Core thread (http://www.bay12forums.com/smf/index.php?topic=174950.0)
Legacy of Smith
Welcome Esteemed brother, to the high council. Find a seat and let us begin.
As you probably know the Order of Mason has begun trying to lay claim to the high value neutral areas of our fair colony. And analysis suggests that our weapons, while excellent on our home turf, would prove insufficient should we attempt to destroy them completely. Therefore we have recruited you to upgrade our armories and direct how they are deployed on the battlefield. Go now and get to work, that we keep the foolish Masons from allowing APOPHIS in. We have at most 6 months (3 turns) before combat truly begins, so get to work brothers, that we may be victorious.
Shotgun mk1
A large flaregun modified to be able to fire buckshot. Breach loading and able to fire ridiculously large shells, or flares. The buckshot will shred almost anything in a close range engagement, and is excellent at clearing corridors of hostiles. The flares meanwhile don’t really do any damage unless they hit someone in the faceplate at close range, but make excellent light sources or distractions. Unfortunately the barrel has a tendency to crack with prolonged use. Cost: 2 ore, 1 organics
Revolver
A simple but effective 6 shot revolver. Capable of getting lethal blows against light armor, and incredibly durable and reliable. Also really cheap and quite comfortable to use. Cost: 1 ore
LSS1-Exo
A survival suit with a powered exoskeleton attached. It’s lightly armored, with a few simple plates being it’s main defense, but it can handle everything from underwater combat to the vacuum of space. The enhanced strength is also great as it allows for brutally effective melee combat. The attached exoskeleton grants a 1.25x boost in strength compared to the average human, and allows people to safely carry larger loads without killing themselves. The suit it’s based off of is manufactured en masse by the automatic systems aboard the arcology as a standard survival suit, said suit could be used as the basis for future power armor, as it provides a solid life supporting base we could strap further enhancements to. Cost: 1 ore, 1 organics
LSF 1 life support survival suit:
This mildly hardened suit, capable of surviving both vacuum and extreme depths, is mass manufactured by the automated systems up to a quota of 1 suit per person. These suits have mounting points for an optional exo rig, which both sides have taken advantage of. Unfortunately for those using it in combat, it has a large bubble helmet with lights on it that is Exceptionally vulnerable to being shot. Consider this thing Cheap
Survival kit:
A small set of stuff that comes with every suit, includes a large knife, multitool, emergency battery, emergency suit patch kit, flaregun, and a flashlight. Mostly useful for the knife and other miscellaneous gear. The knife is of decent quality, though not meant for combat which means its a little awkward to use in melee. Also cheap
LSS2-Exonaut
Boasting an amazing 2 to 3 times human strength, this suit is armored with titanium mixed with 1% manganese alloy, along with the usual support structures for the powered suit. What truely makes it so useful is the revolutionary Jack, which can be implanted at the base if the spine to allow limited commands by those wearing it, greatly improving the ability to move the suit in a human-like way.
The Jack is likely to prove extremely useful in coming years, but for now, it is used to help with the Exonaut's more direct controls. The supporting structure doesn't even need muscle movements to use, other than those the Jack sends to move the Exonaut.
The Jack(s)
The Jack is, in the simplest terms, a medical procedure to connect electronics to the bottom of the spine, where once our ancestors used their tails, and to the base of the spine, near the neck. These two, while separate, serve to different purposes, but both allow us to better make use of our natural talents.
The Base Jack will allow us to manipulate coding with the most efficient of the Supercomputers, the Human Brain. For starting out though, it will simply allow us to control our suits more simply, being able to send commands along with our bodies natural movements, making any power suits far more flexible in usage. better aiming and fine control, mostly.
The Tail Jack has a different purpose, and is a proof of concept. A mechanical tail that can be used in day to day life. Combined with the Base Jack, it will serve as a decent proof of concept, and is somewhat simple to do in comparison.
This Jack is mostly meant to be Prototype work, leading to better connections between man and machine later on, when we design things around them. As such, the designers have been told not to modify our suits for Jack use currently, but simply focus on making sure everything is working.
So, apparently Hard for this. It is the prototype to direct control of suits however, which will likely improve our ability to create them. And the sooner we have it, the better for the future. The other two designs will likely be a greatly improved suit, and a weapon of some sort.
The Jack(s): (1) TricMagic
Smith Design Phase 1
Legacy Smith Advanced Component Assembly Plant (LSAC-AP):
The LSAC is a gleaming building in our industrial sector of the city, created right in the center this building has a single purpose role the creation and fabrication of advanced components, in which assembly conveyer belts and robot arms help workers process salvaged material and take the important bits out in the creation of advanced components, such as electronics, advanced organics, and metals by a group of human workers where goods are manufactured or assembled chiefly by manual and automated machines.
The second step of the LSAC is the fabrication part in which the collected advanced components of advanced technologies from the salvaged ARC are collected and through a Guns work force and automated machines, the Assembly Plant has the work force perform a series of mechanical and chemical operations on the advanced component scrap in order to change into a usable form for higher technologies that more correlate to the ones that we used in the Arcs. Therefore we have a factory that can translate salvaged material from the Arc and other advanced scraps that we collect and and through processing of that collected resource we have a independent chain of production, and have the start for creating advanced components.
5+5 = 10 -2 Hard Difficulty. 8, average Result
The LSAC is an achievement of our people which has catapulted us forwards in manufacturing. Thanks to its advanced foundries we now have a steady supply of Advanced components for the war effort. +1 Advanced components.
