. However the small size of the drone and thus the charge limits it's effectiveness. These drones can be manufactured on site with nanites similar to how engineers build turrets, with a cooldown time before the operator is able to construct another one. However the small size of the Sky Eye means the cooldown time of making another is quite short. Larger and more complicated drones will likely take longer.
Infiltrator Gear
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1): Happerry
Light Assault Gear
Spark Electrocarbine (1): Happerry
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (0):
Sunspitter Pistol (0):
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Infiltrator GearRemember we need to vote a special class design this turn with one of our designs.
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1): Happerry
Light Assault Gear
Spark Electrocarbine (2): Happerry, jerick
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (0):
Sunspitter Pistol (0):
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Special Class
Operator (1) Jerick
Remember we need to vote a special class design this turn with one of our designs.
Since everything has been silent for a bit, I'm putting this votebox up, with at least the equipment designs even if we still can't agree on a good class to design.I did in fact note why I didn't put any class designs into the list, we've got 0% unification on what kind we want so far. Nor have most of the ones discussed in Discord even been written up yet.
Infiltrator Gear
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1): Happerry
Light Assault Gear
Spark Electrocarbine (3): Happerry, jerick, Frostgiant
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Repair Tool (1): Frostgiant
All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (0):
Sunspitter Pistol (0):
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Special Class
Operator (2) Jerick, frostgiant
Rampage Main Battle Tank
Based around an upscaled and fully stabilized Illuminator capable of opening up most tanks with nonstop continuous beam fire, the Rampage MBT is our solution to that age-old question: "what if the enemy has really big tanks and is trying to kill us with them?" The Rampage is, primarily, fast. Its layered armor is engineered to have a surface reflective enough and capable of dissipating enough heat to survive an Illuminator burn, while the underlying hardened ceramic and metal can defeat a similarly-powerful projectile. Not much more than one in the same spot, though, since every hit breaks through more layers of the composite until it's useless.
Spare power from the two reactors (gun reactor and drive reactor) is utilized to keep a bank of supercapacitors charged. These serve as the shield reserve, intended to be powerful enough to double survivability without adding too much weight to the vehicle. If the armor is nearly breached, the shield system activates to protect the vehicle from destruction or crippling damage, allowing the crew time to maneuver their vehicle to present undamaged armor to the opponent, flee, or abandon the vehicle.
The drive is powered by a miniature reactor capable of sending the Rampage down the roads at speeds nearly comparable to our buggy, while its durable tracks and power allow it to make extremely high speed offroad. Turning, stopping, and acceleration are all very fast due to its power and light weight, making the Rampage far more maneuverable than our enemies could ever dream of being.
Finally, the gun system. Based on the Illuminator and powered by a second small power source in the armored box at the back of the turret, this weapon is capable of continuous fire for an extended period of time. Swap the power mode down to "thaw" instead of "bake" and you can sweep the beam back and forth across the battlefield indefinitely, killing infantry and forcing armored vehicles to button up and disabling camera systems and periscopes. If the gunner pushes the switch to "bonfire" instead the capacitors can be drained in a few seconds, allowing for a devastating burst, at the cost of heating the mechanisms and requiring time to build up charge again. The turret is powered by the drive reactor and can be computer-guided to keep the laser right on target even if the tank and its target are bouncing around over rough terrain. There is an optional RCWS mounting on the top, next to the commander's hatch and controlled by him, though without a really decent weapon to use right now that station is usually just filled with our standard infantry laser MG. The main gun's low-powered mode is used in place of a coaxial light weapon.
Infiltrator Gear
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1): Happerry
Light Assault Gear
Spark Electrocarbine (3): Happerry, jerick, Frostgiant
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Repair Tool (1): Frostgiant
All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (0):
Sunspitter Pistol (0):
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Rampage MBT: (1) Madman
Special Class
Operator (3) Jerick, frostgiant, Madman
Infiltrator Gear
Hellstrike Plasma Knife (0):
Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1): Happerry
Light Assault Gear
Spark Electrocarbine (3): Happerry, jerick, Frostgiant
Combat Medic Gear
Bubble Barrier Bombs (0):
Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Repair Tool (1): Frostgiant
All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (0):
Sunspitter Pistol (0):
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Rampage MBT: (2) Madman, DGR
Special Class
Operator (4) Jerick, frostgiant, Madman
Bane Heavy Autolaser
Based on the Scourge laser machinegun, the Bane is just what it says on the tin. It's bigger, roughly equivalent to a .50 caliber machinegun, capable of killing an armored man (armored according to roughly modern standards) in a single hit, it draws a lot of extra power from the vehicle it's attached, and it's got a bulky cooling system, again powered by the mounting vehicle. It's not really suitable for infantry use but if you're really desperate you can still use it on foot. You're just going to burn through the power pack, the barrel, and your muscles trying to hold the thing up.
Right now, the Bane is an option for the Tormentor buggy and can replace the turret on the Einherjar.
Desert Rat Ruggedized Buggy
Based on the Tormentor chassis, the Desert Rat is bigger, capable of deploying an entire special forces team and carrying a heavy mount (Phantom or similar heavy weapon) on top of the roll cage in the turret position and a lighter one (Scourge for now) in the seat next to the driver. The engine is similarly upscaled to reduce the loss in performance. The weapons and the enhanced carrying capacity grant the Desert Rat the ability to deploy fast, long-ranged, and well armed for long-duration reconnaissance missions or raids behind enemy lines. The use of heavier structural steel also improves survivability, though the accepted practice of taking incoming fire is to "drive faster".
Universal Equipment
Bane Heavy Autolaser: (1) Madman
Desert Rat Ruggedized Buggy: (1) Madman
Universal Equipment
Bane Heavy Autolaser: (2) Madman, DGR
Desert Rat Ruggedized Buggy: (2) Madman, DGR
Universal Equipment
Bane Heavy Autolaser (http://www.bay12forums.com/smf/index.php?topic=173943.msg7975357#msg7975357): (2) Madman, DGR
Desert Rat Ruggedized Buggy (http://www.bay12forums.com/smf/index.php?topic=173943.msg7975357#msg7975357): (2) Madman, DGR
Breach Light Transport Vehicle (http://www.bay12forums.com/smf/index.php?topic=173943.msg7976761#msg7976761): (1) Lightforger
Heavy Assault
Scourge Coolant and Power Pack (http://www.bay12forums.com/smf/index.php?topic=173943.msg7976761#msg7976761): (1) Lightforger
Universal EquipmentBetter to aim for the sky then for a hill, in my opinion.
Bane Heavy Autolaser (http://www.bay12forums.com/smf/index.php?topic=173943.msg7975357#msg7975357): (3) Madman, DGR, Happerry
Desert Rat Ruggedized Buggy (http://www.bay12forums.com/smf/index.php?topic=173943.msg7975357#msg7975357): (3) Madman, DGR, Happerry
Breach Light Transport Vehicle (http://www.bay12forums.com/smf/index.php?topic=173943.msg7976761#msg7976761): (1) Lightforger
Heavy Assault
Scourge Coolant and Power Pack (http://www.bay12forums.com/smf/index.php?topic=173943.msg7976761#msg7976761): (1) Lightforger
Rampage Main Battle Tank
Based around an upscaled and fully stabilized Illuminator capable of opening up most tanks with nonstop continuous beam fire, the Rampage MBT is our solution to that age-old question: "what if the enemy has really big tanks and is trying to kill us with them?" The Rampage is, primarily, fast. Its layered armor is engineered to have a surface reflective enough and capable of dissipating enough heat to survive an Illuminator burn, while the underlying hardened ceramic and metal can defeat a similarly-powerful projectile. Not much more than one in the same spot, though, since every hit breaks through more layers of the composite until it's useless.
Spare power from the two reactors (gun reactor and drive reactor) is utilized to keep a bank of supercapacitors charged. These serve as the shield reserve, intended to be powerful enough to double survivability without adding too much weight to the vehicle. If the armor is nearly breached, the shield system activates to protect the vehicle from destruction or crippling damage, allowing the crew time to maneuver their vehicle to present undamaged armor to the opponent, flee, or abandon the vehicle.
The drive is powered by a miniature reactor capable of sending the Rampage down the roads at speeds nearly comparable to our buggy, while its durable tracks and power allow it to make extremely high speed offroad. Turning, stopping, and acceleration are all very fast due to its power and light weight, making the Rampage far more maneuverable than our enemies could ever dream of being.
Finally, the gun system. Based on the Illuminator and powered by a second small power source in the armored box at the back of the turret, this weapon is capable of continuous fire for an extended period of time. Swap the power mode down to "thaw" instead of "bake" and you can sweep the beam back and forth across the battlefield indefinitely, killing infantry and forcing armored vehicles to button up and disabling camera systems and periscopes. If the gunner pushes the switch to "bonfire" instead the capacitors can be drained in a few seconds, allowing for a devastating burst, at the cost of heating the mechanisms and requiring time to build up charge again. The turret is powered by the drive reactor and can be computer-guided to keep the laser right on target even if the tank and its target are bouncing around over rough terrain. There is an optional (mostly used in urban/close combat situations) RCWS mounting on the top, next to the commander's hatch and controlled by him, though without a really decent weapon to use right now that station is usually just filled with our standard infantry laser MG. The main gun's low-powered mode is used in place of a coaxial light weapon.
Caduceus Medical Applicator
By using much better-programmed nanites and the patented scheme of "using more nanites to fix bigger holes", the Caduceus Medical Applicator is a much better tool capable of field revives as well as much better medical work in general. Its nanites are capable of prioritizing fatal damage and crippling injuries first, before healing flesh wounds. The rapid healing of lethal injuries allows the applicator to restart vital functions of the downed soldier before they are automatically returned to base, bringing them from "KIA" to "getting a lecture from the sergeant on how to duck" in less time than it takes Sarge to finish off a bunker full of amateurs.
In addition, the nanites are programmed to be capable of being deployed to an uninjured soldier, ready to immediately react to any injury received after application. This allows a medic to give a short "health boost" to any soldier (including themselves) that functions until the nanites run out of power or the soldier is injured more than the nanites can repair.
In order to hold the additional nanites and also make the applicator easier to carry and use, the system is moved to the medic's bracers. Nanite reserves and controls on each bracer allow the medic to rapidly apply nanite aid to soldiers without needing to do anything more than taking a hand momentarily off their weapon.
Rampage Main Battle Tank (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(1): Happerry
Caduceus Medical Applicator (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(1): Happerry
Rampage Main Battle Tank (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(2): Happerry, Frostgiant
Caduceus Medical Applicator (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(2): Happerry, Frostgiant
Universal Equipment/Vehicles:
Rampage Main Battle Tank (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(3): Happerry, Frostgiant, Madman
Medic Equipment:
Caduceus Medical Applicator (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(3): Happerry, Frostgiant, Madman
Universal Equipment/Vehicles:
Rampage Main Battle Tank (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(4): Happerry, Frostgiant, Madman, DGR
Medic Equipment:
Caduceus Medical Applicator (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(4): Happerry, Frostgiant, Madman, DGR
Universal Equipment/Vehicles:
Rampage Main Battle Tank (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(4): Happerry, Frostgiant, Madman, DGR
Armature Medium Tank (http://www.bay12forums.com/smf/index.php?topic=173943.msg7978204#msg7978204) (1): Lightforger
Medic Equipment:
Caduceus Medical Applicator (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(5): Happerry, Frostgiant, Madman, DGR, Lightforger
A revision's worth of effort NOT invested in improving shields but instead in increasing the amount of shield equipment being carried. We didn't make any physical improvement to the shield systems so at best we can claim that we've worked with them a tiny little itty bitty bit more than we have armor.
Armor does not rely on power, cannot be EMP'd, does not need charge time, won't be disabled due to an engine hit, etc. Both have advantages. As for being the "hull-down king", that's only true if the first shield-penetrating hit doesn't disable your cameras. Which it probably will if you're using an armature, since you can't use periscopic sighting tech of any kind and also can't use much armor or you'd invalidate the entire point of using any form of gun-pointing apparatus other than a turret.
You seem to be under the impression that even a modern tank turret couldn't do what we need it to do with that laser. A modern tank turret tracks fast enough and is almost stabilized well enough to keep our laser perfectly on target. We're asking a more lightly armored turret from the future to do only a bit better than a modern tank turret can do.
The hull-down position is great but if your vehicle is a one-trick-pony meant only for operating hull-down then it's useless if you, say, get engaged on terrain you didn't get to pick and then get fired at without having that lovely hull-down position.
Armor also bears two issues that shields don't have A: it works right until it doesn't. If someone decided to make a BFG then it will cut through armor like butter. Shields on the other hand at least are likely to eat a hit or two before they fail giving you time to run away. Just saying it has enough armor to defeat everyone else guns doesn't stop this. Second, it's heavy while we may not have that much shield know how we sure don't have any for armor. So heavily armoring a tank will make it slow or really expensive.
