Reliable Energy Storage Unit
Based on a material with some really unusually strong electrical properties, this replacement for protobatteries utilizes a capacitor packed with salvaged materials with very high permittivities and high breakdown voltages, making them excellent at constructing capacitors capable of storing a great deal of charge at high voltages, allowing us to replace protobatteries with easily produced, more widely available, and simpler alternatives that are reliable and store a serviceable amount of electrical energy per unit mass and unit volume, with the added bonus of being a capacitor, allowing for high-draw applications to be more easily integrated without needing to utilize large battery banks in series and parallel to get the required currents and voltages.
RESU (3): Madman, BMM, Taricus
Reliable Energy Storage Unit
Based on a material with some really unusually strong electrical properties, this replacement for protobatteries utilizes a capacitor packed with salvaged materials with very high permittivities and high breakdown voltages, making them excellent at constructing capacitors capable of storing a great deal of charge at high voltages, allowing us to replace protobatteries with easily produced, more widely available, and simpler alternatives that are reliable and store a serviceable amount of electrical energy per unit mass and unit volume, with the added bonus of being a capacitor, allowing for high-draw applications to be more easily integrated without needing to utilize large battery banks in series and parallel to get the required currents and voltages.
The number one cause of death for our militia is... well, tunnel collapses actually, but bullets are up there. While trying to think of a way to solve this problem, an intrepid engineer came across a fallen section of the sky-thread being picked over by tribals for their bows. One absolutely riveting firefight later, she realized that its immense tensile strength would lend itself to stopping bullets.
While really annoying to have to cut and sew with, overcoats produced of "Skycloth" provide impressive protection for the wearer against conventional weapons. By switching over the production line of our uniforms to use scavenged sky-thread material, we can expect significant increases in survivability.
Skycloth Uniforms (1): DoubloonSevenMay as well get things started.
As the primary spaceport for ourfairplanet, the Sky-Thread base still has a variety of shuttles and loaders lying around. By directing a portion of our forces to clearing paths that the vehicles can safely traverse, we can improve our ability to transport both militia and resources.
Of course, to use such slapdash and understandably thin sections of cleared roads, we're only expecting to be able to power, maintain, and deploy some of the smaller vehicles. Baggage carriers and the like.
Skycloth Uniforms (0):After some clarification of how there wouldn't be enough material left to produce any uniforms out of, here's another idea.
Pressganged Cargoloaders (1): DoubloonSeven
Skycloth Uniforms (0):
Pressganged Cargoloaders (2): DoubloonSeven, BMM42
Skycloth Uniforms (0):Let's get these balls rolling.
Pressganged Cargoloaders (3): DoubloonSeven, BMM42, Taricus
As the primary spaceport for ourDifficulty: Easyfairplanet, the Sky-Thread base still has a variety of shuttles and loaders lying around. By directing a portion of our forces to clearing paths that the vehicles can safely traverse, we can improve our ability to transport both militia and resources.
Of course, to use such slapdash and understandably thin sections of cleared roads, we're only expecting to be able to power, maintain, and deploy some of the smaller vehicles. Baggage carriers and the like.
Our present armory is sadly lacking in heavy weapons, stocking only a few specimens of pre-war energy weaponry to fulfil that role. Even with our great advances in battery technology, we have nothing close to what it would take to field equivalents to their power. However, we can find some use for the RESU.
The AMCA is a large weapon, tall as a Yaerian and powered by a battery pack carried on the operator's back. The coils lining its barrel are hungry for energy, such that the designers are encouraged to focus primarily on those related systems while the rest of the gun is made as simply as possible. Resting on a tripod--the recoil would be too destructive with anything else--a gunner has to load projectiles individually, be they the officially made tungsten-tipped steel slugs or a hastily-cut chunk of ancient rebar. The barrel is made to the size of the aforementioned 18mm diameter slugs, but, as implied, can fire any piece of ferromagnetic material capable of fitting down the barrel.
AMCA (1): D7
AMCA (2): D7, BMM42
AMCA (3): D7, BMM42, Madman
AMCA (4): D7, BMM42, Madman, Taricus
Anti-Materiel Coil Accelerator (AMCA)
Our present armory is sadly lacking in heavy weapons, stocking only a few specimens of pre-war energy weaponry to fulfil that role. Even with our great advances in battery technology, we have nothing close to what it would take to field equivalents to their power. However, we can find some use for the RESU.
