Breach - Tl;dr Breach is a game mode centered around pitting the ICC against Xenomorphs. It is Crash styled, and aimed towards 20-40 players and copefully accomadates midpop better than Crash does. - Who's in the game mode? - - The Watch (ICC Ground Troops, to be called the 'The Watch' from now own. A individual Watchman is called a Guardsman) - Go read this for ICC stuff now. https://hackmd.io/@jBfe4SHtSuCdZEInN7dT7Q/rknr_Pkbyg - Xenomorphs. Practically unchanged. # Da Game - The Watch (Or whoever the 'Human' faction is) has to plant beacons in order to detonate a psychic resonator inside a deserted and highly infested Xenomorph colony in order to trigger a psionic resonance cascade that will wipe out the entire hive and win them the match. - The Ship - - Lands at whatever the LZ is on the map. Landing as if it was a mobile FOB. I'm tired of watching the cant land in a spot that makes it horrific to defend. - The LZ is defended by super-turrets that after 20 minutes into the game can be disabled by xenomorphs via ruler tab for an amount of time. - Requires a portion to be decided (probably 75%) to be in the LZ. - The Humans - Plant an amount of beacons decided per map. Ideally most maps have 1-2 beacon spots left over. - There are *minimum* two resonator spots per map. More can be added if the map is big.] - This is meant to 'solve' the "Yes. I will defend one point and ignore the rest of the map and win." Defend your objectives. - The Xenos. - On the Xeno side this is basically the same as Crash from their point of view. Outside of beacon specific interactions. ## Win Conditions - Watch - You must plant three to five Psionic Beacons (Referred to as 'Devices' from now on) to be able to fire off a Psionic cascader. - Devices: Psychic beacons planted around the map. - Plant an amount defined per map. More than that is superflous. - Called in by droppod once you're over a 'Beacon' area. - Xenomorphs can slash it before it becomes active to send it into a regression state. - Regression happens at a slower rate than progression. - Beacons cannot regress below 50% once above 50%. - Once they finish progression they become 'Active' and cannot be interacted with by any form. - A device can be carried on your hand or on your back. They are bulky items. - Devices are acquired by calling them in from orbital droppods once near a 'beacon' spot. - The Hive is warned when this occurs. - Each Device takes 3 minutes and 30 seconds to become 'active'. Once active you cannot interact with it in any way. - With the ideal requirement being four devices on small maps with two spots left over, this equals to 18~ minutes of device time at best. - Psionic Cascader - Spawns on the ship. Cannot be moved until the devices are finished being planted. - Can be pushed by Xenomorphs and Marines once activated. - There is a button on the ship to teleport the Cascader back to your shuttle. It has a 10-20 minute cooldown. - Takes around 5~ minutes to fire off. Takes 10 seconds for a Xeno to disable it. - This does not regress. It cannot be turned off or moved once it is setup. - Once it fires off every Xenomorph on the map instantly dies and ends the gamemode in a Major. - Humans are midly injured. - Xenomorphs - Same victory conditions as Crash. - Minor: Get the ship to leave. - Major: Kill all humans. ## Strategical Assests Called strass and strassets for short for the rest of this document) are the ICC's main way of acquiring fire support and supplies in this game mode. There are three cateogires of Strassets. Watch Commander - These are Watch Commander level Assests. Only someone with the power of his mighty cap can call this in. You gain one per beacon completed and two once the resonator is over. They generate at a rate of 1 per 30 minutes. All of these cost one point with some rarely costing a bit more or less. They can be high level armor or gun drops, or the *big* barrages. - These high level strasses require the Watch Commanders hat to be worn to be authorized to conduct at all. **This should be a component on the hat so Ivan doesn't beat me to death.