Armor also bears two issues that shields don't have A: it works right until it doesn't. If someone decided to make a BFG then it will cut through armor like butter. Shields on the other hand at least are likely to eat a hit or two before they fail giving you time to run away. Just saying it has enough armor to defeat everyone else guns doesn't stop this. Second it's heavy while we may not have that much shield know how we sure don't have any for armor. So heavily armoring a tank will make it slow or really expensive....seriously?
The camera issues is completely over blown, we have unmanned turrets right now and they aren't getting blinded nonstop. The chances of a direct hit is extremely unlike and further more a direct hit to a periscope is going to disable it as well, with a chance of blinding or killing the gunner due to laser fire or shrapnel. To the stabilized side there is a vast gulf between being able to hit a half meter wide area on the move and being able to keep a laser focused on area smaller then that for a couple of seconds.
Rampage RUSH (Refit for Underprotected Suspension and Hull)
They said we couldn't do what has been done many times before, and make a MBT meant to be fast and long-ranged. Well, we already did. Yeah, the tracks are a bit vulnerable, but with the addition of a simple skirt plate sufficient for stopping smaller caliber rounds or laser bursts and preventing explosives from doing damage to the vulnerable suspension systems (track links are not known for being easily damaged, it's always the suspension and drive wheels that get wrecked), that can be fixed enough. After all, you're driving a more mobile vehicle. Why the heck is the enemy flanking you with a large gun and blowing off your tracks? Anyway, the added weight is fairly minimal, but the effective very large, especially on hypothetical enemy man-portable anti-armor weapons that rely on accurately hitting critical suspension components.
To provide further protection and aid the vehicle in its desire to remain un-destroyed and improve its capability to run away, the originally-planned web of sensors (a loop of wire with a current running through it and an ammeter connected to it would work---just activate the shield if two or three ammeters (we should have overlapping sensor coverage) stop reading current) is implemented to automatically activate the shield, since the crew could not really be expected to know where their armor is going to be breached unless damage is showing up inside the crew compartment...which would not be good.
Finally, the Illuminator issue. The Illuminator's own power system is removed and replaced with a battery system capable of double the firing time, but without the components that allow for self recharge. Power is instead drawn from the vehicle's main reactor, which is, if necessary, expanded to allow a 30 second full recharge of the doubled capacity when the vehicle is working at maximum acceleration, and thus a faster recharge when the vehicle is not moving as fast---for instance when the vehicle is stationary and sniping, we expect to have very good recharge rates on the primary weapon.
Together, these improvements are expected to make Rampages just survivable enough so that our investors will stop being chickens about it, and thus reduce the cost. It also renders the Rampage deadlier so that it works better as a sniping vehicle.
Rampage RUSH: (1) Madman
Bane Quality Control Rework: (1) Madman
Rampage RUSH: (2) Madman, Happerry
Bane Quality Control Rework: (2) Madman, Happerry
Rampage RUSH: (3) Madman, Happerry, Lightfoirger
Bane Quality Control Rework: (3) Madman, Happerry, Lightforger
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (1): Frostgiant
PAYNE ERTCM (1): Frostgiant
Staredown Close Defense Weapon
Based on our preference for high-powered laser weaponry, our soldiers should generally avoid getting up close and personal, since powerful weapons are not known for firing quickly, and rapid fire is extremely desirable in close quarters, because if you miss your first shot you may not have time for another if your weapon is slow. However, with the amazing power of modern technology, the limitations of powerful weaponry in close quarters can be reduced somewhat.
The Staredown is a powerful laser weapon, making use of a power supply customized for high power density at the expense of recharge time. The power supply is capable of firing three shots before being drained, each shot capable of putting down most soldiers in one hit. It then takes an extended amount of time to recharge, of course. Firing three rounds before running out of power is a great way to reduce the disadvantages of a powerful laser weapon, however that's not enough. You still only have three shots, after all.
In order to make the weapon truly amazing in close quarters, the Staredown packs a specialized miniaturized computer system built into the weapon and the user's own uniform/helmet and integrated with the user's HUD. This computer system is capable of identifying targets and has a reticle superimposed on it, representing where the handgun is pointing. The reticle changes color when the gun is pointed at something the computer has identified as a target. Most impressive, however, is the variable lensing array at the end of the laser weapon's barrel. The computer is capable of controlling the array to alter the path of a shot, allowing it to lock onto targets and make shots that the user would otherwise have missed.
QuoteStaredown Close Defense Weapon
Based on our preference for high-powered laser weaponry, our soldiers should generally avoid getting up close and personal, since powerful weapons are not known for firing quickly, and rapid fire is extremely desirable in close quarters, because if you miss your first shot you may not have time for another if your weapon is slow. However, with the amazing power of modern technology, the limitations of powerful weaponry in close quarters can be reduced somewhat.
The Staredown is a powerful laser weapon, making use of a power supply customized for high power density at the expense of recharge time. The power supply is capable of firing three shots before being drained, each shot capable of putting down most soldiers in one hit. It then takes an extended amount of time to recharge, of course. Firing three rounds before running out of power is a great way to reduce the disadvantages of a powerful laser weapon, however that's not enough. You still only have three shots, after all.
In order to make the weapon truly amazing in close quarters, the Staredown packs a specialized miniaturized computer system built into the weapon and the user's own uniform/helmet and integrated with the user's HUD. This computer system is capable of identifying targets and has a reticle superimposed on it, representing where the handgun is pointing. The reticle changes color when the gun is pointed at something the computer has identified as a target. Most impressive, however, is the variable lensing array at the end of the laser weapon's barrel. The computer is capable of controlling the array to alter the path of a shot, allowing it to lock onto targets and make shots that the user would otherwise have missed.
How about this for a CQB weapon?
Well it's a balance, of course. Number of shots per charge versus size of power supply versus rate of charge compared to capacity. This needs to be a rather easy-to-handle sidearm, thus it must have a sufficiently small power supply, while our preference for powerful and accurate weaponry means that we can't have too many shots between reloads. And this is only a "relatively" lengthy recharge, I have no idea how long it's going to be in seconds or whatever.
Yes, you'd be vulnerable to goon number 4, but there's always that point. With a weaker pistol firing six rounds, you double tap everybody to ensure a kill and are still vulnerable to goon number 4, but some of the other guys may not have been killed by the weaker blasts and now you're still in trouble.
Oh, and saying that having only three shots in close quarters won't be enough is patently ridiculous, provided you can't miss. If you're outnumbered more than two to one, even with the element of surprise you should be dead since the enemies are NOT going to sit nice and still as you rush into the room and aim slowly and carefully at all three of them. With this pistol, the user could conceivably kill ALL THREE with just three shots before they might react...maybe. Probably not, but they've got a better chance of beating the enemy's reaction times and accuracy than with a different gun.
General Design:
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (1): Frostgiant
Staredown CDW: (1) Madman
Auxiliary Equipment Design:
PAYNE ERTCM (1): Frostgiant
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (2): Frostgiant, Happerry
Staredown CDW: (1) Madman
PAYNE ERTCM (1): Frostgiant
Deployable Spawn Station (1): Happerry
Nanite Deconstruction System (Auxiliary Equipment)
Based on the badly mangled Nanite Deconstruction System, this second attempt incorporates experience from the Caduceus and the original project, to create an actually functioning product. A set of deployable spikes and a ring of powerful magnets around the aperture allow it to be attached to any surface, even a surface moving past you extremely quickly, so long as said surface is made of metal.
In order to fix the, ahem, "Self-Deleting" functionality of the Self-Deleting Tube, we have preprogrammed the Nanites to eat material in a pre-specified shape, with an origin point in the center of the tube's aperture. All available shapes (cones, cylinders, pyramids, spheres) can be scaled to different sizes by setting the tube to run the nanites for longer or shorter periods of time, but all are fixed in orientation relative to the tube. This allows the nanites to be properly programmed without needing a large computer module attached to the back of your deconstruction device.
The nanites are indiscriminate when eating away at things, as we did not want to overcomplicate the programming or attempt to program more into a nanoscale device than is necessary.
General Design:
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (2): Frostgiant, Happerry
Staredown CDW: (1) Madman
Auxiliary Equipment Design:
PAYNE ERTCM (1): Frostgiant
Deployable Spawn Station (1): Happerry
Nanite Deconstruction System: (1) Madman
General Design:
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (2): Frostgiant, Happerry
Staredown CDW: (1) Madman
Auxiliary Equipment Design:
PAYNE ERTCM (0):
Deployable Spawn Station (1): Happerry
Nanite Deconstruction System: (2) Madman, Frostgiant
Razor Personal Hardlight Projector
The Naufragium has a torturous name and a few flaws that really need to be fixed so it can be deployed amongst all our soldiers. First off, it takes too long to charge for close combat situations. This is rectified by having the weapon maintain a constant charge in the barrel whenever it's taken off of "Safe". The low damage and charge time are fixed by adding more energy to the firing chamber, which heats the air rapidly (increasing pressure) and also increases the energy in the hardlight projectiles. A reduced total number of projectiles likewise improves the power of each fragment making it more likely to do damage through lighter sections of armor.
Together, these improvements are hoped to improved the Naufragium's capabilities to make it available to every soldier. Even if it can't punch through armor, being able to threaten any exposed or underprotected areas with a barrage hardlight will definitely be good enough to keep enemy heads down while the soldier makes a tactical retreat or gets close enough to do real damage.
Rampage RUSH (Refit for Underprotected Suspension and Hull)
Note: Text copied from previously submitted request. Further failure will result in termination of certain engineering personnel contracts, immediate disciplinary execution, and summary reassignment to the Eastern Front combat units.
They said we couldn't do what has been done many times before, and make a MBT meant to be fast and long-ranged. Well, we already did. Yeah, the tracks are a bit vulnerable, but with the addition of a simple skirt plate sufficient for stopping smaller caliber rounds or laser bursts and preventing explosives from doing damage to the vulnerable suspension systems (track links are not known for being easily damaged, it's always the suspension and drive wheels that get wrecked), that can be fixed enough. After all, you're driving a more mobile vehicle. Why the heck is the enemy flanking you with a large gun and blowing off your tracks? Anyway, the added weight is fairly minimal, but the effective very large, especially on hypothetical enemy man-portable anti-armor weapons that rely on accurately hitting critical suspension components.
To provide further protection and aid the vehicle in its desire to remain un-destroyed and improve its capability to run away, the originally-planned web of sensors (a loop of wire with a current running through it and an ammeter connected to it would work---just activate the shield if two or three ammeters (we should have overlapping sensor coverage) stop reading current) is implemented to automatically activate the shield, since the crew could not really be expected to know where their armor is going to be breached unless damage is showing up inside the crew compartment...which would not be good.
Finally, the Illuminator issue. The Illuminator's own power system is removed and replaced with a battery system capable of double the firing time, but without the components that allow for self recharge. Power is instead drawn from the vehicle's main reactor, which is, if necessary, expanded to allow a 30 second full recharge of the doubled capacity when the vehicle is working at maximum acceleration, and thus a faster recharge when the vehicle is not moving as fast---for instance when the vehicle is stationary and sniping, we expect to have very good recharge rates on the primary weapon.
Together, these improvements are expected to make Rampages just survivable enough so that our investors will stop being chickens about it, and thus reduce the cost. It also renders the Rampage deadlier so that it works better as a sniping vehicle.
Naufragium Pyros
The Naufragium Pyros is an attempt to fix the underlying issues that currently undermine the use of this shot pistol.
The first area of improvement is the air compression mechanism; by improving the compressor we can cut down the 1 second charge time by a good margin, building up air pressure much quicker then the previous mechanism. With the addition of a mechanical safety and a series of compartmental chambers, The Naufragium Pyros gains the ability to pre-charge up to two air chambers, Giving it two shots before requiring it needs to “reload”.
The second modification for the Naufragium comes in the form of its hardlight generators. Normal hard light generators are designed to create stable material that is perfectly safe for a human to touch and handle, Tying into its origins as a defensive system.
In order to increase the amount of damage that the Naufragium can deal to heavier targets the hardlight debris created by the Hardlight generators are designed to be formed at temperatures that would normally be specifically culled by the safety programs. Instead The hard light debris is created at tempuratures that can be compared to molten metal.
The current Debris is capable of creating Severe burns in an unarmoured target as is because of the sheer speed that it moves at creating a large amount of friction in the air. It is estimated that the increased Heat of the debris will give it a much easier time impacting heavier armors.
Naufragium Gravis
The Naufragium Gravis is an attempt to fix the underlying issues that currently undermine the use of this shot pistol.
The first area of improvement is the air compression mechanism; by improving the compressor we can cut down the 1 second charge time by a good margin, building up air pressure much quicker then the previous mechanism.
In order to increase the Speed of the projectiles fired by the Naufragium, The compression chamber is expanded Igniting more air for a larger plasma detonation, further increasing the speeds the hard light construct is capable of reaching, as well as compensating for their increased mass.