Resources
2 Ore, 1 Organics, 1 Advanced Components.
Weapons
Shotgun mk1
A large flaregun modified to be able to fire buckshot. Breach loading and able to fire ridiculously large shells, or flares. The buckshot will shred almost anything in a close range engagement, and is excellent at clearing corridors of hostiles. The flares meanwhile don’t really do any damage unless they hit someone in the faceplate at close range, but make excellent light sources or distractions. Unfortunately the barrel has a tendency to crack with prolonged use. Cost: 2 ore, 1 organics Cheap
Revolver
A simple but effective 6 shot revolver. Capable of getting lethal blows against light armor, and incredibly durable and reliable. Also really cheap and quite comfortable to use. Cost: 1 ore Cheap
Suits
LSS1-Exo
A survival suit with a powered exoskeleton attached. It’s lightly armored, with a few simple plates being it’s main defense, but it can handle everything from underwater combat to the vacuum of space. The enhanced strength is also great as it allows for brutally effective melee combat. The attached exoskeleton grants a 1.25x boost in strength compared to the average human, and allows people to safely carry larger loads without killing themselves. The suit it’s based off of is manufactured en masse by the automatic systems aboard the arcology as a standard survival suit, said suit could be used as the basis for future power armor, as it provides a solid life supporting base we could strap further enhancements to. Cost: 1 ore, 1 organics Cheap
LSF 1 life support survival suit:
This mildly hardened suit, capable of surviving both vacuum and extreme depths, is mass manufactured by the automated systems up to a quota of 1 suit per person. These suits have mounting points for an optional exo rig, which both sides have taken advantage of. Unfortunately for those using it in combat, it has a large bubble helmet with lights on it that is Exceptionally vulnerable to being shot. Consider this thing Cheap
Misc Gear
Survival kit:
A small set of stuff that comes with every suit, includes a large knife, multitool, emergency battery, emergency suit patch kit, flaregun, and a flashlight. Mostly useful for the knife and other miscellaneous gear. The knife is of decent quality, though not meant for combat which means its a little awkward to use in melee. Also cheap
LSAC:
A large mildly automated factory which allows for mild advanced component production. +1 Advanced components
Revision phase has now begun
Smith Revision Phase 1
Smith Fielded Shotgun- 11 "Exodus" (SFS-11 "Exodus")
the SFS-11 is a restructure of the Shotgun mk1, with the primary goal of reinforcing the barrel and adding a simple internal magazine that makes the weapon into a pump-action reloader. The weapons furniture is redesigned to be used by power-armored personnel with small magnets embedded into it, allowing for suit-based magnets in the gripping appendages and forearms of the LSF 1 to be used: Our soldiers will be able to hold the weapon more steady, lessening the effect of the recoil of the shotgun.
(3+3) 6 -3 (Very hard)
As it turns out breach loading weapons and pump action ones aren't actually similar, at all. After spending most of our time figuring that out the hard way, we have managed to make a barely functional prototype. It's far to heavy to carry and explodes when we fire it. Using 30mm shells in a pump action turned out not to be the wisest idea, and turning something from breach loading to pump action isn't as simple as adding an internal magazine. In the end we had no time to try anything to do with magnets, not that the suit's magnets would be strong enough to support this thing anyway. We have learned a lot about the mechanisms of higher tech firearms while trying to make this though.
Resources
2 Ore, 1 Organics, 1 Advanced Components.
Weapons
Shotgun mk1
A large flaregun modified to be able to fire buckshot. Breach loading and able to fire ridiculously large shells, or flares. The buckshot will shred almost anything in a close range engagement, and is excellent at clearing corridors of hostiles. The flares meanwhile don’t really do any damage unless they hit someone in the faceplate at close range, but make excellent light sources or distractions. Unfortunately the barrel has a tendency to crack with prolonged use. Cost: 2 ore, 1 organics Cheap
Revolver
A simple but effective 6 shot revolver. Capable of getting lethal blows against light armor, and incredibly durable and reliable. Also really cheap and quite comfortable to use. Cost: 1 ore Cheap
SFS-Exodus
A piece of crap too heavy to carry and which explodes when we try to fire it. It's currently not fielded in any capacity.
Suits
LSS1-Exo
A survival suit with a powered exoskeleton attached. It’s lightly armored, with a few simple plates being it’s main defense, but it can handle everything from underwater combat to the vacuum of space. The enhanced strength is also great as it allows for brutally effective melee combat. The attached exoskeleton grants a 1.25x boost in strength compared to the average human, and allows people to safely carry larger loads without killing themselves. The suit it’s based off of is manufactured en masse by the automatic systems aboard the arcology as a standard survival suit, said suit could be used as the basis for future power armor, as it provides a solid life supporting base we could strap further enhancements to. Cost: 1 ore, 1 organics Cheap
LSF 1 life support survival suit:
This mildly hardened suit, capable of surviving both vacuum and extreme depths, is mass manufactured by the automated systems up to a quota of 1 suit per person. These suits have mounting points for an optional exo rig, which both sides have taken advantage of. Unfortunately for those using it in combat, it has a large bubble helmet with lights on it that is Exceptionally vulnerable to being shot. Consider this thing Cheap
Misc Gear
Survival kit:
A small set of stuff that comes with every suit, includes a large knife, multitool, emergency battery, emergency suit patch kit, flaregun, and a flashlight. Mostly useful for the knife and other miscellaneous gear. The knife is of decent quality, though not meant for combat which means its a little awkward to use in melee. Also cheap
LSAC:
A large mildly automated factory which allows for mild advanced component production. +1 Advanced components
Design phase of turn 1 has begun.
