X-COM/XSDF RP THINK TANK (part3)

DarkGemini24601

Well-Known Member
If anyone had any Cybernetic ideas they could share, but I feel myself and Marine have a rather clever set of ideas going for us.

Cybernetic Enhancements:

Nervous System Implants

OCCIPITAL LOBE can have one of the following:

(Unresearched Cybernetic Enhancement)*

FRONTAL LOBE can have two of the following:

Reaction Time Overclocker - Increases reaction times for quicker response to threats. +1 PER
(Unresearched Cybernetic Enhancement)*

PARIETAL LOBE can have two of the following:

Logic Module - Expands logic capacity of the brain with a computerized addition. +2 INT
Spatial Enhancer – Expands spatial reasoning, making maneuvers in 3D feel more natural. A must-have for anyone involved in space combat.

CEREBELLUM can have one of the following:

Manipulation Receptor - Allows for the attachment of two extra limbs without putting stress on the brain.

SPINE can have two of the following:

(Unresearched Cybernetic Enhancement)*
(Unresearched Cybernetic Enhancement)*
(Unresearched Cybernetic Enhancement)*


Mechanical Limbs
Synthetics (A cybernetic limb with artificial skin covering the metal components. Meant to emulate a normal appendage, not so useful for battle.)
Eye - A synthetic eye.
Arm - A synthetic arm.
Leg - A synthetic leg.

Prosthetics (Tier One: Basic prosthetic body parts that are slightly better than their organic counterparts.)
T1 Arm - A prosthetic arm. +1 strength per limb
T1 Leg - A prosthetic leg. +1 dexterity per limb
T1 Eye - An artificial eye with better sight capabilities. +1 perception per eye

Cybernetics (Tier Two: Advanced cybernetic body parts that are significantly more effective than their organic counterparts.)
T2 Arm - A cybernetic arm with enhanced strength. +2 strength per limb
T2 Leg - A cybernetic leg with enhanced mobility. +2 dexterity per limb
T2 Eye - A cybernetic eye with enhanced vision. +2 perception per eye.

Autonetics (Tier Three: Unresearched)

Cyborg Body Note 1: A T1 limb gives +0.5 CON, a T2 +1 CON, a T3 +1.5. Eyes don’t give extra constitution, but being ‘fully mechanized’ (AKA a MEC Trooper or having all four limbs be mechanical) garners a +1 CON for T1, +2 for T2, and +3 for T3. If the levels are mixed round down to the lowest tier’s bonus.

Cyborg Body Note 2: T1 bodies are like “light” armor, T2 like “medium” armor, and T3 like “heavy” armor.

Attachments

Can attach two of the following, one for each arm:

-Single-Use Med-spray, Single-Use Stim Injector, Single-Use Battle Scanner Launcher, Single-Use Mimic Beacon Launcher, Combat Knife Protrusion, Pistol Protrusion (regular pistol ONLY), Arc Thrower (single-use, but a backup power source would give it an additional charge or two)

Can attach two of the following, one for each leg:

- (Unresearched Capabilities)

Can attach two of the following, one for each arm:

- (Unresearched Capabilities)

Redundancies

(Unresearched)
 

DarkGemini24601

Well-Known Member
Added two more Google Doc links in my signature to the Memorial Wall and the Einherjar's Research Archives. Remember the fallen and check the progress of our tech progression if the urge strikes you.
 

DarkGemini24601

Well-Known Member
Let's see... fluff about different manufacturers is nice, highlights that EE doesn't have a monopoly. (Sony making Synthetic Eyes made me chortle a little, thank you)

Arm

Combat Blade = Knife Protrusion
Combat Claws = What Al Has
Arm Pistol - It can be any type of pistol. There's literally no reason to use a ballistic pistol against the enemies we're fighting, they do next to no damage.
Rifled Armgun - Equivalent to a Carbine, I would imagine. [Filed Away For Later Invention]
Taser - Arc Thrower is better.
Battler Scanner = No changes.
Equipment Launcher - We'll see. I'm not sure we can fit a grenade launcher-type attachment onto an arm. That might be more of a full body attachment. [Filed Away For Later Invention]
Auto-Injector = The streamlined version of the two single-use medkit/combat stim items. Makes sense.
Medical Sprayer = For use on other people. Possibly will split as you've suggested.
Telescoping Arm = This is less of an attachment and more of a new arm entirely. Reminds me of something I saw a transformer do once, I like that. [Filed Away For Later Invention]
Personal Shield - Needs a new name lest it be confused with energy shielding. [Filed Away For Later Invention]
Storage Space = Definitely an upgrade later. [Filed Away For Later Invention]