An improved mechanical safety allow the compression chamber to remain compressed for long period of time without worry of premature detonation, this allows the Naufragium Gravis to Recharge a shot before combat begins.
in order to increase the damage output of the Naufragium, the Gravis project is designed to create a modified hard light debris, Impregnating the Hard light constructs with tiny quantities of highly heat tolerant metal flakes.
These flakes, barely more then 0.001 of a gram increase the weight of the hard light construct by a massive amount, while also attempting to keep the high speeds of the current hard light weaponry.
The increased mass of the hard light debris containing these infinitesimally small metal flakes allow them to impact heavily armored target much harder, giving it the mass required to penetrate these armored targets.
Razor "Personal Hardlight Projector" : (1) Happerry
Rampage RUSH (Refit for Underprotected Suspension and Hull) : (1) Happerry
Peregrine Air Superiority Fighter
Based on the Einherjar but being faster and meant for only a single pilot, the Peregrine will protect our forces from air attack, and grant us the capability to strike from the skies ourselves.
The Peregrine is a VTOL-capable fighter using a massively powerful engine to reach much higher speeds than the Einherjar, speeds suited to a modern fighter, while still retaining the fantastic maneuverability that fully vectored thrust grants. Thrust is provided by Einherjar-based thrusters capable of being fully vectored (or gimballed, I don't know how they work in the Einherjar) for VTOL operation. The vehicle's combat computer is a sophisticated piece of hardware capable of flying the vehicle and also controlling the weapon mount, though it mostly is responsible for tracking targets and other points of interest and putting on the pilot's helmet-mounted HUD. The HUD is linked to a set of cameras to allow the pilot to see "through" the body of the aircraft through a sort of augmented reality (see modern fighter pilot helmets).
The main weapon is mounted in a carefully constructed gimbal at the front of the vehicle, capable of taking the Einherjar's 20mm cannon or the Illuminator laser turret's laser array (its tracking system and hardware are redundant), at present. This gimbal is linked directly to the combat computer, the pilot's HUD (for the purposes of target acquisition and tracking), and the flight controls---the turret knows what the fighter is going to do as soon as the pilot pushes the stick, and can thus preemptively begin correcting for it, allowing it to remain supernaturally steady when pointed at any target within its field of traverse.
The aircraft's body is unarmored and constructed as small and light as possible to save weight, increase speed, and decrease costs. It has space to mount additional hardware of various sorts or carry a mission load (bombs, missiles, sensors, etc.) in an internal weapons bay. This bay presently only holds a spare fuel tank which can be jettisoned when combat is entered. Its final trick is that the body is created according to stealth standards---the shape of every part of the fighter reflects radar waves, the thrusters are sunken into the hull to diminish IR signature, and the paint absorbs UV and radar waves and scatters them weakly in all directions. The Peregrine is hard to detect, hard to hit, and hard to dodge.
The Peregrine does of course carry a set of countermeasures---the pilot can dispense chaff or flares to confuse most conventional tracking methods, while the vehicle's abnormally high maneuverability allow the pilot a decent chance at outmaneuvering a missile if they're smart about it.
Razor "Personal Hardlight Projector" : (2) Happerry, Madman
Rampage RUSH (Refit for Underprotected Suspension and Hull) : (2) Happerry, Madman
Razor "Personal Hardlight Projector" : (3) Happerry, Madman, DGR
Rampage RUSH (Refit for Underprotected Suspension and Hull) : (3) Happerry, Madman, DGR
The Falcon is a Multirole Light attack Vtol, designed to both contest the skies, and provide heavy fire support. Its designed with a minimal profile from all sides, looking like a helicopter without the rotor (think the mosquito without the mini wing things for mounting missiles. It is armed with an illuminator laser turret mounted under its nose. Whose lock on capabilities are especially useful when fighting enemy aircraft from extreme ranges, as the pilot merely has to mark the target, and the automated systems will handle the rest. The rest of the craft is built around speed, and maneuverability, it can't take many hits, but its one of the fastest Vtols we know of. In order to facilitate low to the ground flying at extreme speed, the craft will also be equipped with a laser mapping system and a computerized function to keep the craft from crashing as much as possible, maintaining a safe flying distance. It maps the terrain and then finds the path through it that won't crash into stuff.
In combat the Falcon acts as a sniper and skirmisher. Supporting our elite ground troops by providing precise but powerful fire to take out enemy armor and air support, letting us get into and out of the frey safely. The falcon can also act as close air support for our troops, swooping in at great speeds to take out key targets before withdrawing.
The Falcon is designed in response to our lack of anti air/air superiority, and our lack of anti armor units. Filling both roles and laying down a foundation for future efforts, the Falcon will be a key part of Victory Services' conventional military foundations for a good time to come. In addition, its advanced computer systems lay the groundwork for future innovations in that department.
Peregrine Air Superiority Fighter
Based on the Einherjar but being faster and meant for only a single pilot, the Peregrine will protect our forces from air attack, and grant us the capability to strike from the skies ourselves.
The Peregrine is a VTOL-capable fighter using a massively powerful engine to reach much higher speeds than the Einherjar, speeds suited to a modern fighter, while still retaining the fantastic maneuverability that fully vectored thrust grants. Thrust is provided by Einherjar-based thrusters capable of being fully vectored (or gimballed, I don't know how they work in the Einherjar) for VTOL operation. The vehicle's combat computer is a sophisticated piece of hardware capable of flying the vehicle and also controlling the weapon mount, though it mostly is responsible for tracking targets and other points of interest and putting on the pilot's helmet-mounted HUD. The HUD is linked to a set of cameras to allow the pilot to see "through" the body of the aircraft through a sort of augmented reality (see modern fighter pilot helmets).
The main weapon is mounted in a carefully constructed gimbal at the front of the vehicle, capable of taking the Einherjar's 20mm cannon or the Illuminator laser turret's laser array (its tracking system and hardware are redundant), at present. This gimbal is linked directly to the combat computer and the flight controls---the turret knows what the fighter is going to do as soon as the pilot pushes the stick, and can correct for it, allowing it to remain supernaturally steady when pointed at any target within its field of traverse.
The aircraft's body is mostly unarmored and constructed as small and light as possible to save weight, increase speed, and decrease costs. It has space to mount additional hardware of various sorts or carry a mission load (bombs, missiles, sensors, etc.) in an internal weapons bay. This bay presently only holds a spare fuel tank which can be jettisoned when combat is entered. Its final trick is that the body is created according to stealth standards---the shape of every part of the fighter reflects radar waves, the thrusters are sunken into the hull to diminish IR signature, and the paint absorbs UV and radar waves and scatters them weakly in all directions. The Peregrine is hard to detect, hard to hit, and hard to dodge.
The Peregrine does of course carry a set of countermeasures---the pilot can dispense chaff or flares to confuse most conventional tracking methods, while the vehicle's abnormally high maneuverability allow the pilot a decent chance at outmaneuvering a missile if they're smart about it.
"Tireless" Underarmour bodysuit.
Similar to existing bodysuits designed to be worn underneath our standard personal protection in order to prevent the soldier from overheating, the Tireless containers a series of Medical nanite "Hives" designed to produce and house similar medical nanites to the caduceus. These hives are designed to spread the components out wide across the bodysuit instead of the compact version inside of the Caduceus. This wide design allows the bodysuit to be worn underneath our standard armour.
While the medical nanites produced by the Tireless Underarmour are not present in enough numbers to do more than damage control when the user is seriously injured, this helps to increase the chance of a soldier surviving long enough to be attended to by the combat medics present in our forces. However useful the damage control function is, it is not the primary function of the Tireless's nanites.
Instead, the tireless's nanites fulfill the purpose that gives it its name.
The medical nanites inserted into the wearer's body are programmed to remove the buildup of lactic acid that is created from muscle exertion as well as repair wear and tear created from heavy physical activities. By cutting off the sources of exhaustion at the base before they can manifest, the tireless is capable of extending the users ability to operate in battle.
Under medium levels of exertion, it is estimated that they will be capable of operation indefinitely, or at least until mental exhaustion catches up with them. at Heavy levels of physical exertion, the user is estimated to be able to operate for near double the amount of time before the acquired exhaustion outpaces the rate of the medical nanites.
To deal with heat, the nanites retreat back into the bodysuit, which is designed to keep the user cool even underneath their heavy equipment and armour, and is more than capable of cooling down the nanites before they get back to work.
Capable of Sprinting longer, Moving faster, without even the hint of exhaustion and rapidly healed back unto their feet by the medical applicator designed by VS it would be fair to assume that Victory Services soldiers are no longer human.
Illuin Proprietary High-Density Power Supplies
Our basic self-charging power packs are really great items, since they are capable of recharging rapidly enough to provide a soldier with a continuous supply of flaming hot laser beams with which to fry his enemies. Some additional tweaking, however, has made them even better, by integrating a system capable of sharing power with any other Illuin-type power pack through the use of (mostly) harmless electromagnetic emissions. Each Illuin power pack is constructed so that the storage medium can be excited by electromagnetic energy. An emission system for the proper type of electromagnetic waves is included in each power pack, though it has a rather short range. A booster system is also available, that can be used to move energy over distances suitable to sharing infantry amongst multiple vehicles working together instead of just between soldiers in a rather tight formation.
Using this transfer capability, a sniper's rifle suddenly becomes capable of sharing power with his own electronics (HUD, radio, etc.), with his squadmate's presently-unused machinegun, the engineer's turret, and his APC's booster power output. There are limits---not every power pack must be actively sharing power and not all should be at any given time. Programming and easily-accessed control systems ensure that soldiers can set their machineguns to not be draining power to the sniper's depleted batteries when there are enemies just around the corner, for example, while sometimes every soldier's weapons must be ready for action even if one power-hungry weapon is running dry.
Special engineering care was taken to miniaturize the emission systems so that Illuin-type power packs can replace all standard power packs without necessitating changes in the structure or function of the devices they're attached to. This included improvement to the capabilities of the power packs so that the Illuin modules don't have less capacity or power-generating ability than the packs they're replacing, which are the same size but don't have the power transfer mechanism (i.e., old power packs had more space dedicated to storage or generation so we need to offset that with an improvement). Hopefully they'll end up being faster to recharge instead of equal to the old power packs.
Defective Nanites Disposal Company Alpha 4-9
Equipment: Everything that can be used to kill somebody at close range, additional medic classifications as compared to standard units.
Methods of Engagement: A bunch of demented lunatics, they prefer to get up close and personal and stab you in the face repeatedly. No, we don't know why they choose to ingest, inject, or "play with" the defective nanites they're responsible for disposing, no, we don't know why they just love to carry around medical equipment and point it at themselves, and no, we don't know what went wrong in their cloning vats.
Fluff: A bunch of cloned maintenance workers, DNDC Alpha 4-9 is supposedly a company relegated to the rear areas who should just inspect nanite stockpiles and send defective nanites back to the factory when possible. When not possible, they should destroy them. They don't, and we don't ask questions, because the last investigator who asked questions had a prototype scratch-built hardlight butterfly knife jammed up his left nostril when he returned to the office.
Brigade 1, Division 4, Field Army 1; Vanguard Element
Equipment: Tanks, Illuminators, and heavy equipment in general. Additional engineer classifications as compared to standard units.
Methods of Engagement: Preferring substantially heavier vehicles, going so far as to outfit their Rampage tanks and various buggies and VTOL aircraft with applique armor or heavier shielding at the cost of speed, they prefer the frontal approach instead of our standard mobile tactics. When we need to break enemy lines, the 1-4-1 Vanguard comes to the fore. They are responsible for taking weakened positions and shattering them with a final assault, surprising our enemies with the sudden change in tactics. Our standard light units follow up and rip apart the surviving enemies with more fast attacks.
Fluff: Formed from the more aggressive members of standard units, 1-4-1 Vanguard is provided with an unusually large contingent of engineers that are capable of keeping their heavier-than-normal vehicles in good repair. Vanguard Elements always have the highest proportion of engineers in their brigades as well as the most armor, but 1-4-1 Vanguard developed a reputation for being the most aggressive, heaviest, and least willing to hit-and-run in the entire army, and has an actually absurd ratio of armor to speed for our military, as well as more engineers than even a normal Vanguard Element.
Designs:
Peregrine Air Superiority Fighter: (1) Madman
Illuin Proprietary High-Density Power Supplies: (1) Madman
Outfits:
1-4-1 Vanguard: (1) Madman
DNDC Alpha 4-9: (0)
Designs:
Peregrine Air Superiority Fighter (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005646#msg8005646): (2) Madman, Happerry
Illuin Proprietary High-Density Power Supplies (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (1) Madman
Automatic Ballistic Bombardment Attack Cannon (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005964#msg8005964): (1) Happerry
Outfits:
1-4-1 Vanguard (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (2) Madman, Happerry
DNDC Alpha 4-9 (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (0)
Huscarl Advanced Variable Range Anti-Air/Anti-Armor Multipurpose Modular Missile Munitions System
The Huscarl is a completely modular missile system meant to be used against every conceivable threat, while also filling some concerning gaps in our lineup---anti-aircraft, artillery, non-tank-based antiarmor, antiaircraft, artillery, and anti-aircraft artillery.
