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Author Topic: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)  (Read 16487 times)

Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
« Reply #120 on: August 03, 2019, 11:47:45 pm »

Quote
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.

Quote
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.

Quote
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.


Quote from: Votebox
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)
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
« Reply #121 on: August 04, 2019, 12:04:50 am »

Redbeards Rough Regimented Riders(R4's)
Equipment: Desert Rat and tormentors
Methods of Engagement: The R4's are masters of Shock and awe, Sometimes bearing more similarities to a biker gang than a military outfit due to the breakneck pace they set to their offensives and the debris left in their wake. Fast and Horrifily aggressive, the R4's can will pummel the enemy like a drum, attacking up and down the front with little to no rest in between offensives. Sometimes the number of engagements the R4's will participate in can number up into the hundreds in only a single day facilitated by there high speed.

Fluff: Founded by the titular Redbeard brothers 30 years ago, The R4's have always been a group of high-speed specialists, serving from rim planet to rim planet as successful mercs. After 25 years of successful merc work, the Redbeard brothers symbol (A skull with a Redbeard wearing an Ancient aviators cap) was relatively famous among the periphery worlds. As such victory services offered the R4's a contract, in return for working exclusively for the company for the foreseeable future, they are given high-grade pay and access to the vehicles in the Victory services arsenal. The tormentor and Desert rat have come to be the bulk of the R4's vehicles due to the compatability with there own need for speed and battle doctrine.
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
« Reply #122 on: August 13, 2019, 05:40:03 pm »

Quote from: Votebox
Designs:
Peregrine Air Superiority Fighter: (2) Madman, Happerry
Illuin Proprietary High-Density Power Supplies: (1) Madman
Automatic Ballistic Bombardment Attack Cannon: (1) Happerry

Outfits:
1-4-1 Vanguard: (2) Madman, Happerry
DNDC Alpha 4-9: (0)

Gonna vote for Arty as well as a proper plane.
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dgr11897

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
« Reply #123 on: August 15, 2019, 12:26:18 am »

Falcon MAV
The Falcon is a Multirole Attack Vtol, designed to provide heavy fire support. Its designed with a minimal profile from all sides, looking like a helicopter without the rotor.  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. It's armaments are a single bane turret under the nose, providing anti infantry and light vehicle countering fire, and two side mounted illuminator turrets, capable of decimating vehicles and enemy positions.
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 and lay down suppresive fire before withdrawing.
The Falcon is designed in response to our lack of close air support, 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.
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
« Reply #124 on: August 17, 2019, 10:45:00 pm »

Quote
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.

I would prefer the Illuin system, I really would. I want to make our forces distinct, now, give us an all-around edge that speaks to our particular design choices. But if we can't have that, we can certainly do a little bit of everything---shooting down aircraft, blowing up tanks, busting bunkers, and levelling city blocks.
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Happerry

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« Last Edit: August 18, 2019, 07:46:18 pm by Happerry »
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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
« Reply #126 on: August 30, 2019, 02:49:47 pm »

Prewar 5 Design Phase


Proposal: Peregrine Air Superiority Fighter
Difficulty: Very Hard
Results: (2+2) (2+2)-2=2, Utter Failure

The Peregrine is definitely something to keep an eye on, but our engineering and development teams just couldn't come together to make something that would actually fly. Upgrading our current turret tracking systems to keep up with the proposed speed of the Peregrine proved to be a very slight hiccup that ate up more time that it should have, and was exacerbated by in-house development of an augmented reality visor connected to a series of cameras meant to be positioned around the hull. Unfamiliarity with both aircraft design and vehicle-level stealth systems/capabilities also added somewhat to the complications of development. All that said, we're still shocked by the development team dropping the ball here. Their failures have resulted in a number of forced retirements with reduced severance packages, and replacements have already been brought in for the next development cycle. Some day we'll have employees of the caliber we expect.