Leg

Heel Blade = Sure. [Filed Away For Later Invention]
Fog Machine = Interesting. [Filed Away For Later Invention]
Rocket Booster - Jetboots will do this, and that's an all-armor upgrade we'll get later on. [Filed Away For Later Invention]
Horizontal Hydraulic System - Huh... I rather like this. Extra mobility. [Filed Away For Later Invention]
Pressurized Hydraulic System - Muscle Fiber Density for cyborgs. Thank you for making this for me, I was trying to find a rationalization for it. [Filed Away For Later Invention]
Telescoping Legs - Again, special model. [Filed Away For Later Invention]
Scorpion Tail - Great minds think alike. This isn't a leg attachment, but you maaaaaay have given me a name for a concept Marine also came up with.
Contortion Joints - Upgrade for the HHS. Can be a third invention in the tech involving the Telescoping limbs. [Filed Away For Later Invention]
Storage Space = Same verdict as for the arms. [Filed Away For Later Invention]

Eye

Ocular Flashlight = Sure. [Filed Away For Later Invention]
Ocular Designator = Sure. [Filed Away For Later Invention]
Internal Spyglass = Something that T2 and T3 will likely have passively, but I'll make sure to give it a note in my files when I update after getting home.
Digital Camera = Sure. [Filed Away For Later Invention]
Omnivision Augmentation = Something I had planned as well. Though maybe not all together, maybe you have to pick 2/3 so it doesn't Donald Trump gene mods. [Filed Away For Later Invention]
Local Screens and Blinders - Sure. [Filed Away For Later Invention]


I will make sure to file some of this away and make some small changes to the cybernetics page. Thank you for your continued assistance in squaring away whatever I couldn't come up with myself.
 

PrismaCube

Well-Known Member
Just a quick heads up for everybody, next Monday I will be quite busy for an entire week, so expect me to be less around, @Black0ut sorry that you can't privately like more of my post for a week xD
To the rest I will still do my best in order to post as much anime and off-topic stuff to discuss when it does not interfere with the RP.

To @MarineAvenger I will still have the time on Sunday for the SW so no worries. I Might also have time on Saturday, might!
To @MarineAvenger and @DarkGemini24601 I will delay the art for a week or two in order to focus on the other stuff at the moment I hope you guys can wait a little longer ^^

It is nothing important I'm doing just a lot of work, from Monday to Friday I have to focus on getting learning. From Friday to Sunday I will be moving again.
 

DarkGemini24601

Well-Known Member
Just a quick heads up for everybody, next Monday I will be quite busy for an entire week, so expect me to be less around, @Black0ut sorry that you can't privately like more of my post for a week xD
To the rest I will still do my best in order to post as much anime and off-topic stuff to discuss when it does not interfere with the RP.

To @MarineAvenger I will still have the time on Sunday for the SW so no worries. I Might also have time on Saturday, might!
To @MarineAvenger and @DarkGemini24601 I will delay the art for a week or two in order to focus on the other stuff at the moment I hope you guys can wait a little longer ^^

It is nothing important I'm doing just a lot of work, from Monday to Friday I have to focus on getting learning. From Friday to Sunday I will be moving again.
Ah, so RoD ISN'T dead then! ^_^

And I can wait, though now I'm curious as to what is being drawn for Marine.
 

Adrammalech

Well-Known Member
Let's see... fluff about different manufacturers is nice, highlights that EE doesn't have a monopoly. (Sony making Synthetic Eyes made me chortle a little, thank you)