First up, the warheads. The Huscarl can use any of several warheads: A fragmentation warhead capable of downing aircraft or being used against infantry and light ground-based vehicles; a HEAT warhead capable of turning a Rampage inside out, which we believe to be a sufficient amount of overkill to guarantee effectiveness against hostile armored vehicles; and a bunker-buster dual-stage HEAT/high explosive combination for getting those targets that are hiding behind concrete, dirt, or your average skyscraper.
Second, guidance. The Huscarl is, of course, a guided weapon, capable of using its own network of sensors or any other network of sensors we have (satellite, recon aircraft, etc.) to make its way to the target and kill it. It can communicate with any computer system in our battle network for its targeting orders, and thus the launcher unit(s) don't need to be able to see a target to kill it. Control is provided via fins.
Third, propulsion. The Huscarl can be equipped with an air-to-air or short-ranged surface-to-surface engine, which is a fast-burning solid rocket motor which will accelerate it to short-range intercept velocity (just like a modern A2A missile) or propel it rapidly over a reasonable distance to nearby hostile ground targets, or a ground-to-air, long ranged surface-to-surface, or extra-long-ranged air-to-air engine which is basically a small ramjet with a solid rocket booster to get it up to speed coming off the rails, before the ramjet takes over.
Finally, mountings. The Huscarl can be mounted in pairs to the back of the Desert Rat in place of the passenger benches and turret mounting or in a box launcher pointing 45* above the horizon on top of the Rampage, or used in the Peregrine's internal weapons bay. This allows the Desert Rat or Rampage to serve as light artillery or antiaircraft positions, while also allowing either one to have an (additional, in the case of the Rampage) anti-armor weapon available to them.
Designs:
Peregrine Air Superiority Fighter (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005646#msg8005646): (2) Madman, Happerry
Illuin Proprietary High-Density Power Supplies (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (2) Madman, Happerry
Automatic Ballistic Bombardment Attack Cannon (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005964#msg8005964): (0) Happerry
Huscarl Advanced Variable Range Anti-Air/Anti-Armor Multipurpose Modular Missile Munitions System (http://www.bay12forums.com/smf/index.php?topic=173943.msg8012579#msg8012579) : (0)
Outfits:
1-4-1 Vanguard (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (2) Madman, Happerry
DNDC Alpha 4-9 (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (0)
Hephaestian Repair Device
Based almost entirely on the innovations of the Caduceus, the Hephaestian RD brings a new level of capability to our Engineers. Their new purpose in life goes beyond fixing minor cosmetic damage, and can now reach to the heights of "what do you mean, you killed that tank?". Or, at least, "what do you mean, you did some meaningful damage to that tank?"
Improved Nanite reserves and the mounting of the repair device like the Caduceus in the user's bracers as well as improved programming allow the HRD to repair much more substantial damage and faster, too, without actually needing any new technology.
Razer Personal Hardlight Projector
Utilizing the latest in confusing nomenclature changes to improve our engineers' focus, the Razer does just what it says on the tin: Razes things to the ground, using hardlight.
OK fine so maybe the branding is a bit over-the-top, but hey, at least we've fixed some of the flaws of the original Naufragium.
It takes too long to charge for close combat situations. This is rectified by having the weapon maintain a constant charge in the barrel whenever it's taken off of "Safe". The low damage and charge time are fixed by adding more energy to the firing chamber, which heats the air rapidly (increasing pressure) and also increases the energy in the hardlight projectiles. A reduced total number of projectiles likewise improves the power of each fragment making it more likely to do damage through lighter sections of armor.
Together, these improvements are hoped to improved the Naufragium's capabilities to make it available to every soldier. Even if it can't punch through armor, being able to threaten any exposed or underprotected areas with a barrage of hardlight will definitely be good enough to keep enemy heads down while the soldier makes a tactical retreat or gets close enough to do real damage.
(1) Hephaestian Repair Device : HapperryNo new plans and it's been long enough, so here's a box-o-votes.
(1) Razer Personal Hardlight Projector : Happerry
(2) Hephaestian Repair Device : Happerry, Madman
(2) Razer Personal Hardlight Projector : Happerry, Madman
Loadouts:
Happerry's Loadouts (http://www.bay12forums.com/smf/index.php?topic=173943.msg8075282#msg8075282) : (1) Happerry
Outfits:
1-4-1 Vanguard (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (1) Happerry
Loadouts:
Happerry's Loadouts (http://www.bay12forums.com/smf/index.php?topic=173943.msg8075282#msg8075282) : (2) Happerry, Madman
Outfits:
1-4-1 Vanguard (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (2) Happerry, Madman
Loadouts:
Happerry's Loadouts (http://www.bay12forums.com/smf/index.php?topic=173943.msg8075282#msg8075282) : (3) Happerry, Madman, Lightforger
Outfits:
1-4-1 Vanguard (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (3) Happerry, Madman, Lightforger
Peregrine Air Superiority Fighter, Take Two
Based on the Einherjar's technology but being faster and meant for only a single pilot, the Peregrine will protect our forces from air attack, and grant us the capability to strike from the skies ourselves.
Well, it was supposed to do so, anyway. Let's try again, shall we?
The Peregrine is a VTOL-capable fighter using a massively powerful engine to reach much higher speeds than the Einherjar, speeds suited to a modern fighter, while still retaining the fantastic maneuverability that fully vectored thrust grants. Thrust is provided by Einherjar-based thrusters capable of being fully vectored (or gimballed, I don't know how they work in the Einherjar) for VTOL operation. The vehicle's combat computer is a sophisticated piece of hardware capable of flying the vehicle and also controlling the weapon mount, though it mostly is responsible for tracking targets and other points of interest and putting on the pilot's helmet-mounted HUD. The HUD is linked to a set of cameras to allow the pilot to see "through" the body of the aircraft through a sort of augmented reality (see modern fighter pilot helmets).
The main weapon is mounted in a carefully constructed gimbal at the front of the vehicle, capable of taking the Einherjar's 20mm cannon or the Illuminator laser turret's laser array (its tracking system and hardware are redundant), at present. This gimbal is linked directly to the combat computer and the flight controls---the turret knows what the fighter is going to do as soon as the pilot pushes the stick, and can correct for it, allowing it to remain supernaturally steady when pointed at any target within its field of traverse.
The aircraft's body is mostly unarmored and constructed as small and light as possible to save weight, increase speed, and decrease costs. It has space to mount additional hardware of various sorts or carry a mission load (bombs, missiles, sensors, etc.) in an internal weapons bay. This bay presently only holds a spare fuel tank which can be jettisoned when combat is entered. Its final trick is that the body is created according to stealth standards---the shape of every part of the fighter reflects radar waves, the thrusters are sunken into the hull to diminish IR signature, and the paint absorbs UV and radar waves and scatters them weakly in all directions. The Peregrine is hard to detect, hard to hit, and hard to dodge.
The Peregrine does of course carry a set of countermeasures---the pilot can dispense chaff or flares to confuse most conventional tracking methods, while the vehicle's abnormally high maneuverability allow the pilot a decent chance at outmaneuvering a missile if they're smart about it.
Peregrine Air Superiority Fighter: (1) Madman
Peregrine Air Superiority Fighter: (2) Madman,Frostgiant
Peregrine Air Superiority Fighter: (2) Madman, Frostgiant
ABBA Cannon: (1) Happerry
Peregrine Air Superiority Fighter: (3) Madman, Frostgiant, DGR
ABBA Cannon: (1) Happerry
Immolator Shattergun
Based on the "Shotpistol" concept and the use of hardlight projectiles, the shattergun is a primary weapon-sized version of the Razer, deploying a comparable number of much larger and more powerful hardlight projectiles in a similarly controlled spread. The intent is to produce a close-quarters weapon usable by all classes, with an eye towards filling the gap in the Light Assault arsenal until the Spark comes online, and until and after that providing a CQB weapon for Uncertified, as necessary.
In order to engage the shotgun after it's been on safe, you must, of course, use the pump action. It doesn't actually do anything other than disengage the safety, but it has a really cool sound effects device attached so it sounds like you're actually doing something that couldn't have been done with a simple switch. Oh, and we stick bayonet lugs on the end of it and remind soldiers to bring their combat knives. It's unseemly to show up to a knife fight with nothing but a hardlight shattergun, right?
Einherjar Support Gunship Variant
We need more firepower on our gunship, therefore we're going to add two Illuminator turrets which will be controlled by a second gunner located in the former passenger area, which will also hold an extended Illuin battery set and oversized Illuin Signal Booster as well as the gunner's position. Meant to provide forces on the ground with more capable protection and more meaningful antivehicle capability than the standard, rather under-armed "gunship", this Einherjar variant will hopefully also be capable of using its lasers to defend itself.
Camel Ruggedized Support Buggy
A Desert Rat without weapons or much troop-carrying capability, the Camel is meant to haul around an Illuin Signal Booster system and extensive power supplies to provide power to every soldier and vehicle around, while also carrying an oversized Siren Comms Unit for an Operator to use, intended to extent the range and capabilities of the Operator's system by simply allocating more weight, space, and power for it to use.
Immolator Shattergun: (1) Madman
Immolator Shattergun: (2) Madman, Happerry
Immolator Shattergun: (3) Madman, Happerry, Frostgiant
Immolator Shattergun: (4) Madman, Happerry, Frostgiant, DGR
Victory Carapace Armor
A set of light carapace armor that includes several special features to allow Victory Services to, well, seize victory from their foes. First off, it carries light Illuin Battery Packs integrated into the armor to provide additional supplementary power, either to what the soldier in question is currently using or to nearby allies. Secondly, it has back mounted micro-medical nanite producer with a cache for nanite storage, allowing the armor to build up a reserve of medical nanites which the wearer can then release either at will, to give themselves a nanite shroud akin to the ones that the Caduceus can give people, or automatically upon receiving a major wound hopefully preventing the user from actually dying. Thirdly, it carries a head mounted sensor suit that includes thermal vision, light enhancement mode for night actions, a sonar based motion detector for detecting invisible enemies, the ability to link with included fiber-optic camera probes to allow the user to look around corners or over walls without actually exposing themselves, and with the help of local operators it can even transmit visual data to nearby team mates, allowing them to, say, reveal enemies behind walls to nearby allies. Lastly, it has an automatic grapple launcher, mountable either on the shoulder or the upper arm, for use in traversing over rough terrain, controlled either directly or through the helmet's HUD.
Of course, the suit also includes actual armor, increasing the base survivability of whoever's wearing it.
Victory Carapace Armor - No Nanites Version
A set of light carapace armor that includes several special features to allow Victory Services to, well, seize victory from their foes. First off, it carries light Illuin Battery Packs integrated into the armor to provide additional supplementary power, either to what the soldier in question is currently using or to nearby allies. Secondly, it carries a head mounted sensor suit that includes thermal vision, light enhancement mode for night actions, a sonar based motion detector for detecting invisible enemies, the ability to link with included fiber-optic camera probes to allow the user to look around corners or over walls without actually exposing themselves, and with the help of local operators it can even transmit visual data to nearby team mates, allowing them to, say, reveal enemies behind walls to nearby allies. Thirdly, it has an automatic grapple launcher, mountable either on the shoulder or the upper arm, for use in traversing over rough terrain, controlled either directly or through the helmet's HUD.
Of course, the suit also includes actual armor, increasing the base survivability of whoever's wearing it.
Regeneration Unit
This piece of supplementary equipment is meant to amplify and enhance Victory Service's already existant medical advantage by giving even more medical ability to every Victory Service's soldier with this gear. It consists of two primary pieces. First off, it has a micro-nanite factory that produces medical nanites. Secondly. it has a storage chamber meant to maintain and support the generated medical nanites for later use, so that even though the micro-nanite factory has too low of a production to be useful moment to moment, the production can be stored until it is at a level where it is, in fact, actually useful. With these two parts the Regeneration Unit allows the user to do two things, and does one additional thing on it's own. First off, it allows the user to trigger the chamber to generate their own medical nanite shroud, like the one the Caduceus Medical Applicator can give people. Secondly, it can be activated when a Caduceus Medical Applicator gives the user a shroud to start supporting the shroud with its own nanites, making the shroud last twice as long as it normally would. Thirdly, when the user takes critical damage, the Regeneration Unit will automatically directly release it's stored nanites into the user, potentially preventing them from actually perishing or reviving them if the damage was relatively minimal. Of course, once the nanites in the chamber are used up it can take a minute or three to refill, but that's a small price for on demand medical coverage.
