Introduction[]
In their conquest for domination over the solar system, the Settlement Defense Front has discovered a new planet that hasn't been documented before. They immediately seek to claim it. Unbeknownst to them, there are already humans stationed on that planet. The Mendel-Gruman Corporation has sent their soldiers to deal with these invaders.
Settlement Defense Front[]
SetDef is composed primarily of radical off-world insurgents who seek total control over the solar system. They see themselves as the true inheritors of the solar system and believe their way of life to be "stronger, more pure," than the people of Earth.
In SetDef's mind, living off-world in the harsh conditions of space has made them more worthy of ruling the solar system, while those who reside on Earth are weak "fat cats," living off the bounty of the off-world colonies. Living in the harshness of space has given the SDF an extreme and highly distorted survivalist mindset, causing them to believe that the only way for them to survive is to defeat Earth. In other words, they believe in an extreme form of Social Darwinism. In contrast, the Front's name was deliberately chosen for propaganda reasons, to try to give it the appearance of being a noble underdog.
They value functionality over style, an attitude reflected in everything from their ships to their weapons and armour, which is modular and functional yet devoid of aesthetics, with everything designed to protect them from the harshness of space first and foremost. They have re-purposed service robots into military roles, adding to their legions of troops. For SetDef, a true victory would mean the conquest and subjugation of Earth and utter cessation of all influence of the same. They are willing to kill civilians, soldiers, and anyone who gets in their way.
Weapons and Equipment[]
The Kendall 44 is a versatile pistol, capable of providing a quick switch in a panic situation. The integral Lightweight Mold attachment allows the Kendall 44 to sport a much higher hipfire accuracy than other pistols. In terms of damage, the Kendall 44 is solid, sporting a 3 shot kill potential at short to medium ranges, and a 4 shot potential afterwards. The magazine size of the Kendall 44 sports a healthy 16 rounds, negating a strong need for Extended Mag.
A full-auto energy firearm. A wide dispersion muzzle dampens recoil, providing highest accuracy in class. With a magazine size of 30 rounds, a rate of fire of 810 rounds per minute and low recoil, this submachine gun can prove deadly in close quarters combat. However, being an energy weapon, it cannot penetrate surfaces.
A full-auto ballistic rifle. A moderate fire rate yields increased stability for best-in-class accuracy. Ideal for mid-to-long range engagements. It has the ability to punch through walls, unlike an energy weapon's rounds, which ricochet with low damage. This weapon's primary benefits are its incredibly low recoil - lowest in class - and a long four shot kill range, up to 36 meters, and only dropping down to a 5 shot kill. However, this weapon features moderate idle sway, meaning that landing shots on target at a distance are sometimes a nuisance. This is worse for this weapon as it is so reliant on accuracy and long-ranged combat. In terms of damage output, the NV4 is a very flexible assault rifle. This weapon can excel in any gunfight, but it is never at a severe disadvantage.
As a hybrid weapon, the EBR-800 functions as a semi-automatic sniper rifle capable of converting to a fully automatic assault rifle for mid-to-close range engagements. It carries 8 rounds in sniper mode and then 32 rounds when converted into assault mode. This weapon in Sniper mode is more user-friendly compared to other sniper rifles. It has the second fastest fire rate of any sniper rifle but it doesn't sacrifice its one shot kill potential, meaning that deadly rounds can be dispersed in a relatively short amount of time. Reload times are also mid-of-the-pack and usually not troublesome. As well, courtesy of AR mode, this weapon performs significantly better at close to medium range as well, even though it's scope is disabled, causing the user to have to rely on iron sights. The EBR-800 is commonly used in assault rifle mode, as this mode is far more forgiving than the sniper rifle mode in close to mid range, as well as being easier to use, because the time to aim down sights is almost as fast as other ARs in this mode.