Arm

Combat Blade = Knife Protrusion
Combat Claws = What Al Has
Arm Pistol - It can be any type of pistol. There's literally no reason to use a ballistic pistol against the enemies we're fighting, they do next to no damage.
Rifled Armgun - Equivalent to a Carbine, I would imagine. [Filed Away For Later Invention]
Taser - Arc Thrower is better.
Battler Scanner = No changes.
Equipment Launcher - We'll see. I'm not sure we can fit a grenade launcher-type attachment onto an arm. That might be more of a full body attachment. [Filed Away For Later Invention]
Auto-Injector = The streamlined version of the two single-use medkit/combat stim items. Makes sense.
Medical Sprayer = For use on other people. Possibly will split as you've suggested.
Telescoping Arm = This is less of an attachment and more of a new arm entirely. Reminds me of something I saw a transformer do once, I like that. [Filed Away For Later Invention]
Personal Shield - Needs a new name lest it be confused with energy shielding. [Filed Away For Later Invention]
Storage Space = Definitely an upgrade later. [Filed Away For Later Invention]

Leg

Heel Blade = Sure. [Filed Away For Later Invention]
Fog Machine = Interesting. [Filed Away For Later Invention]
Rocket Booster - Jetboots will do this, and that's an all-armor upgrade we'll get later on. [Filed Away For Later Invention]
Horizontal Hydraulic System - Huh... I rather like this. Extra mobility. [Filed Away For Later Invention]
Pressurized Hydraulic System - Muscle Fiber Density for cyborgs. Thank you for making this for me, I was trying to find a rationalization for it. [Filed Away For Later Invention]
Telescoping Legs - Again, special model. [Filed Away For Later Invention]
Scorpion Tail - Great minds think alike. This isn't a leg attachment, but you maaaaaay have given me a name for a concept Marine also came up with.
Contortion Joints - Upgrade for the HHS. Can be a third invention in the tech involving the Telescoping limbs. [Filed Away For Later Invention]
Storage Space = Same verdict as for the arms. [Filed Away For Later Invention]

Eye

Ocular Flashlight = Sure. [Filed Away For Later Invention]
Ocular Designator = Sure. [Filed Away For Later Invention]
Internal Spyglass = Something that T2 and T3 will likely have passively, but I'll make sure to give it a note in my files when I update after getting home.
Digital Camera = Sure. [Filed Away For Later Invention]
Omnivision Augmentation = Something I had planned as well. Though maybe not all together, maybe you have to pick 2/3 so it doesn't Donald Trump gene mods. [Filed Away For Later Invention]
Local Screens and Blinders - Sure. [Filed Away For Later Invention]


I will make sure to file some of this away and make some small changes to the cybernetics page. Thank you for your continued assistance in squaring away whatever I couldn't come up with myself.

No problem. You can make the gun anything you want, when you said "regular pistol" I thought it meant conventional bullets.
 

DarkGemini24601

Well-Known Member
=================================================================================================================================================================
We interrupt your regularly scheduled Starship Compendium for this bulletin on XSDF Soldier Gear. Note that it is subject to change as time goes on and more technology is researched. This will be linked for each mission, as it is too long to put in the overviews without going over the character limit. Thank you for your understanding.
=================================================================================================================================================================

Gear: Players' characters' will be equipped with the following supplies:

- Primary Weapon: (Plasma Weapons. Pulse or Gauss if there aren't enough for all deployed forces.) Some primary weapons are class-specific.
  1. SMG (All Classes) 4 Plasma
  2. Carbine (All Classes) 4 Plasma
  3. Rifle (All Classes) 8 Plasma
  4. Heavy Rifle (Not for Snipers, Gunners, or Shadow Operatives) 4 Plasma
  5. Marksman Rifle (Scout, Sniper, Shadow Operative, Paratrooper) 3 Plasma
  6. Sniper Rifle (Sniper and Shadow Operative) 2 Plasma
  7. Shotgun (Scouts, Assaults, Infantries, Engineers, Medics, Destroyers, and Paratroopers) 3 Plasma
  8. SAW (Gunners, Heavies, Destroyers, Paratroopers) 3 Plasma
  9. LMG (Gunners, Heavies, Destroyers) 2 Plasma
  10. MEC Weapons (MEC Troopers) 1 Plasma
  11. - 1 Superheavy Plasma
(Gauss Recoilless Rocket Launchers available for Rocketeers, Heavies, and Destroyers)

