by Shinigori V2 » Fri Jul 03, 2009 8:05 pm
MORE INFO, YAY!
This is more detailed information on all the Archetypes. I don't have a weapon list yet, but generally you should be able to know what a heavy or light weapon is.
Heavy combat (Combat Units) - Heavy Combat units are the workhorse of the Wunderkind. These children's bodies are balanced to be effective in all situations. They serve to protect their brothers and sisters, and to take advatage of their incredibly powerful bodies and stong armor, and to be the front line in a combat situation. Despite being not as fast as some of their other brothers and sisters, Heavy Combat units are easily the strongest physically, with even their lowest class being capable of uprooting small trees and wooden posts.
Pros: Balanced all around heavy assault (Melee and Ranged ), High armor, high strength and HP
Cons: Low speed, average accuracy, limited ammo.
Special: Cover (A Heavy Combat is the "Tank" of the group, and once a turn can put themselves in the way of an attack.)
Weapons: All weapons are available to a Heavy Combat unit.
Classes: Warrior, Fighter, Champion- More Under Development.
Recon/Stealth/Infiltration - The Recon units do exactly as their name implies, running stealth and obersvation missions. They have limited stealth capabilities, and very good sensors. Though they are not very strong, they tend to make up for it with their training to think on their feet and use terrain to their advantage. Recon units are also equipped with light melee weapons if they choose, and light ranged, making them somewhat effective at short ranged. In the end, their most effective weapon is their training to use the terrain and their natural advantages as Wundkind to their advantage.
Pros: Very fast, decent hand to hand combat, very high perception and accuracy, good Ranged (Short: 5-20 yards), limited stealth.
Cons: Very low armor, very low strength.
Special: Lock On (A Recon Unit's job is to collect information. They can lock on to a target to put a computerized beacon on that target to have it appear on their sensors at all times, up to a 500 yard range. Line of Sight.)
Weapons: All light weapons.
Classes: Watcher, Oberserver, Recorder- More under development.
Light combat (melee) - Light Melee units are the outrunners of the Wunderkind. Their role is quick, precise strikes against an opponant, or quick recovery of an objective. Capable of moving upwards of 80 miles per hour unassisted, part of their virtual training involves distance running. Equipped with melee weapons, a Light Combat unit CAN be upgraded with ranged capability, however it is not part of their training and their targeting systems do not support them. In situations where speed is an issue, a Light Melee can activate their XLR8 System, projecting a shell of frictionless energy around themselves, allowing them to slide in and out of combat situations at extremely high speeds, run down an objective, or just move remarkably fast.
Pros: Very fast, very high agility and reflexes, high accuracy, extreme melee assault
Cons: Low Strength, low HP, very bad short range.
Special: XLR8 System (Double movement speed running on it's own energy. Last until cancelled or depleted.)
Weapons: All light weapons, most Medium weapons.
Classes: Pikeman, Lancer, Dragoon- More under development.
Light combat (Ranged) - Light Ranged units fall into two groups, direct combat and Snipers. Although very similar, there are a few key differences in the two; Combat units face opponants and objectives head on, helping their brothers and sisters with cover fire and ranged support. A Sniper's duty is to take position outside of the battlefield and do surgical damage to adversaries, or keep their objective safe. Other than primary function, both are very similar, with rechargable energy packs powering their weapons, and their sensors and targetting systems assisting the child to make precise and tricky shots. They are not, however, built to stand on their own in melee combat very effectively.
Pros: Very fast, very high accuracy, unlimited (Rechargable) ammo, effective short to mid range (5-250 yards)
Cons: Very low HP, extremely low Strength.
Special: Infrared (Built in infrared/Night vision, accuracy uneffected by light conditions.)
Weapons: Light and Medium ranged weapons, Sniper Rifles, light melee weapons.
Classes: Archer, Bowman, Rifleman- More under development.
Heavy Ranged - A child in a Heavy Ranged Wunderkind body is, for all purposes, a walking piece of artillery. Capable of lobbing destructive blasts up to 500 yards, they can inflict heavy damage on an entire area, rather than a single target. By unlocking the inhibitors on their guns, they can unload all their ammo in a short time, and bombard an area with destruction from a distance, severely damaging or desroying any serious threats- Or even buildings- Before the rest of the squad moves in. However, bombardment requires approval from D-52 HQ before the inhibitors can be released. Unlike their Lighter brothers and sisters, a Heavy Ranged can also hold their own in melee combat using their heavy bodies as weapons.