Heavy Field Operations-2 "Fenris"
The HFO-2 Fenris represents a doctrinal emphasis on heavy weapons. The main armor plates are almost an inch thick and made from a complex alloy blend that represents the forefront of material technology. The joints use sheets of formed metal that slide, allowing mobility while still allowing protection-- at its weakest, it is still a centimeter thick. The backplate contains all the systems necessary to keep the Fenris on the move, including internal batteries and the life support systems. In addition, underneath the armor consists of a thick gambeson that is interwoven with a climate control system to maintain body temperature as well as a ultra-fine weave of thermally conductive filaments that mitigate incendiary or energy weapons effects on the personnel wearing the Fenris.
The suit utilizes complex servo systems that give the user an equivalent strength to two to three times the normal limit, and allow them to field heavy weaponry like conventionally sized firearms, able to fire on the move and in less than optimal bracing conditions. Recoil is less of an issue for these soldiers.
The helmet consists of a molded piece of metal with padding and a reinforced visor. This reduces the cone of vision for the individual, but it is considered a worthy sacrifice.
(4, 4) 8 -2 Hard 6 Average-low outcome
The Fenris represents a move towards heavy weaponry, with it's new heavy armor and emphasis on surviving. It works fairly well, but the heavy use of advanced allows, higher metal requirements, and use of advanced components, it is far more expensive. The suit has an additional battery, to provide power for heavier weapons and maintaining excess power for modules with the increased power requirements from the climate control and improved servos. It's capabilities do render it basically a walking tank though, one able to use insanely heavy weapons. It costs 1 Advanced components, 5 Ore, and 2 organics. Making it Very Expensive to field
Monopole Magnets "Alloy-M-32
Alloy-M-32 represents the forefront of our electromagnetic supremacy. M-32 is derived from one specific "meta" material, which is a substance that has no natural origin on the periodic table or in the formation of the universe. It is only found in several resource caches buried under tons of debris and must be excavated and refined like any other material.
With Alloy-M-32, we can construct magnetic weapons wholly unlike coil or rail guns, exotic fusion containment systems, complex electromagnetic circuitry or even wilder constructions that would not be possible with dipole magnetic systems. These monopole magnets absolutely require electricity to function, as they do not hold a magnetic charge like dipole magnets.
Resource added. Warning, Alloy M-23 is exceptionally rare, expect efforts to obtain more to be quite difficult
Resources
2 Ore, 1 Organics, 1 Advanced Components. 0 Alloy M-23
Weapons
Shotgun mk1
A large flaregun modified to be able to fire buckshot. Breach loading and able to fire ridiculously large shells, or flares. The buckshot will shred almost anything in a close range engagement, and is excellent at clearing corridors of hostiles. The flares meanwhile don’t really do any damage unless they hit someone in the faceplate at close range, but make excellent light sources or distractions. Unfortunately the barrel has a tendency to crack with prolonged use. Cost: 2 ore, 1 organics Cheap
Revolver
A simple but effective 6 shot revolver. Capable of getting lethal blows against light armor, and incredibly durable and reliable. Also really cheap and quite comfortable to use. Cost: 1 ore Cheap
SFS-Exodus
A piece of crap too heavy to carry and which explodes when we try to fire it. It's currently not fielded in any capacity.
Suits
LSS1-Exo
A survival suit with a powered exoskeleton attached. It’s lightly armored, with a few simple plates being it’s main defense, but it can handle everything from underwater combat to the vacuum of space. The enhanced strength is also great as it allows for brutally effective melee combat. The attached exoskeleton grants a 1.25x boost in strength compared to the average human, and allows people to safely carry larger loads without killing themselves. The suit it’s based off of is manufactured en masse by the automatic systems aboard the arcology as a standard survival suit, said suit could be used as the basis for future power armor, as it provides a solid life supporting base we could strap further enhancements to. Cost: 1 ore, 1 organics Cheap
LSF 1 life support survival suit:
This mildly hardened suit, capable of surviving both vacuum and extreme depths, is mass manufactured by the automated systems up to a quota of 1 suit per person. These suits have mounting points for an optional exo rig, which both sides have taken advantage of. Unfortunately for those using it in combat, it has a large bubble helmet with lights on it that is Exceptionally vulnerable to being shot. Consider this thing Cheap
HFO-2 "Fenris"
A walking tank with tons of armor, climate control, and the ability to use heavy weaponry like standard infantry weapons. It is incredibly strong, durable, and represents a move towards a heavy weapons doctrine. Cost: 5 ore, 1 advanced components, 2 organics Very Expensive
Misc Gear
Survival kit:
A small set of stuff that comes with every suit, includes a large knife, multitool, emergency battery, emergency suit patch kit, flaregun, and a flashlight. Mostly useful for the knife and other miscellaneous gear. The knife is of decent quality, though not meant for combat which means its a little awkward to use in melee. Also cheap
LSAC:
A large mildly automated factory which allows for mild advanced component production. +1 Advanced components
Resources
Alloy-M-32: An alloy that allows for monopole magnets that require electrical energy to maintain a magnetic field. Incredibly rare.
Revision phase of turn 2 has begun.
Smith Systems Command & Control (SSC&C) "Magnificent Gaze"
The SMC&C Magnificent is a modification of civilian infrastructure to be deployable by combat engineers. This precludes the installation of field capable radio broadcasting equipment, portable radio systems, and a field structure to deploy them such that our troops are able to use them. Sacrifices in raw bandwidth for portability mean that only light digital inputs can be made, but text, voice, and small files should be possible to send, and larger files could be sent over a period of time, provided the file is compressed.