Proposal: Illuin Proprietary High-Density Power Supplies
Difficulty: Hard
Results: (2+1) (6+5)-1=10, Superior

The Illuin PHDPS is certainly a good idea, and in practice turned out to work better than expected. Power Packs used in our energy-based weapon systems used to rely on internal self-charging mechanisms in order to provide power to the weapon. By creating what amounts to a short-range wireless communications network between power packs the energy held within one can be used to send a signal towards a battery set to receive. Receiving batteries are energized by the incoming signal, boosting recharge rates by nearly double as well as increasing the amount of power that can be accessed by a single weapon. This results in our weapons achieving higher rates of fire while also improving their ability to maintain said fire. This affects all ground-based weaponry, including those used as turrets or mounted on vehicles.

A small screen visible to the soldier clearly identifies how many packs are actively sharing their power with them, and includes easily read icons that denote how much charge the feeding systems have left. A simple small dial sets the packs to Send, Receive, or Off so that weapons that are not meant to receive extra power will not add additional drain to the supplying pack. Sending systems can actively select which connected Receiving systems they feed into.

A Signal Booster, resembling a tripod with an antenna, boost the signal (what a surprise) of Illuin packs within it's 250m radius, allowing any weapon within that range to send and receive freely. An indicator on the display for the soldiers lets them know if they're in range of a booster, and soldiers can connect or disconnect to boosters at will. If a system is in range of multiple signal boosters they are free to designate which network they connect to.

While the battery packs themselves are replacing our current batteries at no extra cost, the Illuin Signal Booster is an (EXPENSIVE) piece of equipment usable by anyone, and as it is somewhat unwieldy it takes up Two Auxiliary Slots.


----------------


As you move into you final Revision Phase you will have a total of Two(2) Revisions to utilize. They will be granted a reroll each in the same way the Design Phase was treated. You must also decide on your Outfits and Loadouts by the end of the turn! This turn will introduce the strategy phase, but only for finalizing the Outfit and Loadout votes, so keep that in mind.

GM NOTE: I've altered the name of the Einherjar after noticing quite the unfortunate acronym for it's designation. It is now a Rapid Attack Gunship.

Spoiler: VS Armory (click to show/hide)
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
« Reply #127 on: August 30, 2019, 05:58:43 pm »

Here's my suggestion for a future revision.

Unfolding Illuin Signal Booster
This upgrade for the Illuin Signal Booster is meant to do three things. Lighten it by use of better structural design (hollow legs, stripping of unneeded material, and so on), allow it to be compacted into a smaller, more easily transportable state (Thus the 'Unfolding' part of this project's name), and lastly it is to include a software update that allows nearby Signal Boosters to network with each other instead of having multiple networks in an area, thus allowing for increased efficiency.
TLDR: Reduce slots used to only using one slot, and allow them to network with each other instead having soldiers need to choose between multiple networks.
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dgr11897

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
« Reply #128 on: August 31, 2019, 06:47:56 pm »

Iluin mega booster
A massive immobile version of the illuin signal booster, designed to be installed in captured bases, typically linked to a large power source, acting as a central node for all illuin signal boosters in a 5 KM radius, and all illuin using units in a 1 KM radius of where it's installed. Can also link to other illuin mega boosters to create massive networks, with suitably massive effects on the battle. This allows for networked power distribution across a massive area, though the network becomes less effective the more mega boosters are linked up to a single net, due to distribution difficulties.
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
« Reply #129 on: August 31, 2019, 08:27:30 pm »

Desert Pack Rat- Signal Booster equpted Desert rat.
The Desert Pack Rat is a rather simple variant but is determined to be useful and effective all the same. By removing all of the seats with the exeption of the Turret operator, the driver and the passenger the desert rat opens up a large amount of space. The Pack Rat takes advantage of this space by mounting a signal booster and filling the now empty space with an array of weapon batteries.
This allows the Desert packrat to serve as a signal boosting node for any vehicle strike force and providing a large font of battery power for surrounding vehicles and soldiers to tap into, sustaining fire for an amount of time close to indefinite for smaller groups, and extending the enduranceof more heavily armed groups by a solid amount.