Pros: Powerful ranged (5-500 yards), Demolition Damage (Destroy buildings), Good accuracy.
Cons: Low speed, limited ammo.
Special: Bombard (A Heavy Ranged unit can unload it's entire stock of ammo at once to carpet bomb a small area.)
Weapons: All Ranged weapons, heavy melee weapons.
Classes: Catapult, Ballistae, Trebuchet- more under development.
Medical - Medical units are often dispatched along with the rest of their teams for a variety of reasons. Their role is to assist any injured persons or Wunderkind in the mission area, and call for medical evacs. Within themselves, they carry a library of medical information for normal humans, along with all the design schematics for the other children in their unit. More, they have a constant uplink to their team's status, and can always see their wireframes and status in their minds. Medical units have built in fusion cutters in their arms, and carry a small amount of Utility Scrap to run major field repairs on their brothers and sisters. More, they are constantly being trained further in the medical arts, and how to repair their family using any resource available.
Pros: High speed, high perception, status linkup with all team members, holds team members schematics.
Cons: Low strength, weak attacks.
Special: Repair (Once a turn, a Medical unit can repair light damage on a team mate, along with their normal action. Repair only repairs 1 HP worth of damage, but is a free action and usable every turn.),
Special: Status Link (A Medical unit can always see their teams status and detect ailments and problems.)
Weapons: Fusion Cutters, Light Weapons.
Classes: Medic, Field Doc, Doctor- More under development.
Support (Science, Repair, Technical, General) - Support units are Wunderkind who's directive is to assist around Headquarters, be it assisting D-52 Personel, or working to keep the building maintained. Every team of Wunderkind has a Support attached, and despite not being dispatched with their brothers and sisters, are still just as much part of the family, and every bit as important. Generally, Wunderkind that turn out to be unable to participate in combat are repurposed to a Support class.
Pros: Good assistants, all purpose helpers.
Cons: Very low stats, NOT COMBAT WORTHY.
Special: None.
Weapons: None.
Classes: Helper.
Pilot (Dual-Class) - Pilots, as their title suggests, are the pilots of their teams. Trained to not just pilot any vehicle, but to upload themselves into and literally become the vehicles they choose to take. Using special Etherware and uplinks, they can deep dive into any vehicle, even if it lacks an internal computer. More, all Pilots are capable of self sustained flight, meaning along with their 'shapeshifting', they receive more training than any other Archetype of Wunderkind. More, Pilots are equpped with diagnostics for many common vehicles in their internal databases, and the tools and equipment to fix and maintain vehicles. Pilots can also be dual typed with one of the light combat models, increasing their combat potential.
Pros: High speed, innately flight capable, dual class capable (Light combat), Carries vehicle schematics.
Cons: Low strength, Low combat potential (If not Dual Classed).
Special: Interface (A pilot can upload themselves via Deep Dive into any vehicle, even ones without true computer systems or Etherware, and become the vehicle itself.)
Weapons: All light weapons, any medium weapon.
Classes: Rider, Driver, wheelman- More under development.
Intel (Dual-Class) - Intel units boast some of the most powerful computers of any of the Wunderkind. Their job is to coordinate the Wunderkind's efforts, making sure that everyone is on the same page and ready to move as quickly as possible. Intel units automatically interface with all units nearby, enabling them to communicate with one another on a non-verbal level, making them sort of technological telepaths in their units. Intel units also store all collected information on targets and objectives, storing it in their internal databases. They can automatically share information nessessary for their missions instantly with their team. Also, Intel units carry all schematics for the Wunderkind on their teams, and the vehicle schematics that the pilots carry. On their own, an Intel unit isn't horribly effective in battle. But with their team, they greatly increase the capabilities of their brothers and sisters.
Pros: Very high perception, very high accuracy, carries all schematics.
Cons: Low combat potential, low strength, average speed.
Specials: Uplink (Intel units automatically uplink their minds to those of their team (Up to 500 yards), enabling team communication via thought.),
Battle Intel (Intel units can obtain detailed information on adversaries, and relay it to their team)
Situational Intel (with the support of their Intel unit, Wunderkind can be more prepared for challenges they are about to undertake)
Weapons: Any Light weapons.
Classes: Tower, Kite, Heater.
Valkyrie (Elite)- Capabilities unknown.
Juggernaut (Elite)- Capabilities unknown.`
Hey there! Can I give you a hand?