The purpose is to allow our troops the ability to update command with intelligence on the field, as well as request for fire support, reinforcements and other support without reverting to a courier network.
(5, 6) 11 -2 (Difficult) 9 Above average
The SSC&C "Magnificent Gaze" turns out to be a bit more difficult than intended. Thanks to the sheer variety of areas we are deploying into, and the need to somehow get a radio signal through conditions that aren't the best for radio signal clarity. However, we have found a solution, by deploying an exceptionally large number of small radio relays, we can create a network capable of keeping up with our frontlines. This should significantly boost our cohesion and coordination in combat. The SSC&C array Costs 2 Ore and 1 Advanced components to deploy. Meaning that it is Cheap
Resources
2 Ore, 1 Organics, 1 Advanced Components. 0 Alloy M-23
Weapons
Shotgun mk1
A large flaregun modified to be able to fire buckshot. Breach loading and able to fire ridiculously large shells, or flares. The buckshot will shred almost anything in a close range engagement, and is excellent at clearing corridors of hostiles. The flares meanwhile don’t really do any damage unless they hit someone in the faceplate at close range, but make excellent light sources or distractions. Unfortunately the barrel has a tendency to crack with prolonged use. Cost: 2 ore, 1 organics Cheap
Revolver
A simple but effective 6 shot revolver. Capable of getting lethal blows against light armor, and incredibly durable and reliable. Also really cheap and quite comfortable to use. Cost: 1 ore Cheap
SFS-Exodus
A piece of crap too heavy to carry and which explodes when we try to fire it. It's currently not fielded in any capacity.
Suits
LSS1-Exo
A survival suit with a powered exoskeleton attached. It’s lightly armored, with a few simple plates being it’s main defense, but it can handle everything from underwater combat to the vacuum of space. The enhanced strength is also great as it allows for brutally effective melee combat. The attached exoskeleton grants a 1.25x boost in strength compared to the average human, and allows people to safely carry larger loads without killing themselves. The suit it’s based off of is manufactured en masse by the automatic systems aboard the arcology as a standard survival suit, said suit could be used as the basis for future power armor, as it provides a solid life supporting base we could strap further enhancements to. Cost: 1 ore, 1 organics Cheap
LSF 1 life support survival suit:
This mildly hardened suit, capable of surviving both vacuum and extreme depths, is mass manufactured by the automated systems up to a quota of 1 suit per person. These suits have mounting points for an optional exo rig, which both sides have taken advantage of. Unfortunately for those using it in combat, it has a large bubble helmet with lights on it that is Exceptionally vulnerable to being shot. Consider this thing Cheap
HFO-2 "Fenris"
A walking tank with tons of armor, climate control, and the ability to use heavy weaponry like standard infantry weapons. It is incredibly strong, durable, and represents a move towards a heavy weapons doctrine. Cost: 5 ore, 1 advanced components, 2 organics Very Expensive
Misc Gear
SSC&C "Magnificent Gaze
A network of Radio relays and communications infrastructure that allows our troops superior coordination in the field. It can transmit real time audio messages, and small video or decently sized text files to various locations. Cost: 2 Ore, 1 Advanced components Cheap
Survival kit:
A small set of stuff that comes with every suit, includes a large knife, multitool, emergency battery, emergency suit patch kit, flaregun, and a flashlight. Mostly useful for the knife and other miscellaneous gear. The knife is of decent quality, though not meant for combat which means its a little awkward to use in melee. Also cheap
LSAC:
A large mildly automated factory which allows for mild advanced component production. +1 Advanced components
Resources
Alloy-M-32: An alloy that allows for monopole magnets that require electrical energy to maintain a magnetic field. Incredibly rare.
Design Phase of Turn 3 has begun
SSR-3 Monopole Assisted Intrinstically MagnEtic Railgun (MAIMER) "Thunderstruck"
The primary issue with railguns is the tendency to rip themselves apart when firing, in normal configurations, it requires the rails to be replaced after every shot.
With the production of standardized Monopole materials, it becomes possible to create railguns that use this material to create a high-yield magnetically fired projectile that is combat-capable with reasonable maintenance tables.
Monopole alloys are ground into a dust and then carefully integrated within the outer layer of rail-guns firing rails, and aligned with the electrical discharge nodes that are designed to fire a high-capacitance discharge so that it emits just enough power to counteract. A casing of a paramagnetic material is placed to act as an outer casing as well as a counteraction of excessive magnetic fields from damaging the power armor gauntlets of the user.
This dust is placed such that it counteracts the majority of the forces that would normally split the rails apart, while also introducing a stabilizing and centrifugal force on the projectile along its entire radius, allowing for a higher range and accuracy for the weapon.
The first MAIMER's we create are bulky, heavy anti-armor rifles designed to be fielded by the Fenris. Its battlefield designation is "SSR-3, "Thunderstruck" They are designed to interface with the power armors batteries to decrease wielded bulk, and are distributed with power packs designed to be attached to the back or the limbs as long two inch thick external strips so as to increase the time at which these weapons and it's wielders can be fielded.
The weapon is semiautomatic, its shells reloaded by a side-mounted magazine.