The AMCA is a large weapon, tall as a Yaerian and powered by a battery pack carried on the operator's back. The coils lining its barrel are hungry for energy, such that the designers are encouraged to focus primarily on those related systems while the rest of the gun is made as simply as possible. Resting on a tripod--the recoil would be too destructive with anything else--a gunner has to load projectiles individually, be they the officially made tungsten-tipped steel slugs or a hastily-cut chunk of ancient rebar. The barrel is made to the size of the aforementioned 18mm diameter slugs, but, as implied, can fire any piece of ferromagnetic material capable of fitting down the barrel.
As it stands, there's not much to improve with the AMCA that doesn't require overhauling infrastructure we don't have. What is rather clear, though, is that having our soldiers need to shift around the gun to load it like an ancient musket.
Thus has been added a relatively thin, locking breech at the back of the weapon. It doesn't need to be very strong, considering that the recoil is moreso directed into the body of the AMCA than the actual back of the chamber. Hopefully not a significant issue for production, it will still significantly increase the usability of the AMCA.
Breech-Loaded AMCA (1): DoubloonSeven
Breech-Loaded AMCA (2): DoubloonSeven, BMM42
Breech-Loaded AMCA (3): DoubloonSeven, BMM42, Madman
As it stands, there's not much to improve with the AMCA that doesn't require overhauling infrastructure we don't have. What is rather clear, though, is that having our soldiers need to shift around the gun to load it like an ancient musket.
Thus has been added a relatively thin, locking breech at the back of the weapon. It doesn't need to be very strong, considering that the recoil is moreso directed into the body of the AMCA than the actual back of the chamber. Hopefully not a significant issue for production, it will still significantly increase the usability of the AMCA.
It is noted that, despite their generally omnicidal tendencies, Battleframes will not attack certain others. Our limited radio capabilities have partially revealed why. A pair of "friendly" BFs are constantly emitting signals in the electromagnetic spectrum to each other, a "call" signal, and a "response" one. It is thought that this communication prevents fighting between forces that, long ago, were on the same side.
Through thecourageousaction of some scouts armed with scavenged radios and recording devices, we've started to collate a library of these call and response signals. To use these, we've scavenged a supply of what are thought to be pre-conflict entertainment devices, which have been carefully modified to passively listen for our registered BF "calls". If one should be received, a corresponding response will be transmitted over a short-range transmitter.
In this manner, a BF can be fooled into not shooting at a soldier, though this is dependent on the BF's particular "call" being registered.
Magnets screw with machines. This is known. However, it's not as if we can have some mook run up to a BF clutching a bar magnet, so we've had to be creative. Through application of yelling upon "researchers", we've discovered that, in the most grossly basic of terms, exploding an electromagnet causes weirdness with machines.
The Botkiller is an explosive device measuring about 12x12x4 inches and fitting in a satchel with attached strap to ease throwing. It consists of an electromagnet within a hollow tube--powered by a small RESU--which is surrounded by high explosives. A soldier using it pulls a pin to activate the battery, and then presses a button to start the timer for the explosives.
If the resulting EMP doesn't kill the Battleframe, the explosives probably will.
IFF Ping Emitter (1): Taricus
Botkiller Pulse Bomb (0):
Iona II of the House of Elorius is perhaps the farthest back known Regent of the Elorii People, back when the title of Regent was an elected position from among the early post-Fall Yaerians that banded together to form our modern polity. From the stories and writings we have of her, her reign is notable as the first time that the Elorii put together a standing army, the Elorian Guard. While later strife set the Elorii back, it is still an important milestone in our people's history.
To honor this legacy, we are designing a standardized weapons platform, intended to be distributed to every soldier. This, as is implied, is the Iona Infantry Coil Accelerator. Similar in its firing mechanism to the AMCA, the Iona feeds its rounds from a magazine and into a functioning, recoil operated bolt.
Said rounds are in fact 3mm triangle-tipped "needles", filling up a single magazine with 60 of its kind. While resembling a conventional SMG, the Iona packs energy equivalent to a higher-power assault rifle, while maintaining a quick-firing capability. Power for the accelerator coils is provided by a battery port in the stock, and can also go towards a flashlight mounted beneath the barrel.
Regular
Iona ICA (1): D7
Battleframe
IFF Ping Emitter (2): Taricus, D7
Botkiller Pulse Bomb (0):
Regular
Iona ICA (2): D7, BMM42
Battleframe
IFF Ping Emitter (3): Taricus, D7, BMM42
Botkiller Pulse Bomb (0):
Regular
Iona ICA (3): D7, BMM42, Taricus
Battleframe
IFF Ping Emitter (3): Taricus, D7, BMM42
Botkiller Pulse Bomb (0):
Iona ICA
Iona II of the House of Elorius is perhaps the farthest back known Regent of the Elorii People, back when the title of Regent was an elected position from among the early post-Fall Yaerians that banded together to form our modern polity. From the stories and writings we have of her, her reign is notable as the first time that the Elorii put together a standing army, the Elorian Guard. While later strife set the Elorii back, it is still an important milestone in our people's history.