This should be a pretty easy design, but I think it would be worth it and it minimises the chance of a bad roll fucking it over.

EDIT: Loadouts

HealingEZNCHEAP
-Primary: Monolith Laser rifle
-Secondary:
-Class-defining equipment:Caduceus Medical Applicator
-Aux:
-Aux:
-Aux:
Estimated cost: Cheap

Practical Problems
-Primary: Monolith Laser rifle
-Secondary:
-Class-define equipment: Repair tool
Aux Illuminator Turret
Aux: Signal booster
Aux: Signal booster

Heavy Weapons Guy
Primary-Bane
Secondary-Bane
Class-defining equipment- Basic overshield
Aux-Basic overshield secondary core
Aux-
Aux-

Jumping around
Primary-Monolith
Secondary-Naufragium Shotpistol
Class-Basic Jump pack
Aux-Nanite Deconstruction
Aux-
aux-
« Last Edit: September 01, 2019, 09:39:00 am by frostgiant »
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
« Reply #130 on: September 02, 2019, 04:24:01 pm »

Quote
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.

Quote
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.
« Last Edit: September 02, 2019, 08:45:53 pm by Madman198237 »
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
« Reply #131 on: September 05, 2019, 11:25:59 pm »

Quote
(1) Hephaestian Repair Device : Happerry
(1) Razer Personal Hardlight Projector : Happerry
No new plans and it's been long enough, so here's a box-o-votes.
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
« Reply #132 on: September 06, 2019, 08:02:31 am »

Quote
(2) Hephaestian Repair Device : Happerry, Madman
(2) Razer Personal Hardlight Projector : Happerry, Madman
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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Prewar 5 Strategy Phase)
« Reply #133 on: January 12, 2020, 06:12:38 pm »

Prewar 5 Revision Phase


Proposal: Hephaestian Repair Device
Difficulty: Very Hard
Results: (5+1) (5+3)-2=6, Average

The HPD isn't too bad. Utilizing some knowledge we gleaned from the Caduceus we were able to engineer a model designed for repairing metal as opposed to flesh. It wasn't the simplest of tasks, but it works.

The Hephaestian, as with the Caduceus, is housed in the bracers of the Engineer's body armor and emits repair nanites through nozzles. The device doesn't overheat as quickly as a standard Repair Tool, and is capable of patching significant damage over time at a rate not too much better than the original.

It's not an overly impressive piece of equipment, but it's definitely got more fans than the basic Repair Tool, meaning it sees use at an (EXPENSIVE) level and makes the Basic Repair Tool [OBSOLETE].


Proposal: Razer Personal Hardlight Projector
Difficulty: Normal
Results: (6+1) (5+4)=9, Above Average

While we confused our engineers by completely renaming a product we simply wanted them to improve, made worse by the disgusting use of "Raze"r, and even worse so as a personal hardlight projector sounds like it'd be a shield, it's still not that bad of a weapon. We fired the personnel responsible for the name, though. Through an airlock. At a nearby star. Not the closest one, though.

The Razer, unlike it's predecessor, requires a charging delay only once, and will continually maintain a charge for a more natural semi-automatic feel when firing. This does mean that the weapon constantly hums until it's safety is activated. The hardlight fragments used as munitions are forged within the weapon with higher energy yields and are concentrated into fewer shards, slightly improving armor-piercing ability and greatly increasing damage to flesh and bone. Let's just say the simulations were not safe for public viewing, but will definitely go over well as part of a sales pitch.

The Razer enhancements to the Naufragium make it quite the viable sidearm, and while it is technologically demanding, it's construction is simple enough to be mass produced. Troop confidence in the weapon is fairly high, making the Razer (CHEAP). Since it's technically the same weapon, the Razer will replace the Naufragium in our Armory List.