(http://adragon202.no-ip.org/Shadowrun/images/3/32/SR5_Weapon_Ares_Thunderstruck_Gauss_Rifle.png)
Flight Camera Drone: (2) UristMcRiley, TricMagic
SSR-3 MAIMER "ThunderStruck" (1): Blood_Librarian
Flight Camera Drone
A steel sphere, with supporting structures, and advanced components. Add the camera and radar, along with radio transceiver. As well as an lights it can turn on or off as needed when commanded.
In this form, it as effectively a 2 meter diameter sphere. It can be opened up to do repair work as well. But it can't move.
As such, the use of Alloy-M-32 is used with a powerful battery. The supporting structures suddenly become a method to move the sphere about, floating and flying with ease. Program it, and you have a scouting system.
It flies by controlling it's own magnetic poles, keeping it levitated against the gravity here, while using power to move it in 3 dimensions. With the proper radio transceivers on our end, we can make scouting a breeze, as well as determine enemy positions.
It's a simple thing, made possible because Monopole Magnets only have a single pole, which can be broadcast to control magnetic attraction and opposition though magnetic fields. While not broadcasted, this type of movement would work extremely well in space, where there is no gravity. Likewise, they work extremely well for underwater scouting with their lights. Each Flight Camera Drone has a 1 to 2 hour run time, at which point, it needs to be recharged.
Parts needed, Advanced Component for computing, 1-2 Ore for frame/camera/transceiver, and Organics for power, along with Alloy M-23. We really don't have much M-23, so supply deficiency will be costly until we can collect some. And with the SSC&C "Magnificent Gaze" active, they will be able to stay in communication with our network at all times. It should give us the intel we need to defeat our foes, being able to find them and track them.
(3, 1) 4 -2 (difficult) 2
The project was going decently, then several of the prototypes got infected by APOPHIS, thanks to our lack of understanding around how to defend against it. This resulted in the project files being destroyed, along with the area the prototypes were being made in. Partially by the prototype drones, and partially by the Arcology's massive attack on the research facility working on this. It appears that the AI running the automated parts of the Arcology really doesn't like us tinkering around with robots that are 1. Built for combat, in any capacity, and 2, can be infected by APOPHIS, possibly giving it an In into the Arcology. Something the AI apparently wants to prevent.
Resources
2 Ore, 1 Organics, 1 Advanced Components. 0 Alloy M-23
Weapons
Shotgun mk1
A large flaregun modified to be able to fire buckshot. Breach loading and able to fire ridiculously large shells, or flares. The buckshot will shred almost anything in a close range engagement, and is excellent at clearing corridors of hostiles. The flares meanwhile don’t really do any damage unless they hit someone in the faceplate at close range, but make excellent light sources or distractions. Unfortunately the barrel has a tendency to crack with prolonged use. Cost: 2 ore, 1 organics Cheap
Revolver
A simple but effective 6 shot revolver. Capable of getting lethal blows against light armor, and incredibly durable and reliable. Also really cheap and quite comfortable to use. Cost: 1 ore Cheap
SFS-Exodus
A piece of crap too heavy to carry and which explodes when we try to fire it. It's currently not fielded in any capacity.
Suits
LSS1-Exo
A survival suit with a powered exoskeleton attached. It’s lightly armored, with a few simple plates being it’s main defense, but it can handle everything from underwater combat to the vacuum of space. The enhanced strength is also great as it allows for brutally effective melee combat. The attached exoskeleton grants a 1.25x boost in strength compared to the average human, and allows people to safely carry larger loads without killing themselves. The suit it’s based off of is manufactured en masse by the automatic systems aboard the arcology as a standard survival suit, said suit could be used as the basis for future power armor, as it provides a solid life supporting base we could strap further enhancements to. Cost: 1 ore, 1 organics Cheap
LSF 1 life support survival suit:
This mildly hardened suit, capable of surviving both vacuum and extreme depths, is mass manufactured by the automated systems up to a quota of 1 suit per person. These suits have mounting points for an optional exo rig, which both sides have taken advantage of. Unfortunately for those using it in combat, it has a large bubble helmet with lights on it that is Exceptionally vulnerable to being shot. Consider this thing Cheap
HFO-2 "Fenris"
A walking tank with tons of armor, climate control, and the ability to use heavy weaponry like standard infantry weapons. It is incredibly strong, durable, and represents a move towards a heavy weapons doctrine. Cost: 5 ore, 1 advanced components, 2 organics Very Expensive
Misc Gear
SSC&C "Magnificent Gaze
A network of Radio relays and communications infrastructure that allows our troops superior coordination in the field. It can transmit real time audio messages, and small video or decently sized text files to various locations. Cost: 2 Ore, 1 Advanced components Cheap
Drone project:
A disaster that is not to be mentioned again.
Survival kit:
A small set of stuff that comes with every suit, includes a large knife, multitool, emergency battery, emergency suit patch kit, flaregun, and a flashlight. Mostly useful for the knife and other miscellaneous gear. The knife is of decent quality, though not meant for combat which means its a little awkward to use in melee. Also cheap
LSAC:
A large mildly automated factory which allows for mild advanced component production. +1 Advanced components
Resources
Alloy-M-32: An alloy that allows for monopole magnets that require electrical energy to maintain a magnetic field. Incredibly rare.
Revision Phase of Turn 3 has begun
Smith Fielded Shotgun- 11 "Exodus" (SFS-11 "Exodus")
the SFS-11 is a restructure of the Shotgun mk1, with the primary goal of reinforcing the barrel and adding a simple internal magazine that makes the weapon into a pump-action reloader. The weapons furniture is redesigned to be used by power-armored personnel with small magnets embedded into it, allowing for suit-based magnets in the gripping appendages and forearms of the LSF 1 to be used: Our soldiers will be able to hold the weapon more steady, lessening the effect of the recoil of the shotgun.
