THQ's Homefront 2/The Player's Guerrilla Toolkit

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Document Status: Green [Latest design. Explores core play mechanics. Ready for implementation]
 File:PGTtest.png 
==IED Explosive==
===Details / Base Functionality===
*Explosive device
*Sticky
*Triggered remotely via phone
*NOTE: will put (remaining) nearby AI into an alert state
===Potential Progress Options===
*Gas variant
*Chemical variant
*Shrapnel variant
*Flash Bang variant
*Proximity trigger
===Guerrilla Gameplay===
*Traps
*Sabotage
*Distraction
==Distraction Device==
===Details / Base Functionality===
*Audio emitter
*Thrown to the ground and activated via phone
*Will attract the attention of nearby guards and drones
*NOTE: will preserve a stealth state and allow the player to pull around and silently dispatch AI
===Potential Progress Options===
*Increased range
===Guerrilla Gameplay===
*Distraction
==Chemical Molotov==
===Details / Base Functionality===
*Homebrew chemical variant of a Molotov Cocktail
*Explodes upon contact with an object spraying out its contents, resulting in an area of denial damage radius
*Default variant has a gas core causing enemies in the damage radius without a gas mask to choke
===Potential Progress Options===
*White phosphorus (or similar) variant (for increased damage)
===Guerrilla Gameplay===
*Homebrew Weapon Crafting
==Pipe Bombs==
===Details / Base Functionality===
*Homebrew Guerrilla variant of a grenade
*Default variant has an explosive gasoline core
===Potential Progress Options===
*Shrapnel core
*Smoke core
*Reduced fuse timer
===Guerrilla Gameplay===
*Homebrew Weapon Crafting
==Jammer==
===Details / Base Functionality===
*Disables the radio transmissions of guards within a close proximity, preventing the propagation of any alert states
===Potential Progress Options===
*Increased range
*EMP jammer (temporarily disabling any electronics or drones it's attached to)
===Guerrilla Gameplay===
*Sabotage