Despite the sniper rifle mode of this weapon being already fairly powerful, the AR portion of this weapon is also surprisingly good. It has decent range, if not slightly lower than the rest of the ARs, has decent damage, a high rate of fire, and moderate recoil. This means this weapon kills faster than most ARs in its effective range. This weapon beats out LMGs and other Snipers as well, courtesy of its other mode. Because of this weapon being a Hybrid, AR/SR, it is one of the most versatile weapons in the entire SetDef arsenal.The RAW is an energy light machine gun with a dependable fire rate and high capacity power cell. That means that it can effectively suppress enemy with its 70-round box magazine and exceptionally low-medium recoil. The weapon can be mounted as a gun emplacement when required, although it has no bipod or tripod. For maximum accuracy, the user can utilize burst fire to reach farther targets. It tends to kill people at the same range an assault rifle does in enclosed spaces.
A lock-on launcher. Primarily anti-air with an optical smart lock, but can be dumb fired. The Spartan sports an integrated optic known as the Optical Smart Lock, which highlights enemy vehicles in bright yellow and red when in the view of the scope. The sight also features its own unique light green reticle. It fires a rocket in a relatively straight path. Each rocket is extremely powerful and can kill any enemy with a direct hit, even getting caught in the area of effect should cause significant damage.
MG Soldiers[]
MG Soldiers are a hired militia that work for the Mendel-Gruman Corporation. They were commanded by former Wolf Pack members Roland Kane and John Grimes on the terraformed planet. Their various tasks would include eliminating the remains of Whiskey Company and capturing dinosaurs and large insects for the MG Scientists to research.
Each class usually wields its own specific weapon, though there are various times where different classes will wield non-standard weapons. When MG Soldiers are not alerted, the color of their visors will be blue. When they become suspicious of potential enemy activity, it turns yellow. If an enemy is seen, the visor ultimately turns red and the Soldier will begin to attack.
Weapons and Equipment[]
A basic, semi-automatic handgun. It carries 15 rounds in the magazine itself, with 150 rounds in full reserve. This pistol is accurate and powerful at close range and comes equipped with a Secondary burst fire mode. This weapon is surprisingly effective. It is able to take down a variety of enemy types, and it is also headshot capable. It fires its rounds as fast as the user can press the trigger, and it also holds a lot of ammo. Its range is short; however, when in close quarters it can easily down the most rudimentary enemies pretty quickly. While the HOG is a headshot-capable weapon, its recoil easily discourages this use. Overall, the weapon is best summed up as an effective backup option, but should be replaced as soon as possible.
Weapon ability: Burst fire
This function allows the HOG to act like a burst-fire rifle in terms of firing modes, allowing the weapon to fire three rounds in a quick succession. This is however, countered by high recoil and a sharp increase in bullet spread. It should only be used in very close quarters and as a last resort as it burns through ammo fast and is inaccurate.
A fully automatic carbine. It is very effective at close to medium range since it is fully automatic, and is also very accurate, lacking reticle spread. The SMG also possesses a suppressor for stealth encounters while still retaining accuracy and the rate of fire. The suppressor is the best way to avoid detection from nearby enemies while still being able to kill them without them knowing of the user's presence. It is capable of taking down most enemies in one hit to their head. Arguably, the one weakness of the SMG is that it's only effective at close to medium range.
Weapon ability: Suppressor
This gun features a very useful secondary function: a suppressor. When activated, the user will place a suppressor on the barrel of the SMG and a few changes will take place. For one, the weapon's appearance will change. The weapon's firing noise will also decrease in terms of overall intensity. Finally, a barely noticeable damage and recoil change will also take effect. This attachment will lower the weapon's damage by a slight fraction; however, it will also lower the gun's recoil, making this attachment a recommended option to use at any time.A heavy weapon that contains a magazine of 100 depleted uranium rounds and can hold a reserve of 400 rounds for its main fire mode. This gun is one of the most effective weapons in the MG Soldier's arsenal. It has very low recoil, great accuracy, and even greater damage than the ORO FP9 SMG. It is able to destroy most enemies with just a few seconds of concentrated gunfire; most enemies will not stand a chance against it. It has a high amount of reserve ammo, and it only takes a few shots to kill enemies, so it will take a while before the user runs out of ammo. The only true disadvantage to using this weapon is its overheating problem. It does not take long to overheat the gun itself and render it inoperable for a few seconds. While this may seem to be a short period of time, it can give the enemy enough time to easily gun the user down.