As it turns out breach loading weapons and pump action ones aren't actually similar, at all. After spending most of our time figuring that out the hard way, we have managed to make a barely functional prototype. It's far to heavy to carry and explodes when we fire it. Using 30mm shells in a pump action turned out not to be the wisest idea, and turning something from breach loading to pump action isn't as simple as adding an internal magazine. In the end we had no time to try anything to do with magnets, not that the suit's magnets would be strong enough to support this thing anyway. We have learned a lot about the mechanisms of higher tech firearms while trying to make this though.
Resources
2 Ore, 1 Organics, 1 Advanced Components.
Smith M-23 Shotgun- 11 "Exodus" (SM-23-11 "Exodus"), Take 2
So, here is the deal. First, it being pump action isn't particularly the best. So we've added a place to insert an ammo pack. When the gun fires, a breach is opened up due to the pressure, ejected the spent shell. It then closes via spring, with another bullet being pulled down into the chamber via a magnet in the barrel. This magnet holds the bullet in place till it's fired, so it doesn't actually fall down if you tip the gun down any. In this manner, the gun fires smoothly, without any issues.
M-23 is used for easy attachment points to a powered suit, so it's easy to aim and fire. Each ammo pack holds 10 bullets, and replacing it is as simple as pressing a button to pop the empty pack out of the gun's top section, and putting a new one in with a click after the old one is taken out.
(https://media.discordapp.net/attachments/640911259474329601/654337030205079562/unknown.png?width=331&height=203)
Power Drill and Hook.
The Power Drill and hook attachments. The drill is powered by the suit, can reach 1000 rpm and is lined with diamond steel (https://en.wikipedia.org/wiki/Diamond_tool) edges, easily capable of tearing into buildings and suits alike with extreme ease. Perfect for going through old buildings and people.
The hook is effectively a grappling hook launched via Pneumatic pressure and M-23 repulsion. Kinda a coilgun that launches a diamond steel head on a magnetized steel pole which can pierce just about anything. It then opens up, allowing a foe to be dragged in, or to pull oneself up. And once you're done, you can send a command to a tiny receiver inside the pole to close the diamond steel head back up.
Both attachments are pretty simple techs, powered by our Fenris Suits. However, each takes up their hand slot, especially the drill. However, together they serve as an extremely dangerous combo to get close or drag foes closer. And both can be used underwater as well.
M-23 Shotputt
The M-23 Shotputt is simplicity. The 55 mm metal ammo slugs are pre-magnetized using a M-23 magnetic converter, then covered in a 5 mm layer of non-magneticmetal for a 55-60 mm slug. You take one out, pop open the gun, and insert it into place. After that, you trigger the batter in the stock of the gun, creating an instant repulsion which sends the slug flying out the barrel at extremely high speeds. It is the definition of simplicity. Moreover, they are quite easy to produce, if rather expensive.
(https://media.discordapp.net/attachments/639315480766840843/653038995374342144/600px-CTS_Dola_loading_custom_launcher.png?width=540&height=249)
The Magnetic Converter is just a simple electrically powered M-23 set-up which imparts a permanent magnetic charge to metal. The resulting slug is then placed in 5 mm of non-magnetic metal, to prevent the ammo from sticking to each other.
The Shotputt on the other hand is made up of three layers. Coils and sheets of M-23, and the outer and inner layer of the gun barrel, with the inside being non-rifled to allow a smooth and fast exit velocity. This in turn is linked to the handle via wires and conduction points. And at the front of the handle is the back of the barrel, which has an opposite charge than the rest of the barrel. The gun can easily be opened and closed on a hinge, and the it is in fact held by the barrel itself when firing, with the fire button being on the side. Open it up, place the ammo in place, and close it. Fire it, then repeat.
The ammo has both a positive and negative pole. The negative pole is at the bottom, and the positive at the top. The back of the barrel is negative M-23 alloy. The rest of the gun barrel has M-23 in positive charge. The back will push the ammo out at extreme speeds, being charged with a higher amp, and the barrel will force the side of the bullet forward as a result of the electricity amps also flowing into it in a single circuit activation. Effectively a coil effect. The battery is rated to be capable of going for hours without needing to be switched, since there isn't much loss from a closed circuit. In this manner, it is a cheap and easy do it yourself of a magnetic weapon, capable of going through steel plate and stone with ease, reaching up to mid-range.
Shotgun mk1 Revision: Duplet
Replace the current barrel assembly on the shotgun to two sturdier barrels to both fix the barrel cracking issue and add some extra punch. The barrels can be loaded and fired either in pairs or singletons, allowing either double-shots or alternating buckshot and flare ammo if our troops can keep which barrel is loaded straight.