To honor this legacy, we are designing a standardized weapons platform, intended to be distributed to every soldier. This, as is implied, is the Iona Infantry Coil Accelerator. Similar in its firing mechanism to the AMCA, the Iona feeds its rounds from a magazine and into a functioning, recoil operated bolt.
Said rounds are in fact 3mm triangle-tipped "needles", filling up a single magazine with 60 of its kind. While resembling a conventional SMG, the Iona packs energy equivalent to a higher-power assault rifle, while maintaining a quick-firing capability. Power for the accelerator coils is provided by a battery port in the stock, and can also go towards a flashlight mounted beneath the barrel.
Iona II ICA
Because the Iona is a completely unmitigated failure, 100% useless in almost all combat conditions due to its fragility and low power, we've reworked the design. The three-coil system and microprocessor are removed and the original five-coil system and mechanical switch setup are replaced, why the mechanical system was unusable is beyond us. It's OK if two remaining coils don't exist (and thus don't fire) so long as the system "thinks" they fired, after all. Regardless, between these alterations and the addition of more battery space along the barrel (giving the weapon less of a puny, tiny feeling), we should be able to produce a rugged and reliable firearm, even if not presently cheap enough for widespread deployment.
Iona II ICA: (1) Madman
Iona II ICA: (2) Madman, D7
Iona II ICA: (3) Madman, D7, Taricus
I resent that. "Unmitigated failure", "totally useless". Nyeh.
Iona II ICA
Because the Iona is a completely unmitigated failure, 100% useless in almost all combat conditions due to its fragility and low power, we've reworked the design. The three-coil system and microprocessor are removed and the original five-coil system and mechanical switch setup are replaced, why the mechanical system was unusable is beyond us. It's OK if two remaining coils don't exist (and thus don't fire) so long as the system "thinks" they fired, after all. Regardless, between these alterations and the addition of more battery space along the barrel (giving the weapon less of a puny, tiny feeling), we should be able to produce a rugged and reliable firearm, even if not presently cheap enough for widespread deployment.
It is noted that, despite their generally omnicidal tendencies, Battleframes will not attack certain others. Our limited radio capabilities have partially revealed why. A pair of "friendly" BFs are constantly emitting signals in the electromagnetic spectrum to each other, a "call" signal, and a "response" one. It is thought that this communication prevents fighting between forces that, long ago, were on the same side.Difficulty: Normal
Through thecourageousaction of some scouts armed with scavenged radios and recording devices, we've started to collate a library of these call and response signals. To use these, we've scavenged a supply of what are thought to be pre-conflict entertainment devices, which have been carefully modified to passively listen for our registered BF "calls". If one should be received, a corresponding response will be transmitted over a short-range transmitter.
In this manner, a BF can be fooled into not shooting at a soldier, though this is dependent on the BF's particular "call" being registered.
In response to our rising need for materials with a static supply of workers, our scientists have proposed measures to improve the capacity of our existing gatherers. The Type 1 Exoframe is a metal, lightly powered exoskeleton meant to reduce pressure on the joints and limbs of the wearer to allow them to carry much heavier loads for a greater period of time, greatly increasing their productivity.
Type 1 Exoframe: (1) BMM42
Type 1 Exoframe: (2) BMM42, Taricus
Type 1 Exoframe: (3) BMM42, Taricus, Madman
Type 1 Exoframe
In response to our rising need for materials with a static supply of workers, our scientists have proposed measures to improve the capacity of our existing gatherers. The Type 1 Exoframe is a metal, lightly powered exoskeleton meant to reduce pressure on the joints and limbs of the wearer to allow them to carry much heavier loads for a greater period of time, greatly increasing their productivity.
Type 1a Exosuit: (1) BMM42
Type 1a Exosuit: (2) BMM42, Taricus
Type 1a Exosuit: (3) BMM42, Taricus, Madman
Type 1a Exosuit
In an effort to get some use out of the Type 1 exosuit, The power supplies are upgraded on the suit in order to actually ensure the suit is capable of moving more efficiently, and the ergonomics of the suit are redesigned from lessons learned in developing the suit so that the wearer is able to comfortably walk without tipping over, with work being done on the kinetic feedback system if there is time to provide a smoother translation and impact of motion for the suit.