Strategy Vote
Attack tile C4 (With capital building/green dot): (1) Happerry
Outfit Stance
Offensive: (1) Happerry
Defensive: (0)
Loadout Votes
Give Shotgun to Medic, Engineer, and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Light Assault, remove Shotpistol: (1) Happerry
Give Shotgun to Engineer and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Engineer, remove Shotpistol: (0)
Give Shotgun to Medic, remove Shotpistol: (0)
Give Shotgun to Engineer, remove Shotpistol: (0)
Give Shotgun to Light Assault, remove Shotpistol: (0)
Don't change Loudouts: (0)
Strategy Vote
Attack tile C4 (With capital building/green dot): (2) Happerry, Madman
Outfit Stance
Offensive: (2) Happerry, Madman
Defensive: (0)
Loadout Votes
Give Shotgun to Medic, Engineer, and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Light Assault, remove Shotpistol: (2) Happerry, Madman
Give Shotgun to Engineer and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Engineer, remove Shotpistol: (0)
Give Shotgun to Medic, remove Shotpistol: (0)
Give Shotgun to Engineer, remove Shotpistol: (0)
Give Shotgun to Light Assault, remove Shotpistol: (0)
Don't change Loudouts: (0)
Strategy Vote
Attack tile C4 (With capital building/green dot): (3) Happerry, Madman, Lightforger
Outfit Stance
Offensive: (2) Happerry, Madman
Defensive: (1) Lightforger
Loadout Votes
Give Shotgun to Medic, Engineer, and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Light Assault, remove Shotpistol: (3) Happerry, Madman, Lightforger
Give Shotgun to Engineer and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Engineer, remove Shotpistol: (0)
Give Shotgun to Medic, remove Shotpistol: (0)
Give Shotgun to Engineer, remove Shotpistol: (0)
Give Shotgun to Light Assault, remove Shotpistol: (0)
Don't change Loudouts: (0)
Strategy Vote
Attack tile C4 (With capital building/green dot): (4) Happerry, Madman, Lightforger, DGR
Outfit Stance
Offensive: (3) Happerry, Madman, DGR
Defensive: (1) Lightforger
Loadout Votes
Give Shotgun to Medic, Engineer, and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Light Assault, remove Shotpistol: (4) Happerry, Madman, Lightforger, DGR
Give Shotgun to Engineer and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Engineer, remove Shotpistol: (0)
Give Shotgun to Medic, remove Shotpistol: (0)
Give Shotgun to Engineer, remove Shotpistol: (0)
Give Shotgun to Light Assault, remove Shotpistol: (0)
Don't change Loadouts: (0)
Peregrine Air Superiority Fighter, Take Three
Based on the Einherjar's technology but being faster and meant for only a single pilot, the Peregrine will protect our forces from air attack, and grant us the capability to strike from the skies ourselves.
Well, it was supposed to do so, anyway. Let's try again, shall we?
Hey wait, this seems INCREDIBLY FAMILIAR. DANGIT DO IT RIGHT SO WE CAN HAVE SOMETHING VAGUELY EQUAL TO THE ENEMIES' AIRCRAFT.
The Peregrine is a VTOL-capable fighter using a massively powerful engine to reach much higher speeds than the Einherjar, speeds suited to a modern fighter, while still retaining the fantastic maneuverability that fully vectored thrust grants. Thrust is provided by Einherjar-based thrusters capable of being fully vectored (or gimballed, I don't know how they work in the Einherjar) for VTOL operation. The vehicle's combat computer is a sophisticated piece of hardware capable of flying the vehicle and also controlling the weapon mount, though it mostly is responsible for tracking targets and other points of interest and putting on the pilot's helmet-mounted HUD. The HUD is linked to a set of cameras to allow the pilot to see "through" the body of the aircraft through a sort of augmented reality (see modern fighter pilot helmets).
The main weapon is mounted in a carefully constructed gimbal at the front of the vehicle, capable of taking the Einherjar's 20mm cannon or the Illuminator laser turret's laser array (its tracking system and hardware are redundant), at present. This gimbal is linked directly to the combat computer and the flight controls---the turret knows what the fighter is going to do as soon as the pilot pushes the stick, and can correct for it, allowing it to remain supernaturally steady when pointed at any target within its field of traverse.
The aircraft's body is mostly unarmored and constructed as small and light as possible to save weight, increase speed, and decrease costs. It has space to mount additional hardware of various sorts or carry a mission load (bombs, missiles, sensors, etc.) in an internal weapons bay. This bay presently only holds a spare fuel tank which can be jettisoned when combat is entered. Its final trick is that the body is created according to stealth standards---the shape of every part of the fighter reflects radar waves, the thrusters are sunken into the hull to diminish IR signature, and the paint absorbs UV and radar waves and scatters them weakly in all directions. The Peregrine is hard to detect, hard to hit, and hard to dodge.
The Peregrine does of course carry a set of countermeasures---the pilot can dispense chaff or flares to confuse most conventional tracking methods, while the vehicle's abnormally high maneuverability allow the pilot a decent chance at outmaneuvering a missile if they're smart about it.
Peregrine Air Superiority Fighter: (1) Madman
Peregrine Air Superiority Fighter: (2) Madman, Happerry
Peregrine Air Superiority Fighter: (3) Madman, Happerry,Frostgiant
Peregrine Air Superiority Fighter: (4) Madman, Happerry,Frostgiant, DGRStupid simple fighter:
SSF (Stupid Simple Fighter): (1) DGR
Advanced Siren Comms Unit
The basic Siren Comms Unit is capable of 200 meters' range and can interfere with enemies, provided they're actively using their communications and IFF systems. However, some of the enemies have recently turned to disabling their systems or using some spoofing devices. In response, we're going to take the simplest path imaginable, and upgrade the Siren to have a 300 meter range, adding a whole lot of new equipment in the other bracer, since only one is being used for the interface right now. The system is also upgraded to warn the operator if the information coming from an enemy signal changes dramatically, such as if suddenly the information was being falsified and every enemy instantaneously changed positions or left the area, or even if the enemies just suddenly changed position faster than they were before, as if a light assault just activated a jump pack or a group of soldiers got in a vehicle and left. Finally, the system also has a basic signals-intercept mode, where it tracks enemy positions based solely on location of the signal emitter(s), instead of trying to hack into the hostile system to use their IFF systems against each other.
The increased range will hopefully allow more delicate manipulations of enemy comms and systems to be performed without them resorting to never using communications and IFF systems, as well as allowing us to interfere with units not specifically engaged in the present firefight (by reaching out to them at longer ranges) at least in urban terrain, such as interfering with NC command-and-control personnel or their network-controlled artillery barrages. Maybe a few "accidental" coordinate transpositions for their artillery barrages will teach them to be more circumspect with those rockets.
KISS Relay UAV
A simple Idea to amplify what's already there and solve simple problems, The Relay Follows the principles of KISS. Designed for the operator's The Relay is a Simple quad-copter drone mounting a simple camera. The majority of the drone is taken up by the Receiver and transmit, designed to act similarly to the operator's "Siren" unit. The KISS Relay act's as, A relay, Designed to increase the Effective range of the Operator by extending the distance that they can disrupt enemy communications.
By featuring a camera, the relay can double-check for false data and be used for simple scouting by the operator. When being used as a relay for hacking and disrupting enemy tech, The operator will most lily park the drone to prevent it from being treated as skeet and to prevent them from taking the extended range down easily. As TR has decided to simply turn off their IFF and Comms, The KISS relay will Increase the effective dead zone even further, Causing havoc with enemy squads as they lose their communications and IFF's making the area around an operator an effective dead zone for the TR. While The NC is not as affected by such, They will presumably also have trouble with this larger range.
Conflagration Shatter Grenade
The Immolator is the bigger, angrier brother of the now-seemingly-adorable little Razer shotpistol. The Conflagration is the Immolator's earth-shatteringly angry second cousin, a spherical "grenade" packing an Illuin high-density battery surrounded by hardlight emitters. When tossed into a room, trench, bunker, or squad of enemies, the battery lasts just long enough to fire off a storm of Immolator-esque shotgun blasts of hardlight in every direction for almost an entire second. The physical size of the mechanism and its energy requirements have been downsized by removing any piece of the hardlight system that had to do with "safe heat dispersion" or "accuracy" or "range" or "not shooting hardlight straight back into the user's face", and so the storm of razor-sharp bits of energy is completely random in direction and tends to liberally distribute a set of small molten holes in everything within a handful of meters.
The fun doesn't end there, however. The use of an Illuin battery means that the system can be recharged, so a soldier must only pick up their grenade and hit the other button (the one that doesn't result in everything being full of holes after approximately eleven seconds) to allow the grenade to recharge itself before being thrown again, at another hapless group of foes.
(1) Advanced Siren Comms Unit : Happerry
(2) Advanced Siren Comms Unit : Happerry, Madman
(2) Advanced Siren Comms Unit : Happerry, Madman
(1) KISS Realy UAV: Frostgiant
(3) Advanced Siren Comms Unit : Happerry, Madman, DGR
(1) KISS Realy UAV: Frostgiant
Outfit Changes
(1) Replace the Operator's Basic Siren Comms Unit with a Advanced Siren Comms Unit : Happerry
Outfit Deployment
(1) Defensive : Happerry
(0) Attack C4 to get the medic bonus back
(0) Attack the tunnels in B7
Outfit Changes
Replace the Operator's Basic Siren Comms Unit with a Advanced Siren Comms Unit: (2) Happerry, Madman
Attack:
C4 Medical Facility: (1) Madman
Outfit Deployment
Defensive: (1) Happerry
Attack C4 to get the medic bonus back: (1) Madman
Attack the tunnels in B7:
Outfit ChangesThe most defending gains us is the same amount of territory, The worst attacking gets of is the same as the worst defending gets us. The best of attacking is that we end up with more territory then we started, Offense is the best defense.
Replace the Operator's Basic Siren Comms Unit with a Advanced Siren Comms Unit: (3) Happerry, Madman, Frostgiant
Attack:
C4 Medical Facility: (2) Madman, Frostgiant
Outfit Deployment
Defensive: (1) Happerry
Attack C4 to get the medic bonus back: (2) Madman, Frostgiant
Attack the tunnels in B7:
Outfit Changes
Attack:
C4 Medical Facility: (3) Madman, Frostgiant, H4zardZ1
Outfit Deployment
Defensive: (1) Happerry
Attack C4 to get the medic bonus back: (3) Madman, Frostgiant, H4zardZ1
Attack the tunnels in B7:
Outfit Changes
Replace the Operator's Basic Siren Comms Unit with a Advanced Siren Comms Unit: (3) Happerry, Madman, Frostgiant
Attack
C4 Medical Facility: (3) Madman, Frostgiant, H4zardZ1
Outfit Deployment
Defensive: (1) Happerry
Attack C4 to get the medic bonus back: (3) Madman, Frostgiant, H4zardZ1
Attack the tunnels in B7:
Automatic Ballistic Bombardment Attack Cannon
The Automatic Ballistic Bombardment Attack Cannon, or the ABBA Cannon for short, uses the experimentation in offensive deployment of shields to function, if more indirectly then the Razor's direct weaponization. The ABBA Cannon uses micronized shield generator modules to contain the pressurized plasma that is the ABBA Cannon's true payload, each shot being a double layered shield bubble full of pressurized fluorine plasma material. The shield generator module itself lies in the center of the weapon in a secondary shield bubble, while maintaining a larger outer shield bubble that contains the plasma between itself and the inner layer. This plasma is magnetized, and fired with traditional magnetic weaponry mechanics from the ABBA Cannon's... well, cannon, along with the shield generator itself, while the containing shields prevent the plasma from just dissipating into the air like it would like to do. Until the shield bubble hits the target, or reaches a point in which it is programed to deactivate, leaving a gout of high energy plasma to react to the sudden lacking of compression by covering everything nearby in a plume of raw elemental pain. After all, fluorine plasma can set even metal on fire.
The ABBA Cannon includes wheels and a hitch point intended to allow it to be towed by a Desert Rat or Tormentor Light Buggy for purposes of mobilization.
Victory Carapace Armor
A set of light carapace armor that includes several special features to allow Victory Services to, well, seize victory from their foes. First off, it carries light Illuin Battery Packs integrated into the armor to provide additional supplementary power, either to what the soldier in question is currently using or to nearby allies. Secondly, it has back mounted micro-medical nanite producer with a cache for nanite storage, allowing the armor to build up a reserve of medical nanites which the wearer can then release either at will, to give themselves a nanite shroud akin to the ones that the Caduceus can give people, or automatically upon receiving a major wound hopefully preventing the user from actually dying. Thirdly, it carries a head mounted sensor suit that includes thermal vision, light enhancement mode for night actions, a sonar based motion detector for detecting invisible enemies, the ability to link with included fiber-optic camera probes to allow the user to look around corners or over walls without actually exposing themselves, and with the help of local operators it can even transmit visual data to nearby team mates, allowing them to, say, reveal enemies behind walls to nearby allies. Lastly, it has an automatic grapple launcher, mountable either on the shoulder or the upper arm, for use in traversing over rough terrain, controlled either directly or through the helmet's HUD.