(4, 3) 7 +3 (Easy, experience making Shotguns, and the fenris makes weight less of an issue) 10, Superior
The Duplet is a powerful upgrade to our current shotguns, with double the barrels and double the power. By redesigning and upgrading the barrel we have also managed to fix the issues not just with this weapon, but also with the original. A good thing, since this new shotgun is around double the size of the original, restricting it to being used by the Fenris, or as a specialized squad weapon. The cost has also shot up, to 4 ore and 2 organics. With this done we had some time to continue developing our understanding of more complex gun mechanisms, we believe we can now make far more complex firearms more easily thanks to this research. (+1/no malus to complex firearm development, I.E pump action or large magazine loading weapons)
Resources
2 Ore, 1 Organics, 1 Advanced Components. 0 Alloy M-23
Weapons
Shotgun mk1
A large flaregun modified to be able to fire buckshot. Breach loading and able to fire ridiculously large shells, or flares. The buckshot will shred almost anything in a close range engagement, and is excellent at clearing corridors of hostiles. The flares meanwhile don’t really do any damage unless they hit someone in the faceplate at close range, but make excellent light sources or distractions. Unfortunately the barrel has a tendency to crack with prolonged use. The barrel cracking issue has been fixed. Cost: 2 ore, 1 organics Cheap
-Dual shotgun:
An upgraded shotgun, with 2 barrels. It's way bigger, and way stronger. 4 ore, 2 organics. Very expensive
Revolver
A simple but effective 6 shot revolver. Capable of getting lethal blows against light armor, and incredibly durable and reliable. Also really cheap and quite comfortable to use. Cost: 1 ore Cheap
SFS-Exodus
A piece of crap too heavy to carry and which explodes when we try to fire it. It's currently not fielded in any capacity.
Suits
LSS1-Exo
A survival suit with a powered exoskeleton attached. It’s lightly armored, with a few simple plates being it’s main defense, but it can handle everything from underwater combat to the vacuum of space. The enhanced strength is also great as it allows for brutally effective melee combat. The attached exoskeleton grants a 1.25x boost in strength compared to the average human, and allows people to safely carry larger loads without killing themselves. The suit it’s based off of is manufactured en masse by the automatic systems aboard the arcology as a standard survival suit, said suit could be used as the basis for future power armor, as it provides a solid life supporting base we could strap further enhancements to. Cost: 1 ore, 1 organics Cheap
LSF 1 life support survival suit:
This mildly hardened suit, capable of surviving both vacuum and extreme depths, is mass manufactured by the automated systems up to a quota of 1 suit per person. These suits have mounting points for an optional exo rig, which both sides have taken advantage of. Unfortunately for those using it in combat, it has a large bubble helmet with lights on it that is Exceptionally vulnerable to being shot. Consider this thing Cheap
HFO-2 "Fenris"
A walking tank with tons of armor, climate control, and the ability to use heavy weaponry like standard infantry weapons. It is incredibly strong, durable, and represents a move towards a heavy weapons doctrine. Cost: 5 ore, 1 advanced components, 2 organics Very Expensive
Misc Gear
SSC&C "Magnificent Gaze
A network of Radio relays and communications infrastructure that allows our troops superior coordination in the field. It can transmit real time audio messages, and small video or decently sized text files to various locations. Cost: 2 Ore, 1 Advanced components Cheap
Drone project:
A disaster that is not to be mentioned again.
Survival kit:
A small set of stuff that comes with every suit, includes a large knife, multitool, emergency battery, emergency suit patch kit, flaregun, and a flashlight. Mostly useful for the knife and other miscellaneous gear. The knife is of decent quality, though not meant for combat which means its a little awkward to use in melee. Also cheap
LSAC:
A large mildly automated factory which allows for mild advanced component production. +1 Advanced components
Resources
Alloy-M-32: An alloy that allows for monopole magnets that require electrical energy to maintain a magnetic field. Incredibly rare.
Battle phase of Turn 3 has begun
Resources
2 Ore, 1 Organics, 1 Advanced Components. 0 Alloy M-23
Weapons
Shotgun mk1
A large flaregun modified to be able to fire buckshot. Breach loading and able to fire ridiculously large shells, or flares. The buckshot will shred almost anything in a close range engagement, and is excellent at clearing corridors of hostiles. The flares meanwhile don’t really do any damage unless they hit someone in the faceplate at close range, but make excellent light sources or distractions. Unfortunately the barrel has a tendency to crack with prolonged use. The barrel cracking issue has been fixed. Cost: 2 ore, 1 organics Cheap
-Dual shotgun:
An upgraded shotgun, with 2 barrels. It's way bigger, and way stronger. 4 ore, 2 organics. Very expensive
Revolver
A simple but effective 6 shot revolver. Capable of getting lethal blows against light armor, and incredibly durable and reliable. Also really cheap and quite comfortable to use. Cost: 1 ore Cheap
SFS-Exodus
A piece of crap too heavy to carry and which explodes when we try to fire it. It's currently not fielded in any capacity.
Suits
LSS1-Exo
A survival suit with a powered exoskeleton attached. It’s lightly armored, with a few simple plates being it’s main defense, but it can handle everything from underwater combat to the vacuum of space. The enhanced strength is also great as it allows for brutally effective melee combat. The attached exoskeleton grants a 1.25x boost in strength compared to the average human, and allows people to safely carry larger loads without killing themselves. The suit it’s based off of is manufactured en masse by the automatic systems aboard the arcology as a standard survival suit, said suit could be used as the basis for future power armor, as it provides a solid life supporting base we could strap further enhancements to. Cost: 1 ore, 1 organics Cheap
LSF 1 life support survival suit:
This mildly hardened suit, capable of surviving both vacuum and extreme depths, is mass manufactured by the automated systems up to a quota of 1 suit per person. These suits have mounting points for an optional exo rig, which both sides have taken advantage of. Unfortunately for those using it in combat, it has a large bubble helmet with lights on it that is Exceptionally vulnerable to being shot. Consider this thing Cheap
HFO-2 "Fenris"
A walking tank with tons of armor, climate control, and the ability to use heavy weaponry like standard infantry weapons. It is incredibly strong, durable, and represents a move towards a heavy weapons doctrine. Cost: 5 ore, 1 advanced components, 2 organics Very Expensive
Misc Gear
SSC&C "Magnificent Gaze
A network of Radio relays and communications infrastructure that allows our troops superior coordination in the field. It can transmit real time audio messages, and small video or decently sized text files to various locations. Cost: 2 Ore, 1 Advanced components Cheap
Drone project:
A disaster that is not to be mentioned again.