- Secondary Weapon: (Gauss or Pulse for normal operatives, Plasma for officers only)
  1. Pistol - 8 Plasma
  2. Heavy Pistol - 4 Plasma
  3. Truncated Shotgun - 3 Plasma
- Armor: Because of limited supplies, some armors are only available to specific classes.
  1. Banshee Armor (All Classes)
  2. Corsair Armor (All Classes)
  3. Aegis Armor (All Classes)
  4. Titan Armor (Limited to Scouts, Infantries, Assaults, Supports, Gunners, Heavies, and Destroyers for now) 6 per mission
  5. Cleric Armor (All Classes)
  6. Seraph Armor (Limited to Scouts, Snipers, Medics, Supports, Engineers, Rocketeers, and Paratroopers for now) 6 per mission
  7. Archangel Armor (Limited to Scouts, Rocketeers, Heavies and Paratroopers for now) 3 per mission
  8. Shadow Armor (Limited to Scouts, Snipers, Assaults, and Shadow Operatives for now) 3 per mission
  9. Nova Armor (Limited to a designated psion for now, potentially an officer and a Sniper, Scout, or Paratrooper) 1 per mission
  10. Aurora Armor (Limited to a designated psion for now, potentially an officer and likely a Support, Medic, or Engineer) 1 per mission
  11. MEC Trooper Armor (MEC-1, MEC-2, MEC-3, MEC-4, MEC-5, MEC-6, and MEC-7 armors available for use; one of each)
- Equipment: (Some items are class specific.)

One (1) of the following weapon attachments:

Weapon Upgrades - Extended Clip, Alloy Sharpener, Pulse Optics, Plasma Stellarator, Illuminator Gunsight (1 per mission)

One (1) of the following armor attachments:

Protective Devices - Alloy Plating, Reinforced Plating, Chitin Plating, Chameleon Suit (Scouts, Shadow Operatives, and Paratroopers)

One (1) of the following helmet attachments:

Protective Devices 2 - Mind Shield, Psi Screen (psions only), Neural Gunlink (psions only),

Two (2) of the following explosives:

Grenades - Plasma Grenade, Alloy Grenade, Chemical Grenade, Flashbang, Psi Grenade (Psions only), Smoke Grenade, Shadow Grenade (Shadow Operatives only)

Special Ammo - Rocket (Heavies, Rocketeers, and Destroyers), Anti-Armor Rocket (Heavies, Rocketeers, and Destroyers), Shredder Rocket (Heavies, Rocketeers, and Destroyers)

One (1) of the following miscellaneous items:

Handheld Items and Misc - Medkit, Combat Stims (Assaults and Destroyers), Arc Thrower, Alloy Bipod, Battle Scanner, Mimic Beacon, Combat Knife, Alloy Sword (Scouts, Assaults, Destroyers, and Shadow Operatives)

The following are dependent on the mechanical units design in regard to item slot number:

MEC Troopers and SHIVs - Holo-Targeter, HEAT Ammo, Adaptive Tracking Pod, Smartshell Pod, Battle Computer, Alloy Carbide Plating, Core Armoring, Damage Control Pod, Weapon Supercooler, (All MEC Trooper and SHIV only), Tactical Sensors (MEC Trooper only), Elerium Turbos (SHIV Only)

MEC Subsystems (MEC Trooper Only) - Kinetic Strike Module, Flamethrower, Grenade Launcher, Proximity Mine Launcher, Restorative Mist, Electropulse

=================================================================================================================================================================
And now back to the Starship Compendium.
=================================================================================================================================================================
50 total plasma weapons are now available to us, including the ones the Special Ops had in storage.

11 new armor suits now available. (First appearance of multiple Archangel armors, return of the Nova Psi Flight Composite Armor)

And OFFICERS can bring an EMP hrenade with them on a mission. Single use regardless of perks since they're expensive to manufacture.
 

DarkGemini24601

Well-Known Member
Weapons and Armor for the Einherjar's troops will continue slowed now, but our next concern in armament production is getting Some power armor and pulse/gauss for the security forces on the ground.
 

DarkGemini24601

Well-Known Member
Tactical Rigging is going to provide one extra Misc Item slot. This means that we can double up on medkits and the like again, though certain items there won't be things you can double up on. Mainly, Alloy Swords will count as both slots or at least cant be paired. Because regular operatives dual wielding swords in sci fi drifts into the ridiculous.
 

DarkGemini24601

Well-Known Member
Alright, my plan for today is to write up some mission overviews (I may ask my assistant GMs and or story comsultant for help), a solo with Freddy, and a collab with Room-006.