Of course, the suit also includes actual armor, increasing the base survivability of whoever's wearing it.
Victory Carapace Armor - No Nanites Version
A set of light carapace armor that includes several special features to allow Victory Services to, well, seize victory from their foes. First off, it carries light Illuin Battery Packs integrated into the armor to provide additional supplementary power, either to what the soldier in question is currently using or to nearby allies. Secondly, it carries a head mounted sensor suit that includes thermal vision, light enhancement mode for night actions, a sonar based motion detector for detecting invisible enemies, the ability to link with included fiber-optic camera probes to allow the user to look around corners or over walls without actually exposing themselves, and with the help of local operators it can even transmit visual data to nearby team mates, allowing them to, say, reveal enemies behind walls to nearby allies. Thirdly, it has an automatic grapple launcher, mountable either on the shoulder or the upper arm, for use in traversing over rough terrain, controlled either directly or through the helmet's HUD.
Of course, the suit also includes actual armor, increasing the base survivability of whoever's wearing it.
Regeneration Unit
This piece of supplementary equipment is meant to amplify and enhance Victory Service's already existant medical advantage by giving even more medical ability to every Victory Service's soldier with this gear. It consists of two primary pieces. First off, it has a micro-nanite factory that produces medical nanites. Secondly. it has a storage chamber meant to maintain and support the generated medical nanites for later use, so that even though the micro-nanite factory has too low of a production to be useful moment to moment, the production can be stored until it is at a level where it is, in fact, actually useful. With these two parts the Regeneration Unit allows the user to do two things, and does one additional thing on it's own. First off, it allows the user to trigger the chamber to generate their own medical nanite shroud, like the one the Caduceus Medical Applicator can give people. Secondly, it can be activated when a Caduceus Medical Applicator gives the user a shroud to start supporting the shroud with its own nanites, making the shroud last twice as long as it normally would. Thirdly, when the user takes critical damage, the Regeneration Unit will automatically directly release it's stored nanites into the user, potentially preventing them from actually perishing or reviving them if the damage was relatively minimal. Of course, once the nanites in the chamber are used up it can take a minute or three to refill, but that's a small price for on demand medical coverage.
Huscarl Advanced Variable Range Anti-Air/Anti-Armor Multipurpose Modular Missile Munitions System
The Huscarl is a completely modular missile system meant to be used against every conceivable threat, while also filling some concerning gaps in our lineup---anti-aircraft, artillery, non-tank-based antiarmor, antiaircraft, artillery, and anti-aircraft artillery.
First up, the warhead. It's a single unit based on the Immolator's functionality, of all things, though obviously specially designed for the purpose. It produces a very large hardlight generator, much larger than any mere shotgun's, inside the front of the missile, where a warhead would typically go. Right in front of the generator is an empty space in the nosecone, which is then filled with highly condensed hardlight, as much as can be crammed in. When aimed at soft targets like planes and infantry, the generator overloads the hardlight containment which causes the warhead to fire the hardlight like the Immolator, in a gigantic and extremely widely-spread shotgun blast of hardlight destruction. When aimed at a hard target, the missile instead impacts the target, collapsing the lightweight aerodynamic nosecone and causing the hardlight to come into direct contact with the surface. The hardlight system maintains the hardlight's shape as long as possible, allowing it to burn through armor. Eventually, however, the hardlight system is damaged or disabled, and the hardlight bubble bursts, turning the inside of whatever vehicle is impacted into a hellscape of fire and hardlight as melted armor and fragments of hardlight are blown around the inside of the vehicle.
Second, guidance. The Huscarl is, of course, a guided weapon, capable of using its own network of sensors or any other network of sensors we have (satellite, recon aircraft, etc.) to make its way to the target and kill it. It can communicate with any computer system in our battle network for its targeting orders, and thus the launcher unit(s) don't need to be able to see a target to kill it. Control is provided via fins.
Third, propulsion. The Huscarl comes in two propulsion configurations, "short" or "long". Short is a simple rocket booster that quickly accelerates the rocket to high speed but burns out and falls away after only a short time. Long still has a "short" engine on it, which accelerates the rocket to supersonic speeds before dropping away. But after the short engine drops, there is a ramjet attached to the payload that maintains the weapon's speed until it can strike a target. Short Huscarls are useful on aircraft for air-to-air missiles over moderate ranges, air-to-ground work, or as short-ranged antitank missiles, and fit in the Peregrine's weapons bay. Long Huscarls are used as surface-to-surface or surface-to-air missiles.
Finally, mountings. The Short Huscarl is used in Peregrine weapons bays, but it also comes in a two-missile box launcher for surface use with either Long or Short variants. This box launcher can be mounted to the Rampage, Desert Rat, or Tormentor, and slung underneath the wings of the Einherjar.
Huscarl ASRAAM (Advanced Short Range Anti-Air/Anti-Armor Multipurpose Missile Munitions System)
The Huscarl is a universal missile system meant to be used against air and surface targets from every vehicle we possess.
First up, the warhead. It's a single unit based on the Immolator's functionality, of all things, though obviously specially designed for the purpose. It produces a very large hardlight generator, much larger than any mere shotgun's, inside the front of the missile, where a warhead would typically go. Right in front of the generator is an empty space in the nosecone, which is then filled with highly condensed hardlight, as much as can be crammed in. When aimed at soft targets like planes and infantry, the generator overloads the hardlight containment which causes the warhead to fire the hardlight like the Immolator, in a gigantic and extremely widely-spread shotgun blast of hardlight destruction. When aimed at a hard target, the missile instead impacts the target, collapsing the lightweight aerodynamic nosecone and causing the hardlight to come into direct contact with the surface. The hardlight system maintains the hardlight's shape as long as possible, allowing it to burn through armor. Eventually, however, the hardlight system is damaged or disabled, and the hardlight bubble bursts, turning the inside of whatever vehicle is impacted into a hellscape of fire and hardlight as melted armor and fragments of hardlight are blown around the inside of the vehicle. The warhead is sized for vehicle deployment and antivehicle use, so it's built to overkill the heaviest enemy tank (the NC's Hephaestus) to a small degree. As in, it pretty well always kills the tank if it hits, and could conceivably also kill a better-protected tank.
Second, guidance. The Huscarl is, of course, a guided weapon, homing in by using IR and IR-laser guided. This means that a running vehicle can be tracked, but so can a vehicle that is being painted through the simple expedient of pointing a laser rifle at it and burning off the paint. The sensor will detect the heat signature of the laser or running vehicle and track that target. The Huscarl is locked before launch and detonates either on contact (when in armor-piercing mode) or a set distance from the target (in area-target/anti-aircraft mode).
Third, propulsion. The Huscarl packs a powerful fast-burning rocket motor that accelerates it to high speed before burning out. This rocket motor is optimized for short length but high thrust so that the missile is overall smaller and lighter so as to be easy to fit on vehicles. This gives the Huscarl ASRAAM a relatively short range when fired from the surface, but respectable enough range when launched from an aircraft at higher altitudes.
Finally, mountings. The Huscarl is used directly in Peregrine weapons bays, but it also comes in a two-missile box launcher for surface use. This box launcher can be mounted to the Rampage, Desert Rat, or Tormentor, and slung underneath the wings of the Einherjar.
Huscarl ASRAAM (1): Frostgiant
Huscarl ASRAAM (2): Frostgiant, Happerry
Huscarl ASRAAM (3): Frostgiant, Happerry, Madman
Huscarl ASRAAM (4): Frostgiant, Happerry, Madman, DGRFeels a bit reaching, but also like something that could easily be worth the risk.
Pebble Anti-Infantry Explosive Mine.
The pebble is designed to piss off the enemy logistics, and hopefully drive them to an anerism.
The pebble Comes in a Small , Botchi ball Sized Cube. When thrown or dropped, the pebble detonates in midair spreading its payload far and wide. The payload consists of a Explosive charge, Made of the same fuel as that used by the Huskarl mixed with some Coagulents for fast and even combustion AKA an explosion, and a small Nano fabricator with Extremly limited lifespan.
Upon impact with the ground or concrete, the Fabricator, nased of work of both the cadiues and the Heasphestus, Begins to Dig itself and the charge into the surface. Small Ballbearing like orbs are Constructed from the surroudnings, packed tight and made very dense by the construction nanites, and are in fact what give the pebble its name.
When triggered by pressure,the explosive charge detonates, Propelling the Constructed pebbles like the claymore mine of old into whoever was unlucky enough to step on it.
A single Pebble Orbposses 12 charges and Fbaricator units, Creating 12 mines after throuwn by an infantry men, However, the primary use for the pebble will be Drops from peregrine bomb bays, dropping many Of the pebbles at the same time, each detonating into its components to cover swaths of territory in anti-personel mines.
If the enemy manages to clear the area of Pebble mines, a swift pass over head by a sigle peregrine should be enough to reapply the mines, erasing all of the enemies hard work.
ROUS Ruggedized Artillery/Logistics buggy.
The ROUS (Rodent of unusal size) Is designed to fuffil multiple roles at the same time, even if it does not excel at any of them. Stripping out all of the passenger seating and mouting more armour then the standard desert rat it was built from, The ROUS trades all of its Passenger space and storage compartment for Massive banks for Ilium batteries and Relays, Enough to feed entire assaults by itself provided short enough engagements.
In addition, The Rous Carries a pair of Box launchers, mounting the Huskarl. This enables it to Fire on IR designated targets and contribute to its own defense and the offense besides acting as a Massive energy Pylon.
The armouring that protects the Vehicle is light and is instead supplemented by Hardlight emitters similar to those we have used on the rampage and our own heavy assaults. Because of the sheer amount of power the ROUS can provide, its estimated that the Hardlight emitters will burn out from constant use long before the Rous runs out of power to feed it. This makes the ROUS at least a little resistant to logistics raiding, as it can turn on its Hardlight armour before trying to disengage, waiting for reinforcements or Blasting them to shreds with the 8 Huskarl Missles it mounts.
'Spotlight' Illuminator Refit
While our Illuin Battery Packs are a marvel of usefulness, it is a sad fact that most of our weapon systems aren't really designed to take full advantage of the ample power supplies they offer, often from being designed before we invented the Illuin. The 'Spotlight' Refit is intended to be an across the board reworking of the Illuminator Turrets, as well as other systems which use Illuminator based laser cannons, to properly take advantage of the Illuin to increase firing rate in relation to the advantages of the enlarged power grid available to such weapons beyond their own, individual, power supplies.
Desert Shrew Logistics and Support Buggy
Based on the Desert Rat Ruggedized Buggy, the Desert Shrew replaces the entire passenger space and large weapon mount with two different systems, and one new front attachment. First of all, it has a built in Illuin Signal Booster as well as a large amount of Illuin Battery Packs taking up the majority of what once was passenger space, literally powering up friendly troops. Secondly, where the large used to be now lies the Vulcan Repair Mega-Tool, a vehicle sized nanite repair system based on, though of course properly re-engineered and designed for its new scale, the Hephaestian Repair Tool allowing the Desert Fox to repair friendly vehicles and assist local engineers in construction tasks. Lastly, it comes modified so it can, optionally, mount a dozer blade on the front for if stuff needs running over, any earth needs moving, or other dozer blade type tasks need to be done.
"Shelter" VS Overshield Generator
Much like our weapon systems, the Overshield Generator used by our Heavies predates the invention of the Illuin Power Sharing System, and as such is not optimized to fully use said system. With some hopefully simple changes, allowing the Overshield to do things such as absorb additional power from nearby supplies when the shield is stressed or as otherwise needed, the recharge rate, activation duration, and strength of the Overshield should be noticeably improved.
"Shadow" VS Nanite Cloaking System
Much like our weapon systems, the Nanite Cloaking System used by our Infiltrators predates the invention of the Illuin Power Sharing System, and as such is not optimized to fully use said system. As well, Victory Services has made advancements in Nanite manufacturing technology since the original design, as seen in the Caduceus. By integrating these newer then the cloaking system advancements into the cloaking system, allowing the Nanite Cloaking System to do things such as absorb additional power from nearby supplies when in use or stressed as well as improving it's ability to manufacture cloaking nanites, the duration and stability of the cloak should be noticeably improved.
Illuin Proprietary High-Density Power Supply Portable Unit
The 'Illuin Proprietary High-Density Power Supply Portable Unit', 'Illuin PHDPS portable unit', or just 'Illuin box', are all simple modifications of an existing standard small power supply to be completely independent, using the Illuin system to spread power to the rest of a soldier's equipment. This particular Illuin module is good only for extremely short-ranged transfer and has minimal storage, as it is meant only to power other devices with their own internal storage. It is further optimized to boost the functionality of various class items such as Light Assault jetpacks and Heavy Assault shields with a constant additional supply of power to increase uptimes and reduce the downtime between uses.