** Offensive - Anything that outputs offensive power that isn't WC level insane goes here. Firearms also go here. Generates at a rate of 200 per 10 minutes. or 20 per minute. Completing a beacon gives you around 400. Supply - Materials, ammo, medicine, etc. Generates at a rate of 100 per 10 minutes, or 10 per minute. Completing a beacon gives 120. - Orbital Barrages: Cheaper than airstrikes but generally take longer to land. There are three types: Heavy, Chemical, and Light. Classes share cooldowns. - 81mm Barrage [1.5 SECOND ENROOT] - EXPLOSION: 2 Heavy, 3 Light. - Scatter: Within four tiles of the beacon. - SHELL COUNT: SIX - COST: 40 OFFENSIVE - COOLDOWN: 5 MINUTES FOR ALL LIGHT BARRAGES - LANDING TIME: 2 SECONDS PER SHELL - 81mm Chemical Barrage [2 SECOND ENROOT] - EXPLOSION: 1 HEAVY - GAS: MUSTARD - RADIUS: 4 around the shell - Scatter: Within four tiles of the beacon. - SHELL COUNT: THREE - COST: 60 OFFENSIVE - COOLDOWN: 5 MINUTES FOR ALL CHEMICAL BARRAGES - LANDING TIME: 1.5 SECONDS PER SHELL - 81mm Time on Target Barrage [1.5 SECOND ENROOT] - EXPLOSION: 2 Heavy, 3 Light. - Scatter: Within four tiles of the beacon. - SHELL COUNT: SIX - COST: 80 OFFENSIVE - COOLDOWN: 5 MINUTES FOR ALL LIGHT BARRAGES - LANDING TIME: ALL shells land at once after FIFETEEN seconds. - 81mm Long Area Denial Barrage [1.5 SECOND ENROOT] - EXPLOSION: 2 Heavy, 3 Light. - Scatter: Within six tiles of the beacon. - SHELL COUNT: TWENTY - COST: 150 OFFENSIVE - COOLDOWN: 8 MINUTES FOR ALL LIGHT BARRAGES - LANDING TIME: Shells land at a randomized pace of 2 to 4 SECONDS - 15cm Barrage [2.5 SECOND ENROOT] - EXPLOSION: 3 Heavy, 5 Light. - Scatter: Within five tiles of the beacon. - SHELL COUNT: EIGHT - COST: 100 OFFENSIVE - COOLDOWN: 5 MINUTES FOR ALL HEAVY BARRAGES - LANDING TIME: FOUR SECONDS PER SHELL - 15cm Time on Target Barrage [2.5 SECOND ENROOT] - EXPLOSION: 3 Heavy, 5 Light. - Scatter: Within five tiles of the beacon. - SHELL COUNT: EIGHT - COST: 170 OFFENSIVE - COOLDOWN: 5 MINUTES FOR ALL HEAVY BARRAGES - LANDING TIME: ALL shells land at once after FIFETEEN seconds. - Orbital Bomb Strike [2.5 SECOND ENROOT] - EXPLOSION: 4 DEVASTATION - Scatter: Within two tiles of the beacon. - SHELL COUNT: ONE - COST: 120 OFFENSIVE - COOLDOWN: 6 MINUTES FOR ALL HEAVY BARRAGES - LANDING TIME: FIFETEEN SECONDS after beacon enrooting. - Airstrikes: Drop all their payload at once and are fast. All airstrikes share the same cooldown. - Airstrafe [0.5 SECOND ENROOT] - EXPLOSION: Light x2 within the AOE - Scatter: CAS STRAFE always facing -> - SHELL COUNT: CAS STRAFE - COST: 25 OFFENSIVE - COOLDOWN: 3 MINUTES FOR ALL AIRSTRIKES - LANDING TIME: 1.5 SECONDS after beacon enrotting. - Cluster Bomblet Drop [0.5 SECOND ENROOT] - EXPLOSION: Light x2 per bomblet - Scatter: Within five tiles of the beacon - SHELL COUNT: Thirty - COST: 200 OFFENSIVE - COOLDOWN: 3 MINUTES FOR ALL AIRSTRIKES - LANDING TIME: 3.5 SECONDS after beacon enrooting. - 1000lb Bomb Drop [0.5 SECOND ENROOT] - EXPLOSION: Light x2 per bomblet - Scatter: Within five tiles of the beacon - SHELL COUNT: Thirty - COST: 200 OFFENSIVE - COOLDOWN: 3 MINUTES FOR ALL AIRSTRIKES - LANDING TIME: 3 SECONDS after beacon enrooting. - Weapon/Armor Drops: Drops weapons, ammo is in the Support section. Cooldown is for that type of crate. I.E If I Buy a HMR Crate I can't buy another for however long the cooldown is. - Heavy Marksman Rifle Weapon Drop [INSTANT ENROOT] - WEAPON COUNT: TWO - AMMO COUNT: TEN MAGAZINES - COST: 185 OFFENSIVE - COOLDOWN: 10 MINUTES - LANDING TIME: 10 SECONDS - Smart Automatic Rifle Weapon Drop [INSTANT ENROOT] - WEAPON COUNT: TWO - AMMO COUNT: TEN MAGAZINES - COST: 100 OFFENSIVE - COOLDOWN: 10 MINUTES - LANDING TIME: 5 SECONDS - Confrontation Rifle Weapon Drop [INSTANT ENROOT] - WEAPON COUNT: TWO - AMMO COUNT: TEN MAGAZINES - COST: 80 OFFENSIVE - COOLDOWN: 10 MINUTES - LANDING TIME: 5 SECONDS - Coilrifle Weapon Drop [INSTANT ENROOT] - WEAPON COUNT: ONE - AMMO COUNT: