# Knights of the broken cog
## Goals:
1. Make a new roundstart team antagonist
2. Make an antagonist that follows up on the thread left by clock cult
## Non-Goals:
1. Make nukies 2.0
2. Make an antagonist which is ultimately unfun
3. Make a system that is too difficult for new players to understand
## Flavor
Ratvar is dead and with him his magic. His remaining followers have gone into exile and in it they have planned and forged weaponry to rise as the knights of the broken cog, dedicated to finding and rebuilding their fallen god. Nanotrasen has unknowingly constructed their space station 13 using materials from the fallen lord and so it is up to the knights to find these areas and excavate them to piece their god togheter.
The technology the knights use is modern and usually a spiced up version of something else. As an example they use both energy and ballistic weaponry in tandem alongside melee.
### Lore blurb
Have you ever seen the work of a generation unravel in a moment? To watch all you believed in crumble to dust? To watch a god itself die? The death of our lord shattered the cog, without his guidence we fell oh so very far. We hit rock bottom and found it bountiful. In that bounty we saw the truth, this was a test. A test of faith. A test to see if we had the will to survive without guidence. And my brothers we will succeed! We will mend ourselves and the universe shall gaze upon his magnificent bronzehood again.
## Mechanics
### Recover Ratvar
There will be a few sites where pieces of ratvar will be, there will be around 3-5 + 1 pieces of ratvar (havent chosen an exact number yet) to excavate before beginning assembly of the god machine. These pieces will be located in one maintenance area, 1-3 department areas and then one on the bridge.
You excavate it by placing and defending an excavation machine for three minutes. This machine is largely explosive resistant and has high health but the crew can mob it or you can disarm it by performing a series of actions on it. If the crew can successfully disarm 2 of these excavations the knights can no longer accomplish their objective and their teleport devices will activate after 5 minutes.
If the excavation is successful the piece of ratvar is teleported to the knights starting area.
### Restore Ratvar
If 3-5 pieces of ratvar have been recovered the knights can begin to re-assemble Ratvar. The whole process will take a few minutes (unsure of how many). The process begins with the knights teleporting down a large machine to begin the assembly process, this machine can not be destroyed unless manually de-activated by the crew. The knights will then teleport down the pieces of ratvar and construction will begin. During this phase the crew will be alerted to the location of assembly alongside recieving ETA's to the finishing of the construction. When the construction finishes ratvar will rise again and the station will be blown up soon after (like cult).
The construction process is relatively straightforward from the knights side, they will need to vent gasses from the machine every now and again to ensure that it constructs at optimal speeds alongside occassionally having to fix other aspects of the machine with common tools (wrench, wirecutter, crowbar, screwdriver). This incentivises knights to stay as a team, as performing these tasks will speed up the construction process.
### Classes
When you load into the game as a knight of the broken cog you will be able to walk to a requisition machine to pick a class, weapon for that class and 2 equipments to bring. There are no points for requisition.
DISCLAIMER: Names of weapons are not final, and they will be given a more church-like naming scheme to fit with the classes
#### Paladin
Defensive class, gains higher armor in return for generally lower speeds. Generally the "tank" of the team and should have things like shields to save allies from fire.
##### Weapons
Gravitic Hammer, requires 2 hands to wield and can be swung in an overhead dealing large damage to a single target or a sweep dealing less damage but knocking foes back in a 1 x 3 area. This hammer can be charged with each charge further slowing down the paladin but increasing damage on the next swing. A maximum of 3 charges.
Coil C.B.G, a minigun using magnets to send bullets flying at fast rates. This minigun will overheat if fired too much and will need to be vented of plasma when this occurs. The minigun is fed from special backpack meaning this will limit storage options.
Tesla, a large weapon firing arcs of tesla. Great at crowd control as the lightning bounces between multiple foes. Requires a backpack to store the large amount of energy the weapon requires.
Stabilizer battlestaff, a battlestaff polearm made to easily block opponents hits with melee weaponry. This polearm will store up damage blocked and allow the user to harness that kinetic energy to repell anyone in a 3x3 area around the user. This repell will be based on the amount of kintetic energy stored from blocking. This weapon has a 2 tile range if not wielded at the cost of less block chance.
##### Equipment
#### Knight
The "basic" class, alright armor and normal speeds. Should be focused on damage output with equipment like grenades.
##### Weapons
Caseless rifle, an assault rifle using caseless ammunition. Fires at about the rate of a WT with the option to overclock the rifle to fire at faster rates at the cost of overheating after a few seconds of continous fire. Overheating doesnt mean you will be unable to fire your weapon but doing so will deal burn wounds and damage to your arm. The weapon will auto-cool after a few seconds of not firing the weapon.