Conflagration Shatter Grenade
The Immolator is the bigger, unreasonably angrier brother of the now-seemingly-adorable little Razer shotpistol. The Conflagration is the Immolator's earth-shatteringly angry second cousin, a spherical "grenade" packing an Illuin high-density battery surrounded by hardlight emitters. When tossed into a room, trench, bunker, or squad of enemies, the battery lasts just long enough to fire off a storm of Immolator-esque shotgun blasts of hardlight in every direction for almost an entire second. The physical size of the mechanism and its energy requirements have been downsized by removing any piece of the hardlight system that had to do with "safe heat dispersion" or "accuracy" or "range" or "not shooting hardlight straight back into the user's face", and so the storm of razor-sharp bits of energy is completely random in direction and tends to liberally distribute a set of small molten holes in everything within a handful of meters.
The fun doesn't end there, however. The use of an Illuin battery means that the system can be recharged, so a soldier must only pick up their grenade and hit the other button (the one that doesn't result in everything being full of holes after approximately eleven seconds) to allow the grenade to recharge itself before being thrown again, at another hapless group of foes.
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (1) Madman
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (2) Madman, NG
"Shelter" VS Overshield Generator: (1) NG
Illuin Requirements Adaptation System
Illuin is a unique and powerful system for redistributing energy from unused or non-stressed systems, but it can be better. We've altered the power-sharing setup to use a priority system that users can customize, but is also subject to certain predetermined limitations. This means that a "high priority" draw can override "low priority" draws, for instance a Heavy Assault's failing shield might begin to siphon energy from their weapon or nearby allies' presently unused weapons in order to keep the shield up longer, whereas an Infiltrator's rifle might be capable of drawing extra power from their unengaged squadmates for a more powerful shot as a "low priority" action. The predetermined limitations might include an engineering unit being set up so that their vehicle or repair equipment will siphon power to maintain vehicle functionality rather than the combat capability of members of the unit, since keeping their vehicles functioning is their primary purpose.
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (1) Madman
"Shelter" VS Overshield Generator: (1) NG
Illuin Requirements Adaptation System: (1) NG
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (2) Madman, Happerry
"Shelter" VS Overshield Generator: (1) NG
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (1) Happerry
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (3) Madman, Happerry , Frostgiant
"Shelter" VS Overshield Generator: (1) NG
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (2) Happerry, Frostgiant
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (4) Madman, Happerry , Frostgiant, NG
"Shelter" VS Overshield Generator: (0)
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (2) Happerry, Frostgiant
We were being pushed back, yes, but we'll be back on the offensive this turn either against the threat to our warp gate or against the government complex.
Desert Shrew Logistics and Support Buggy: (2) Madman, Happerry
'Spotlight' Illuminator Refit: (4) Madman, Happerry , Frostgiant, NG
"Shelter" VS Overshield Generator: (0)
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (1) Frostgiant
Desert Shrew Logistics and Support Buggy: (3) Madman, Happerry, DGR
'Spotlight' Illuminator Refit: (5) Madman, Happerry , Frostgiant, NG, DGR
"Shelter" VS Overshield Generator: (0)
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (1) Frostgiant
Desert Shrew Logistics and Support Buggy: (4) Madman, Happerry, DGR, NG
'Spotlight' Illuminator Refit: (5) Madman, Happerry , Frostgiant, NG, DGR
"Shelter" VS Overshield Generator: (0)
Illuin Requirements Adaptation System: (0)
Pebble Anti-Infantry Explosive Mine: (1) Frostgiant
Operation Go Kill Them All With Your Shiny New Toys
Loadouts:
Engineer takes Spotlight turret instead of Illuminator.
Attack:
Attempt to take Capital Sector C-4.
Outfit:
1-4-1 Vanguard is to assist the push for the Capital.
Operation Go Kill Them All With Your Shiny New Toys: (1) Madman
Operation Go Kill Them All With Your Shiny New Toys: (2) Madman, Happerry
Operation Go Kill Them All With Your Shiny New Toys: (3) Madman, Happerry,Frostgiant
Operation Go Kill Them All With Your Shiny New Toys: (4) Madman, Happerry, Frostgiant, DGR
'Hardcase' Integrated Combat Suit
Built on the lessons of "if you wear body armor, you're a lot harder to kill" provided in unhelpful fashion by the TR and the lesson of "KILL! MURDER! KIIILLLLLLLLLLLLLLLLLL!" provided somewhat less unhelpfully by the easier-to-get-rid-of NC, we have elected to take the middle path. This new standard of VS body armor is a helmet and a series of carbon-composite plates distributed on an underlayer composed of a ballistic fiber/metal fiber mesh capable of dispersing heat from energy weapons (preventing the heating of the armor from cooking the user until it gets really extreme) and slowing bullets or stopping fragments. The underlayers are rated to stop, on their own, approximately a normal ballistic pistol's output in kinetic or thermal energy. The carbon composite plates are thick enough to stop several volleys of rifle-caliber energy and ballistic fire when combined with the underlayer. The plates are distributed to protect key areas that can kill or incapacitate a soldier quickly. Many areas of the body are left unprotected as they simply can't kill soldiers fast enough to prevent medics from helping them, and the increased mobility is worth more than the tradeoffs. The forearms do have optional bracers, they just tend to get left off for certain forms of class equipment. Think Mandalorian armor for very rough coverage goals and, yes, maybe a little bit of style influence.
The helmet is the main thrust of the design, however. Taking inspiration from the Peregrine's electronics sweet and our hacking skills, we've engineered a really awesome integrated helmet electronics package. First up, the helmet itself is again made of carbon composites with layers of metal mesh to distribute heat and provide some more solidity to the helmet. The helmet is meant to survive half again the damage of the rest of the armor, since heads are the most often exposed element of a person. The helmet includes two external cameras, a visible-light camera and an infrared thermal camera. These two are integrated into the virtual-reality system that provides the user with a picture of the outside world. Typically, the user has a blast shield down over their lightweight transparent visor, letting the cameras feed them their view and leaving their face well protected against incoming fire. The virtual reality system also allows for units to share video feeds between soldiers and vehicles, see markers (like "objective" and "target" and "yikes that's a big tank run away") in 3-D space, and generally be better informed than the enemy, since we've hacked our enemies' similar equipment into near-uselessness.
Obviously the computer system needs power, and so the armor suit includes an Illuin battery mounted into the backplate, capable of powering the computer system and providing power to the rest of the user's equipment when necessary.
'Hardcase' Integrated Combat Suit
Built on the lessons of "if you wear body armor, you're a lot harder to kill" provided in unhelpful fashion by the TR and the lesson of "KILL! MURDER! KIIILLLLLLLLLLLLLLLLLL!" provided somewhat less unhelpfully by the easier-to-get-rid-of NC, we have elected to take the middle path. This new standard of VS body armor is a helmet and a series of carbon-composite plates distributed on an underlayer composed of a ballistic fiber/metal fiber mesh capable of dispersing heat from energy weapons (preventing the heating of the armor from cooking the user until it gets really extreme) and slowing bullets or stopping fragments. The underlayers are rated to stop, on their own, approximately a normal ballistic pistol's output in kinetic or thermal energy. The carbon composite plates are thick enough to stop several volleys of rifle-caliber energy and ballistic fire when combined with the underlayer. The plates are distributed to protect key areas that can kill or incapacitate a soldier quickly. Many areas of the body are left unprotected as they simply can't kill soldiers fast enough to prevent medics from helping them, and the increased mobility is worth more than the tradeoffs. The forearms do have optional bracers, they just tend to get left off for certain forms of class equipment. Think Mandalorian armor for very rough coverage goals and, yes, maybe a little bit of style influence.
The helmet is the main thrust of the design, however. Taking inspiration from the Peregrine's electronics suite and our hacking skills, we've engineered a really awesome integrated helmet electronics package. First up, the helmet itself is again made of carbon composites with layers of metal mesh to distribute heat and provide some more solidity to the helmet. The helmet is meant to survive half again the damage of the rest of the armor, since heads are the most often exposed element of a person. The helmet includes two external cameras, a visible-light camera and an infrared thermal camera. These two are integrated into the virtual-reality system that provides the user with a picture of the outside world. Typically, the user has a blast shield down over their lightweight transparent visor, letting the cameras feed them their view and leaving their face well protected against incoming fire. The virtual reality system also allows for units to share video feeds between soldiers and vehicles, see markers (like "objective" and "target" and "yikes that's a big tank run away") in 3-D space, and generally be better informed than the enemy, since we've hacked our enemies' similar equipment into near-uselessness.
Obviously the computer system needs power, and so the armor suit includes an Illuin battery mounted into the backplate, capable of powering the computer system and providing power to the rest of the user's equipment when necessary.
"Warframe" Nanite musculature composite powered armor
Taking experience from our work in the cadacues and our other nanite works, The warframe is an interesting exploration of nanite technology. Lacking the normal internal workings of a powered armour suit, The Warframe is composed of a series of nanite "Muscles" Cords of entwined nanites and carbon Nanotubes, forming powerful silver musculature that sits underneath the suits ceramic and alloy plating, having been designed and specialised to improve the physical capabilities of our soldiers to superhuman levels.
Made up of hundreds of thousands of nanites, the warframes musculature mimics and improves upon the human form. Every strand of "Muscle" is designed to be capable of stretching, contracting and pulling in excess of what is possible with the human body creating a second musculature network. This nanite musculature is connected to the user's own muscules through medical nanites, Allowing it to move with the user without hyperflexion and ripping them apart.
The nanite muscles of the warframe allow the user to run faster, hit harder, lift more - all the while maintaining a stunning degree of flexibility.
When struck, The nanites in the musculature will automatically react, Stiffening and contracting. By Hardening under the impact, the nanites are capable of defusing physical impacts as well as making it more difficult for energy weapons to burn the user underneath.
Damaged nanites are consumed and replaced by a series of Nanite generators around the suit, Copied almost wholesale from the cadues. This allows the Warframe to sustain minor damage, before repairing its nanite musculature in preparation for more combat.
In order to power the suit and nanite fabricators, The Suit runs off a series of relatively small power generators, in combination with the illium system in order to minimize profile and maintain mobility.
The external plating of the Suit is... Minimal, Only slightly tougher than standard armour, but the hope of the researchers is that combined with the toughness of the Nanite musculature and the highly increased speed and mobility, the suit will be able to increase the survivability of our soldiers. After all, the best response to overwhelming firepower is to simply not be there when it hits.
'Hardcase' Integrated Combat Suit: (1) Madman
'Hardcase' Integrated Combat Suit: (2) Madman, DGR
'Hardcase' Integrated Combat Suit: (2) Madman, DGR
"Warframe" Nanite musculature composite powered armor: (1) Frostgiant
Remember that our soldiers are not really armored right now. Them getting shot by NC is solved by armor, them getting shot by the actually-armored TR is solved by armor, them getting hit by fragmentation from explosives is also solved by armor.The main thing a spawner fixes is our "weakness" to anti-vehicle weapons as noted in the batreps.
Armor leverages our medics' ability to heal anything that isn't immediately fatal by making fewer things immediately fatal, and it also means that soldiers everywhere are more capable, not just in the places we can get a mobile spawner to. Yes, a mobile spawnpoint is necessary, but that doesn't mean it's the best possible option right now.
'Hardcase' Integrated Combat Suit: (3) Madman, DGR, Happerry
"Warframe" Nanite musculature composite powered armor: (1) Frostgiant
Hades (1): Frostgiant
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack
Obviously, the Light Assaults are excellent soldiers. Or, at least competent enough trigger-pullers for our excellent shotguns. We're going to make them even better, by improving their class equipment. Specifically, we're going to use an Illuin power system integrated into the suit to allow the user to have a set of small jets stuck in their bracers (totally like the real-life jetpack that uses jet engines strapped to the forearms of the user, though probably lighter-weight because I think our jetpack tech is just better) for control. These small, less-power-hungry thrusters allow the user much better control and some additional thrust when necessary. The use of an Illuin system allows the user's other equipment to assist the jetpack, giving it some additional flight time in certain conditions. Most importantly, the present of the forearm thrusters allows the user to exercise great control over a descent without needing the large power draw of the main thruster, while the Illuin batteries allow the user to fall under the control of the small thrusters before switching to a suicide burn to touch down on the ground.
In other words, we're going to let Light Assaults jump out of aircraft and land without a parachute. They probably won't even need the medics that won't be jumping with them!
'Breathing Room' Overshield Generator
The Heavy Assault doesn't really fit with the VS' modus operandi of "being fast". This is unfortunate, but they are still necessary for those times when somebody needs to get hit really, really hard and keep walking after it's done. This revision to the Heavy Assault's Overshield generator builds on prior developments in shielding for various vehicles and the Heavy Assaults themselves, and optimizes the Heavy Assault's shield for durability and duration, while leveraging Illuin connections to make the recharge take a more-reasonable amount of time instead of a less-reasonable amount of time. Your definition of "reasonable" may vary, please see your Medic if you have problems with your overshield in combat. In short, the new system makes no attempt to improve the recharge rate, but improves the shield's ability to not get overwhelmed with incoming fire and makes it last longer once deployed.