This weapon is one of the more powerful weapons of the MG arsenal. It has the ability to kill many, if not all, enemies that the user will come into contact with, with only one shot. It is an effective weapon against all enemies with one shot to the head. With 30 bullets and five in the magazine, making a good use of the rifle is the designated strategy. It is not without drawbacks, however. For one, when it is un-scoped, the sniper is highly inaccurate and the bullet spread is wild. Second is its inability to work in close ranges even on the lowest scope setting. Lastly, it is highly precise, meaning that the user must be deadly accurate with their aim or miss their shot entirely. The MG soldiers have special units to use the weapon: the MG Snipers. They will be seen hanging in the back, trying to pick the enemies with that one fatal shot. They can be easily countered with small-arms fire, though.
The War Horse acts as the Minigun of the MG soldiers, as it slows down the user by a tiny fraction and it features six barrels of death, each capable of firing multiple rounds at insane speeds. It is very effective at mowing anything down at close range, but it suffers terribly at long-range combat. This is due to the massive reticule and the wide bullet spread that occurs when in use. It is effective against any ground unit and will easily kill in only a few bullets. The War Horse's effectiveness against enemy soldiers is, in a sense, nullified by its spread and recoil, which can make the user reconsider its use against human opponents as it will not be as accurate. Because the weapon slows the user's movement, opposing soldiers can easily take them down.
Weapon ability: Turret
When the secondary function is activated, the gun can be placed onto a stand as an automated turret. When the turret is activated, the weapon will not reload itself, and it must be picked up and manually reloaded instead.
The ORO Red Fist RPG is a rocket-propelled grenade weapon. It can hold only one rocket at a time, with a maximum of ten in reserve. The RPG is arguably the most powerful weapon in the game. It fires a fast moving rocket that explodes on impact, causing massive damage to anybody or anything with five to ten feet of the blast radius. This can easily destroy anything caught in the blast; however, it is highly accurate, meaning a simple movement change from an enemy can make the rocket miss cleanly. The RPG, however, does have its more noticeable drawbacks. One of the most noticeable drawbacks is that when the user equips the RPG, their movement is heavily impaired. Another drawback is that this weapon has a low ammo count, so whenever the user expends this weapon's ammunition, they should drop it in favor of another weapon because they most likely will not find ammo for it any time soon. Weapon ability: Lock-On
The RPG also has a lock-on feature, which activates when the user presses the button prompt for the special ability of a weapon. When activated, a screen will slide out of the RPG, and it will lock on to anything that moves, be it a dinosaur, an enemy Soldier, or even a vehicle.X-Factors[]
- Compared to ballistic weapons, energy weapons:
- Have greater damage than ballistic weapons against drones and robots, such as C6s. However, they are less effective than ballistic weapons against human enemies.
- Automatically recharge ammunition over time, but only when they are equipped, meaning that they will not recharge when holstered.
- Do not penetrate but instead reflect off of surfaces, bouncing off and potentially hitting nearby enemies, though reflected shots seem to do reduced damage. However, ballistic weapons possess bullet penetration and can penetrate some surfaces to hit the enemy on the other side. Shots from energy weapons only reflect once.
- The MG Soldiers are more familiar to the jungle environment than the SetDef infantry because they have been on the planet longer.
- The MG Soldier's RPG has the ability to Lock-On to enemy targets whereas the SetDef's RPG can only lock-on to vehicles.
- Being a proper military force compared to the MG soldiers who are a hired militia, SetDef infantry may have better training.
Voting[]
Voting ends on 2nd April.
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