Black0ut, Pixy, and Alz, I'll do collabs with you over the weekend between LOTS and any missions I work on.
 

DarkGemini24601

Well-Known Member
As a small correction to this post:

50 total plasma weapons are now available to us, including the ones the Special Ops had in storage.

11 new armor suits now available. (First appearance of multiple Archangel armors, return of the Nova Psi Flight Composite Armor)

And OFFICERS can bring an EMP hrenade with them on a mission. Single use regardless of perks since they're expensive to manufacture.

We WILL have a plasma ravager for MEC troopers. By the next mission the new coolant systems will be used to build one.
 

DarkGemini24601

Well-Known Member
Reworked MEC armor a bit. Note that the slots for each armor are edited in advance for when we get tactical rigging (which is soon. very soon) while the subsystem counts will likely never change.

Armor Entries said:
Mechanized Trooper Armor: Powered mech suits that require a MEC trooper to operate. Come in defense (tank) variants, as well as offense (combat) and assistance (support) types. Tank Armor has ONE subsystem, Combat Armor has TWO subsystems, and Support Armor has THREE subsystems. Item slots vary. Defense armors sacrifice some strength and signifgant mobility, as well as item slots, for incredible durability. Combat armors are designed for strength to increase their effectiveness with weaponry and have moderate constitution and dexterity. Finally, support armors have the highest mobility and item slots generally, but aren't as durable or strong as the other variants.

MEC-1 Paladin - Medium general use armor, no specialization. 3 item slots. +6 STR, +4 DEX, +6 CON
MEC-2 Defender - Medium tank armor equipped with jetboots. 2 item slots. +8 STR, +6 DEX, +7 CON
MEC-3 Valiant - Medium combat armor. 3 item slots. +7 STR, +5 DEX, +6 CON.
MEC-4 Dauntless - Heavy combat armor. 4 item slots. +12 STR, +6 DEX, +8 CON
MEC-5 Devastator - Heavy tank armor with an alien alloy shield. 1 item slot. +10 STR, +2 DEX, +12 CON
MEC-6 Vanguard - Medium support armor. 5 item slots. +4 STR, +12 DEX, +5 CON
MEC-7 Vindicator - Heavy support armor. 6 item slots. +6 STR, +8 DEX, +6 CON

XSDF Gear said:
The following are dependent on the mechanical units design in regard to item slot number:

MEC TROOPERS

Item Slot 1: One (1) of the following armor attachments:

  • Alloy Carbide Plating, Core Armoring, or Damage Control Pod,

Item Slot 2: One (1) of the following weapon attachments:

  • Holo-Targeter, HEAT Ammo, or Weapon Supercooler

Item Slot 3: One (1) of the following helmet attachments:

  • Battle Computer or Tactical Sensors

Item Slot 4: One (1) of the following "tandem uplink" enhancers:

  • Smartshell Pod or Adaptive Tracking Pod
Item Slot 5 and On: One (1) of the following additional use items:

  • Ignition Tank (extra flamethrower charge), Grenade Launcher Ammo (extra grenade launcher shot), Proximity Mine (extra proximity mine shot), Nanite Container (extra restorative mist charge)

One (1) of the following Subsystems (If Tank Armor):
Two (2) of the following Subsystems (If Combat Armor):
Three (3) of the following Subsystems (If Support Armor):

MEC Subsystems (MEC Trooper Only) - Kinetic Strike Module, Flamethrower, Grenade Launcher, Proximity Mine Launcher, Restorative Mist, Electropulse
 

Dahlexpert

Well-Known Member
Got a good colabe for you guys, with the two best friends Brigid and Cassia. Also get some background on Cassia before she joined the XSDF.
 

DarkGemini24601

Well-Known Member
Got a good colabe for you guys, with the two best friends Brigid and Cassia. Also get some background on Cassia before she joined the XSDF.
Interesting. In order to preserve canon, I would clarify something for ya, Dahl.

Forseti wasn't founded yet. I imagine Cassia became a mercenary a couple of years ago on Progressus or somewhere already colonized. And the city that fell to chryssalids couldn't possibly have been a human one, just so you know. It was probably a Replitan Free Port, which are cities on asteroids or minor planets that are run by the Thin Men and have assorted races that intermingle there under the promise of only having to obey the local laws and be protected from outside interference most of the time.
 
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