Survival kit:
A small set of stuff that comes with every suit, includes a large knife, multitool, emergency battery, emergency suit patch kit, flaregun, and a flashlight. Mostly useful for the knife and other miscellaneous gear. The knife is of decent quality, though not meant for combat which means its a little awkward to use in melee. Also cheap
LSAC:
A large mildly automated factory which allows for mild advanced component production. +1 Advanced components
Resources
Alloy-M-32: An alloy that allows for monopole magnets that require electrical energy to maintain a magnetic field. Incredibly rare.
Design phase of Turn 4 has begun
I'M BACK!
HMRW A-2"Álfheimr"
The Heavy magnetic Resonance Weapon "Álfheimr" Design A, a production-ready design for a magnetically accelerated kinetic weapon.
The monopole alloy, M-23, is configured into a centrifugal chamber that accelerates a projectile u[p to a critical speed and holds it until the release mechanism is activated. This system allows for the acceleration of the kinetic projectile to extreme speeds. Once a critical velocity is met and the trigger is depressed, the projectile is then directed into a set of rails that straighten the projectile's velocity. These first-gen HMRW's we create are bulky, heavy anti-armor rifles designed to be fielded by the Fenris as their main armament. They are designed to interface with a power armors batteries to decrease wielded bulk, and are distributed with power packs with enough capacity to augment suit power systems to handle the load. The Alfheimr is designed with a hermetically sealed case for underwater operations.
Functionally, this is an automatic weapon able to fire metal slugs at the enemy with incredibly high speeds.
Medium difficulty, rolled 5, Below average.
The Alfheimer is a difficult first step. An advanced weapon of a more civilized age made a primitive reality. It charges slowly, requires a lot of power, and doesn't play nice with water. But it can go through heavy armor like little else can.
Alfheimer
A powerful anti armor rifle, it doesn't play well with water and is difficult to manufacture, but it'll pierce through just about anything.
1 Ore, 1 Advanced components, 1 Alloy M-23, [Complex]
Very Expensive
Resources
2 Ore, 1 Organics, 1 Advanced Components. 0 Alloy M-23
Weapons
Shotgun mk1
A large flaregun modified to be able to fire buckshot. Breach loading and able to fire ridiculously large shells, or flares. The buckshot will shred almost anything in a close range engagement, and is excellent at clearing corridors of hostiles. The flares meanwhile don’t really do any damage unless they hit someone in the faceplate at close range, but make excellent light sources or distractions. Unfortunately the barrel has a tendency to crack with prolonged use. The barrel cracking issue has been fixed. Cost: 2 ore, 1 organics Cheap
-Dual shotgun:
An upgraded shotgun, with 2 barrels. It's way bigger, and way stronger. 4 ore, 2 organics. Very expensive
Revolver
A simple but effective 6 shot revolver. Capable of getting lethal blows against light armor, and incredibly durable and reliable. Also really cheap and quite comfortable to use. Cost: 1 ore Cheap
Suits
LSS1-Exo
A survival suit with a powered exoskeleton attached. It’s lightly armored, with a few simple plates being it’s main defense, but it can handle everything from underwater combat to the vacuum of space. The enhanced strength is also great as it allows for brutally effective melee combat. The attached exoskeleton grants a 1.25x boost in strength compared to the average human, and allows people to safely carry larger loads without killing themselves. The suit it’s based off of is manufactured en masse by the automatic systems aboard the arcology as a standard survival suit, said suit could be used as the basis for future power armor, as it provides a solid life supporting base we could strap further enhancements to. Cost: 1 ore, 1 organics Cheap
LSF 1 life support survival suit:
This mildly hardened suit, capable of surviving both vacuum and extreme depths, is mass manufactured by the automated systems up to a quota of 1 suit per person. These suits have mounting points for an optional exo rig, which both sides have taken advantage of. Unfortunately for those using it in combat, it has a large bubble helmet with lights on it that is Exceptionally vulnerable to being shot. Consider this thing Cheap
HFO-2 "Fenris"
A walking tank with tons of armor, climate control, and the ability to use heavy weaponry like standard infantry weapons. It is incredibly strong, durable, and represents a move towards a heavy weapons doctrine. Cost: 5 ore, 1 advanced components, 2 organics Very Expensive
Misc Gear
SSC&C "Magnificent Gaze
A network of Radio relays and communications infrastructure that allows our troops superior coordination in the field. It can transmit real time audio messages, and small video or decently sized text files to various locations. Cost: 2 Ore, 1 Advanced components Cheap
Drone project:
A disaster that is not to be mentioned again.
Survival kit:
A small set of stuff that comes with every suit, includes a large knife, multitool, emergency battery, emergency suit patch kit, flaregun, and a flashlight. Mostly useful for the knife and other miscellaneous gear. The knife is of decent quality, though not meant for combat which means its a little awkward to use in melee. Also cheap
LSAC:
A large mildly automated factory which allows for mild advanced component production. +1 Advanced components
Resources
Alloy-M-32: An alloy that allows for monopole magnets that require electrical energy to maintain a magnetic field. Incredibly rare.
Revision phase of Turn 4 has begun