Hades (1): Frostgiant
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack: (1) Madman
'Breathing Room' Overshield Generator: (1) Madman
Hades (1): Frostgiant
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (2) Madman, Happerry
Hades (1): Frostgiant
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (2) Madman, Happerry
Dragonfly Flight Harness(Revised): (1) Lightforger
Spire Precision Rifle: (1) Lightforger
The Flight Harness's problem is that a Light Assault will never realistically be both flying delicately/quickly (requiring the hand thrusters for control or additional thrust) AND using a weapon. Or, y'know, flying and using weapons period. To paraphrase Schlock Mercenary, "flying soldiers on the battlefield...are skeet". If you're stable enough to use a weapon and flying, you have zero cover, and this is a Bad Thingtm when enemies are trying to shoot you. The "suicide burn" is not controlled by a computer, it's controlled by the user, and doesn't technically meet the definition of one since you aren't aiming for a pinpoint perfect deceleration straight to landing...this jetpack is capable of letting the user just hover in place and so it's technically not a suicide burn.So why use the phase suicide burn in the first other then to tempt MoP? Further more with the thruster argument why use hand mounted thrusters then? Your just adding bulky objects to our CQC soldiers arms for a bit of extra maneuverability out of combat where it doesn't matter much. The dragonfly not only gives the users the option to panic fire if need be. It also opens up the ability to do things like plant
Hades (1): Frostgiant
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (3) Madman, Happerry, Lightforger
Dragonfly Flight Harness(Revised): (1) Lightforger
'Spectre' Sniper Rifle
Built from the Phantom, the Spectre is designed to be a more multirole weapon. The fundamental flaw of the Phantom at present is that it's very, very slow to fire again. This is largely due to the battery needing to recharge for every shot. We've replaced the stock with a stock-shaped Illuin battery optimized for recharge rate to offset this. However, we also don't need to hit every target with an anti-armor weapon. To this end, we have installed a switch on the side of the rifle, to toggle between a high-power rifle shot somewhat more powerful than the Monolith's own shots and the Phantom's typical high-power battery-draining shot style. The low-power shot allows for more light targets to be engaged, while retaining the ability to engage anything with overwhelming firepower when desired.
Of course, this is still usable only by Infiltrators.
'Snipe Hunt' VS Nanite Cloaking Device
Our specialty is, of course, mobile warfare. And how better to move on the battlefield than while literally invisible? So our basic cloaking device line does, of course, allow the user to move while using it. We can, of course, do better. So we did! The new Snipe Hunt model is capable of repeated "bursts" of cloaked time, draining the battery and supply of nanites partially each time, but allowing the user to repeatedly duck from cover to cover without needing to wait for the full recharge of the system. Of course, once you drain the system fully it does need to completely restock. But with Illuin batteries and improved nanite systems derived from the Caduceus and Hephaestian Repair Tool we are confident that recharge times can be better.
Hades (1): Frostgiant
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (2) Happerry, Lightforger
Dragonfly Flight Harness(Revised): (1) Lightforger
'Spectre' Sniper Rifle: (1) Madman
Hades (2): Frostgiant, Lightforger
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (1) Happerry
Dragonfly Flight Harness(Revised): (1) Lightforger
'Spectre' Sniper Rifle: (1) Madman
As for the hands-versus-waist argument; hands definitely give substantially better control over the flight but waist mounts do free up the hands. I contend that that is not super useful in flight (And that you can turn off the wrist rockets and go back to the backpack-only flight method if you need your hands free) and so I want the one that has been flight-proven IRL and gives you better flight characteristics.Adding weigh to our light assaults arms is going to make their CQC job harder even if it's fairly minor at the end of the day. Kinesthetic control(aka leaning in the direction you want to go) is is a proven way of control something in flight as noted by the Hiller VZ-1 Pawnee line of aircraft. Now of course the pawnee wasn't a useful aircraft as lugging around a motorcycles worth of weight for the ability to hover slight off the ground for a while or move at a sprint for a bit is a bad idea. Trying to fix these issue cause it to weigh even more at which point kinesthetic control became useless and people realized a two-seater helicopter was just a better idea(Unsurprising for 1955). Nonetheless kinesthetic control itself proved to be quite usable.
Hades (2): Frostgiant, Lightforger
Ouiji (0):
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (1) Happerry
Dragonfly Flight Harness(Revised): (1) Lightforger
'Spectre' Sniper Rifle: (2) Madman, Frostgiant
Hades (1): Frostgiant
Ouiji (0):
'HOTAS' Light Assault Jump Pack: (3) Madman, Happerry, Lightforger
'Breathing Room' Overshield Generator: (1) Happerry
'Spectre' Sniper Rifle: (3) Madman, Frostgiant, Lightforger
Change the Infiltrator's primary weapon to the 'Spectre' Sniper Rifle : (1) Happerry
Change the Light Assault's Class Defining Equipment to the 'HOTAS' Light Assault Jump Pack : (1) Happerry
Change the Infiltrator's primary weapon to the 'Spectre' Sniper Rifle : (2) Happerry, Madman
Change the Light Assault's Class Defining Equipment to the 'HOTAS' Light Assault Jump Pack : (2) Happerry, Madman
Change the Infiltrator's primary weapon to the 'Spectre' Sniper Rifle : (3) Happerry, Madman, Frostgiant
Change the Light Assault's Class Defining Equipment to the 'HOTAS' Light Assault Jump Pack : (3) Happerry, Madman, Frostgiant
Change the Infiltrator's primary weapon to the 'Spectre' Sniper Rifle : (4) Happerry, Madman, Frostgiant, Lightforger
Change the Light Assault's Class Defining Equipment to the 'HOTAS' Light Assault Jump Pack : (4) Happerry, Madman, Frostgiant, Lightforger
RainDancer artillery Buggy
The raindancer is created from a Desert rat, similar to many other vehicles in the VS arsenal. replacing the infantry compartment to similar fabrication tools to the Near failed Desert shrew, The Raindancer is designed to be fully automated, Producing its own ammunition while on the move while coordinating with Nearby raindancers and operators to deliver continuous, devastating barrages forcing enemies to either take cover or be burnt to a crisp in plasma fire.
Featuring a crew of 3, including the driver and Spotter located in the front along with the gunner located in the roof-mounted howitzer The raindancer will, Once a target has been chosen move to a suitable location, Deploy stabalizers, DUmp as many shells on target as possible and then procede to Reposition itself as fast as its Desert rat derived buggy chasssis will carry it.
All in all, Not so special aside from the internal fabricator. The special part of the raindancer comes in its projectile. Formed from a Dual-layered Hardlight shield, The internal Generator will protect itself from the payload and contain the payload all at the same time. In this case, the payload is highly pressurized, superheated plasma.
Upon contact with structures or the ground, The Harldight shielding holding the plasma as a Highly pressurized, coherent mass will shatter, sending an alarm through the Generator and triggering a rapid cascade of self-destruction. All said and down this will create a Blanket of Highly pressurized plasma, Burning anything that is sufficiently protected to nothing more than ash. AS the additional "Shells" Rain down from both the original Raindancer and any coordinating raindancers, It will ensure that the soldier deployed to that location will either be nothing more than ash or Hunkered down so tight that it gives our own soldiers free reign.
Space Gavin/Armored Clown Car (definitely not final name)
We've lacked both an APC and a mobile spawnpoint setup for quite awhile now, and we're going to rectify both. Actually we're going to fix one and let the other one be kinda-sorta fixed as a helpful benefit of fixing the first one.
The [insert non-placeholder name here] is a full-tracked sort-of APC, an armored box capable of resisting weapons slightly more powerful than our sniper rifles and just about small enough to avoid the rest. The armor is layered in the same fashion as the Rampage, with a reflective outer layer covering ablative composite armor beneath. It is propelled along by its tracks at the same speed as the Rampage, though its only weapons are a remote-controlled Spotlight turret bolted to the roof and a Huscarl missile box. It is relatively low-lying for an APC, and carries only three crew: A driver and gunner up front, and a technician or Engineer operating the respawn equipment in back. Its reactor is of course linked in to the Illuin system like everything else we own.
The important bit of the vehicle, however, is the mobile respawn point. It contains the hardware necessary to generate new bodies for Victory Services soldiers who get themselves killed. A nanite reserve for a squad's worth of guys and a nanite generator allow the not-APC to keep a squad or two going assuming they don't all welp themselves into an enemy position all at once, as the nanite generator prioritizes space efficiency over raw speed, hence the squad-respawn-sized reserve. Respawned soldiers exit through a door-like hatch at the back of the vehicle, which does not in any way result in the vehicle looking like a clown car during extended operations.
Linebacker Mobile Respawn Vehicle
We've lacked both an APC and a mobile spawnpoint setup for quite awhile now, and we're going to rectify both. Actually we're going to fix one and let the other one be kinda-sorta fixed as a helpful benefit of fixing the first one.
The Linebacker is a full-tracked sort-of APC, an armored box with all sides being capable of resisting weapons slightly more powerful than our sniper rifles and just about small enough to avoid the rest. The armor is layered in the same fashion as the Rampage, with a reflective outer layer covering ablative composite armor beneath. The driver and gunner sit in the front of the vehicle underneath the sloped upper glacis. They enter and exit through hatches above their seats. There is one other crewman in the back who uses the main hatch that the respawned soldiers use, and his only job is to keep the reactor and respawner running. Whether he's an Engineer or not is dependent on the availability of spare Engineers. The sides and top of the vehicle are simple flat surfaces, with the tracks covered by a lightly armored skirt, and the rear contains the main door as mentioned.
It is propelled along by its tracks slightly faster than the Rampage, though its only weapons are a remote-controlled Spotlight turret bolted to the roof and a Huscarl missile box. It is relatively low-lying for an APC or not-quite-APC, and carries only three crew: It is sized to be the right size to carry a squad of nine troops were it actually a proper APC, with extra space not taken up by the respawn system instead taken up by the oversized reactor, which is connected to the Illuin network.
The important bit of the vehicle, however, is the mobile respawn point. It contains the hardware necessary to generate new bodies for Victory Services soldiers who get themselves killed. The nanite generator and reactor fill the back of the vehicle, which is the correct size to be an actual APC carrying a squad of nine guys with minimal elbow room. The nanite generator is engineered to run fast enough to maintain one squad continuously through the sort of pitched combat we've already seen. Respawned soldiers exit through a door-like hatch at the back of the vehicle, which does not in any way result in the vehicle looking like a clown car during extended operations.
Huscarl AVRAAM Upgrade
The Huscarl's a pretty good missile but it could use some more advantages to help our suffering jet fighters. To do that, we're going to duplicate its existing engine section and make it into an optional in-line first stage booster that is discarded after it runs out of fuel and/or energy. This new 2-stage Huscarl has substantially improved range over the single-stage variant, and so provides fighters with a long-ranged missile option to keep the enemies at arm's length. The other improvement we're going to make is to the seeker heads of all Huscarls, refining the sensors to work at the new longer range and giving it a wider cone of "vision" so that it's much harder to evade and can be fired at targets further from the aircraft's heading in close fights.
Linebacker Mobile respawn Vehicle (1): Frostgiant
Silverwing Peregrine Revision package
With the enemy now having Meaningful competition for the peregrine, and in fact eclipsing it in some ways, It has become important for the Peregrine to take a new form in order to better combat its new competition. AS PTSD and harrowing many of the design staff find the concept of returning to aero-space work so soon Needs must when the devil, and our investors, Drive.
The silver wing gains its name from the increased profile, Expanded in order to fit larger engines to once more reclaim the speed dominance that it once possed as well as increase it mission load of Huskarls and similar munitions, allowing it to bring more munitions to bear on the heavily armoured TR craft or Waste munitions on possible false positives such as those created by the NC new cloaking system.
In order to fully maintain its aero dynamic profile, The addition of what has quickly become a vs signature have been planned.
Using a series of form-fitting hard light Plates and generators, The Silverwing creates its own armouring from Hardlight. The advantages are obvious, but in truth, Come mostly from the ability to form a perfectly aerodynamic shell without increasing weight to compensate for its new bulk.
During combat, When the order to fire is given, a small section of the hardlight is shut off directly in front of the firing weapon, creating gaps in the armour momentarily and allowing the weapon to pass through without slamming into the silverwings on Hardlight armour While preventing the need to fully shut off the armour around the entire plane.
The end goal of the Silverwing is an increase of speed due to bigger engines, An increase in the number of Missles it can bring to combat and the addition of minor hard light armour, providing some protection from glancing hits while maintaining its aerodynamic and light profile.
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