----------------


The battle for the government contract is about to begin. Before our troops are deployed to their first mystery battlefield we still have a couple things to decide:

We need to finalize our specialized Outfit as outlined in a large number of places.
We also need to decide on the Loadouts for our Certified soldiers for this turn. Loadouts can be adjusted each strategy phase.


IT IS NOW THE STRATEGY PHASE.

Spoiler: VS Armory (click to show/hide)
« Last Edit: January 24, 2020, 05:18:39 pm by Man of Paper »
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Strategy Phase)
« Reply #134 on: January 12, 2020, 07:04:11 pm »

So, for loadouts, here's what I'm thinking.

Infiltrator
Primary Weapon: Phantom Anti-Opposition Rifle
Secondary Weapon: "Razer" ShotPistol
Class-Defining Equipment: Basic VS Nanite Cloaking System
Auxiliary Slots (3x): Nanite Deconstruction System, Empty, Empty

Not a lot of options here, and as soon as we get new, more useful for a sniper, gear we'll probably want to change it, but for now the sniper rifle, two empty slots for lack of good things to fill them with, our pesudo grenade, and the pistol will work. We could give them triple Nanite Deconstruction Systems and hope they can sneak in and use them all, but I don't think our Cloaking and stealth is enough to pull that off.

Light Assault
Primary Weapon: Monolith Laser Rifle
Secondary Weapon: "Razer" ShotPistol
Class-Defining Equipment: Basic Jump Pack
Auxiliary Slots (3x): Empty, Empty, Empty

Again, not much options. No proper grenades so might as well take the Nanite System, three empty slots because MoP said that that would give more of them then even putting cheap parts in, and until we either make a new thing or actually fix the Spark the Monolith is the only real weapon option. Also the pistol, because it's our only pistol.

Heavy Assault
Primary Weapon: Scourge Rapidfire Energy System
Secondary Weapon: "Razer" ShotPistol
Class-Defining Equipment: Basic Overshield Generator
Auxiliary Slots (3x): Basic Overshield Generator - Secondary Power Core, Basic Overshield Generator - Secondary Power Core, Empty

Since we have the extra shielding part, we might as well use that. I added a second one for even more shielding. We could add a third slot, but that's likely overkill? I took the Scourge over the Bane because the Bane is still 50% a hot mess.

Combat Medic
Primary Weapon: Monolith Laser Rifle
Secondary Weapon: "Razer" ShotPistol
Class-Defining Equipment: Caduceus Medical Applicator
Auxiliary Slots (3x): Empty, Empty, Empty

Again, limited options here. The rifle they can use, the pistol they can use, and three empty utility slots to maximize medic numbers because we got a really good medic part so hopefully have better medics then anyone else. At least we have shiny good healing here.

Engineer
Primary Weapon: Monolith Laser Rifle
Secondary Weapon: "Razer" ShotPistol
Class-Defining Equipment: Hephaestian Repair Tool
Auxiliary Slots (3x): Illuminator Anti-Armor Laser Turret, Empty, Empty

There's really not a lot of options with what we currently have for the engineer. The Monolith and Razor are literally the only weapons we can give them, and same for the Repair Tool. For Auxiliary, we 100% want the Illuminator as it is our only real anti-vehicle weapon besides the Phantom, which is kinda an anti-material rifle? But more a sniper rifle. And then two empty slots.

Operator
Primary Weapon: Monolith Laser Rifle
Secondary Weapon: "Razer" ShotPistol
Class-Defining Equipment: Basic Siren Comms Unit
Auxiliary Slots (3x): Empty, Illuin Signal Booster (Takes two Slots)

As for everyone else, same for the Operator. The only gun they can use, the pistol because ditto and at least it gives them some close range coverage, and an empty slot for lack of good things to put in them, and the signal booster on them instead of the engineer to spread out the expensive stuff and it's still kinda in theme for them anyway.

MoP did say that Empty Slots were better then even cheap gear for getting more troops out, so I edited out most of the Nanite Systems.
« Last Edit: January 13, 2020, 08:48:36 pm by Happerry »
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