EIGHT MAGAZINES - COST: 120 OFFENSIVE - COOLDOWN: 10 MINUTES - LANDING TIME: 5 SECONDS - Rocket Launcher Weapon Drop [INSTANT ENROOT] - WEAPON COUNT: ONE - AMMO COUNT: EIGHT ROCKETS [x4 HEAT, x3 HE, x1 LE] - COST: 100 OFFENSIVE - COOLDOWN: 10 MINUTES - LANDING TIME: 5 SECONDS - Support - Anything that supplies ammo, medical supplies, or reinforcements. Generates at a rate of 50 per ten minutes. Or 10 per minute. Completing a beacon gives you around 120. - REFERENCE: A basic supply for a special weapon like a boltgun or sniper is around 10 for around 2 ammo boxes and 3 mags. - REFERENCE: A whole ass guardsman in a reinforcement is probably like 15. They drop in fully kitted. - Supply Drops: Supplies from teh sky. - Heavy Marksman Rifle Ammo Drop [INSTANT ENROOT] - AMMO COUNT: TEN MAGAZINES - COST: 10 SUPPLY - LANDING TIME: 5 SECONDS - Smart Automatic Rifle Ammo Drop [INSTANT ENROOT] - AMMO COUNT: TEN MAGAZINES - COST: 5 SUPPLY - LANDING TIME: 5 SECONDS - Confrontation Rifle Ammo Drop [INSTANT ENROOT] - AMMO COUNT: TEN MAGAZINES - COST: 5 SUPPLY - LANDING TIME: 5 SECONDS - Coilrifle Ammo Drop [INSTANT ENROOT] - AMMO COUNT: TEN MAGAZINES - COST: 10 SUPPLY - LANDING TIME: 5 SECONDS - Rocket Launcher HE Ammo Drop [INSTANT ENROOT] - AMMO COUNT: FIVE HE - COST: 10 SUPPLY - LANDING TIME: 5 SECONDS - Rocket Launcher HEAT Ammo Drop [INSTANT ENROOT] - AMMO COUNT: FIVE HEAT - COST: 5 SUPPLY - LANDING TIME: 5 SECONDS - Rocket Launcher LE Ammo Drop [INSTANT ENROOT] - AMMO COUNT: FIVE LE - COST: 10 SUPPLY - LANDING TIME: 5 SECONDS - Small Plasteel Drop [INSTANT ENROOT] - COUNT: 25 PLASTEEL - COST: 10 SUPPLY - LANDING TIME: 5 SECONDS - Large Plasteel Drop [INSTANT ENROOT] - COUNT: 50 PLASTEEL - COST: 20 SUPPLY - LANDING TIME: 5 SECONDS - Small Metal Drop [INSTANT ENROOT] - COUNT: 50 METAL - COST: 8 SUPPLY - LANDING TIME: 5 SECONDS - Large Metal Drop [INSTANT ENROOT] - COUNT: 100 METAL - COST: 16 SUPPLY - LANDING TIME: 5 SECONDS - Various Grenade Cases - COUNT: 25 GRENADES PER CASE - COST: 10 SUPPLY - LANDING TIME: 5 SECONDS - Reinforcements: Spawns in people from droppods, might need to be cut. - ONE GUARDSMAN FULLY EQUIPPED - COST: 60 SUPPLY - LANDING TIME: 10 SECONDS - MISC - Medical supplies [INSTANT ENROOT] - Contents: x2 AFAKs - COST: 10 SUPPLY - LANDING TIME: 10 SECONDS WC Asset - May need to be renamed to 'Leader' asset or something. These are assets that can be called in by whoever is wearing the Leadership Hat of your faction. Ideally your Leader is wearing it. **It is required for you to be able to use these.** Most of these are 'heavy' support like superheavy barrages, strikes, or certain weapons/armor. THE SCANNER - A special tool that scans xenomorphs that sends it to reputable sources. Meant to give you minor point gain for killing shit. But pales in comparison to getting a beacon completed. - A T1/2/3/4 give 15/25/35/60 Offensive points, 2/5/10/20 Supply Points .05/.75/.15/1 WC Points - Larvas and Minions give no Offensive and WC points and .25 Supply point. - Beacons give 1 WC Point, 400 Offensive, 120 Supply upon completion. - The Resonator once set up gives you 300 Supply and 1 WC point. Markers - Markers are thrown tools that demerit where a strass is going to land. They have 3 states, 'Inactive', 'Active', 'Enrooted'. And the strasses themselves have a 'landing' time. Markers magically appear in your hand once you activate a strass in the menu. Once a Marker is activated. It goes into 'Active' state. It then must be thrown, after which it attempts to enroot into the ground. Most things that are not offensive have instant enroot time. Enrooted beacons are basically entirely uninteractable with. There is nothing that can move them, attack them, etc. Unenrooted (activated or not) markers on the floor can be moved, thrown, punched, lunged, shrike scree'd, etc. The idea is that you could maybe troll by sending a 380mm barrage back into the horde. REFERENCE: WC Asset (380mm), every shell is roughly equivalent to a cluster. Has 1.5s Enroot time, 6s Landing time