Thermal Longsword, a longsword using heat to burn through the enemies armor providing it with armor piercing. Does about the damage of an esword but with higher armor piercing. The weapon does burn + brute damage.
Energy bolt rifle, a high stopping power energy weapon using cells as expendable ammunition. Needs to be cocked after every shot and reloaded every now and again. The energy bolt fired moves at high speeds.
Electric mace, a strong melee weapon with a slower hit rate. When striking an opponent causes them to drop their on the second hit items. Does additional burn and charge damage to cyborgs. Can be overcharged to cause the next hit to emp the target at the cost of losing the electric charge of the mace for a few seconds, causing it to lose any additional effects past being a mace.
##### Equipment
#### Preacher
A tech based class focusing on manipulation of technology, lighter armor and normal speeds. Weaponry should be more along the lines of drones or other autonamous things.
##### Weapons
Gun Drone, a fast minebot like drone that will shoot nearby enemies. The drone shoots the same ammunition as the caseless rifle. It can be commanded by the preacher. If the drone is destroyed or is commanded to self-destruct it will explode and do high amounts of damage to anyone caught in it.
Nanite Control Glove, a weapon that releases multiple viscerator like enemies (less health) that rushes towards the target and then die after a few seconds.
Smart gun, a weapon which requires locking in a target first, after a lock on is obtained the bullets will home towards to the target. Basically you set a target and then fire away. If anything obstructs the bullets path it will hit it.
Reactive armor harness, a weapon which automatically fires on the closest enemy within a 6 tile range and on any enemy that strikes the user. The weapon shoots a type of cold ion which slows any enemy hit and emps their equipment. Extremly useful against cybernetic opponents or any users of stunbatons/lasers.
##### Equipment
#### Inquisitor
A stealth based infiltration/assasination class, lighter armor and faster speeds. Weaponry should be silent and aim to reward stealthier playstyles.
##### Weapons
Silenced hellfire pistol, a silenced pistol firing a low armor piercing very high damage shot. Carries a few shots per reload and can be reloaded on the field using a pocket recharger. This pistol can be used to great effect against unarmored enemies and will inflict dangerous burn wounds quickly. It has a slow rate of fire however.
Coilgun sniper rifle, a heavy weapon requiring a second of charge up before a shot can be unleashed. Goes through walls with the stopping power of an anti-tank rifle, shredding most foes in a single hit or two. Rewarding the patient infiltrator who is able to set up a firing position to take out heavier foes such as the captain or hos.
Rift Knife, a knife which has very high ap and allows the user to rift out of reality for a few seconds (like the syndicate research). It has the ability to backstab targets for high damage.
Blade gauntlet, a clockwork machine of ancient origns which uses a spring system to spring out a blade from a place in the gauntlet. This hidden weapon can deliver devestating wounds if the weapon is sprung up into them, extended it has some combat prowess but its mainly intended for hit and run tactics.
##### Equipment
#### Hospitaler
A support class which mends and boosts the team, normal armor and speeds. Equipment should be healing focused or boosts.
##### Weapons
Crystalline injection pistol, shoots chemicals stored in vials as crystalline darts that do not pierce armor but do inject in any areas not covered by armor. This weapon does no damage.
Bonesaw, a melee weapon which can also be used to reset and amputate limbs, does higher damage to limbs and has a high chance to amputate on hit.
Viral rifle, a weapon which fires
Vortex Medical Beam,
##### Equipment
#### Crusader
A close range class, like a faster knight but close range as a trade off. Focused on damage.
##### Weapons
Lance,
Shotgun,
Chain axe,
SMG,
##### Equipment
### General mechanics
#### The base
Relatively small, it represents a minor chapel of the broken cult that still remains. It has a few religious features, 4 vendors for the classes and a firing range to test the weaponry so you understand it.
#### Teleportation
Knights start with an experimental hand teleporter prototype which will brings them to the base and the station. The leader of the knights (highest hour player in the mode) chooses what station area these teleporters will lead to. This area can be re-selected after a successful excavation. Using the teleporter in hand after an area is set will open up a portal that brings you there, the portal will automatically close after 10 seconds and takes 1 second to charge up before a portal is opened. It also has a 1min cooldown after a teleportation.
## Design philosophy of features
### Classes
Each class has to have the following:
At least 2 weapons of which there should be one melee option
At least 3 pieces of equipment
All weaponry and equipment should tie back to the class theme