The time for our people to pick through the ruins and garbage for every widget and googaw we require must come to an end. To that goal, we must begin rebuilding in our secure sectors. The first and most important question is that of material. The Alpha Foundry is tantamount to a simple ironworks, where we will bring in reclaimed scrap and and melt it down It will be formed into fresh ingots of metal, and we will use this standardized material to build more efficiently, quickly, and consistently.
Alpha Foundry: (1) BMM42
Alpha Foundry: (2) BMM42, Taricus
Magnetized Reclamation Works
At present, a lot of different materials are all mixed together in piles of scrap spread across our city. Separating these materials must at present largely be done by hand, which can be quite difficult when dealing with similar-looking materials. Metal, however, is easy to sort out from nonmetallic components, which still leaves us with the problem of sorting different metals from each other.
Enter the Magnetized Reclamation Works. Building on our work with magnets, we heat large vats of metallic scrap until they melt, then funnel them down a large trough inclined to one side, exposed to a very powerful magnetic field. The various magnetic materials will be pulled up the incline by the field, their magnetic properties dictating how far up they go, allowing us to quickly sort those materials out. The remaining metals are filtered out by means of their differing density or melting points as necessary, depending on what metals are commonly found in scrap piles (meaning I don't know what sort of space magic metal we're using and I don't think anyone else is that concerned with the minutiae of how metals can be separated).
This rapid processing of metals on an industrial level will hopefully allow us to more readily utilize metal components that are actually engineered to some industrial standard, rather than picked up off the ground and hammered into roughly the correctish shape.
Alpha Foundry: (2) BMM42, Taricus
Magnetized Reclamation Works: (1) Madman
The time for our people to pick through the ruins and garbage for every widget and googaw we require must come to an end. To achieve that goal, we must begin rebuilding in our secure sectors. The first and most important question is that of material. The Alpha Foundry is tantamount to a simple ironworks, where we will bring in reclaimed scrap and and melt it down It will be formed into fresh ingots of metal, and we will use this standardized material to build more efficiently, quickly, and consistently.[/quote]
Magnetized Reclamation Works
The "Alpha Foundry" is presently not capable of separating out different metals, and is thus incapable of starting up meaningful modern industry. However, we have a (relatively) simple solution.
Enter the Magnetized Reclamation Works. Building on our work with magnets, we heat large vats of metallic scrap until they melt, then funnel them down a large trough inclined to one side, exposed to a very powerful magnetic field gradient. The various magnetic materials will be pulled up the incline by the field, their magnetic properties dictating how far up they go, allowing us to quickly sort those materials out. The remaining metals are filtered out by means of their differing density or melting points as necessary, depending on what metals are commonly found in scrap piles (meaning I don't know what sort of space magic metal we're using and I don't think anyone else is that concerned with the minutiae of how metals can be separated).
Full recycling of metals, instead of mere reuse, should allow us to extract meaningfully large amounts of metal for general use, instead of edge cases that don't really care about the precise contents of whatever alloy they've been stuck with today.
Magnetized Reclamation Works: (1) Madman
Magnetized Reclamation Works: (2) Madman, Taricus
Magnetized Reclamation Works: (3) Madman, Taricus, Happerry
Magnetized Reclamation Works: (4) Madman, Taricus, Happerry, BMM42
Magnetized Reclamation Works
The "Alpha Foundry" is presently not capable of separating out different metals, and is thus incapable of starting up meaningful modern industry. However, we have a (relatively) simple solution.
Enter the Magnetized Reclamation Works. Building on our work with magnets, we heat large vats of metallic scrap until they melt, then funnel them down a large trough inclined to one side, exposed to a very powerful magnetic field gradient. The various magnetic materials will be pulled up the incline by the field, their magnetic properties dictating how far up they go, allowing us to quickly sort those materials out. The remaining metals are filtered out by means of their differing density or melting points as necessary, depending on what metals are commonly found in scrap piles (meaning I don't know what sort of space magic metal we're using and I don't think anyone else is that concerned with the minutiae of how metals can be separated).
Full recycling of metals, instead of mere reuse, should allow us to extract meaningfully large amounts of metal for general use, instead of edge cases that don't really care about the precise contents of whatever alloy they've been stuck with today.
Type-21 Assault Exosuit
The Type-11 civilian exosuit is a useful tool, but it really needs some improvement and could be a valuable piece of combat equipment. First up, then, is to refine the design to make it much easier to maintain while retaining the low price of construction for the exoskeleton itself. Once we've refined the exoskeleton we're going to increase the speed with which the user can move, and add reinforcements to the user's hands to provide for enhanced climbing and close-quarters combat when necessary. A standardized full-face helmet with radio system and simple air filter is included, functioning as a way to stop things like flashbangs and medium-distance explosions from doing damage to a user's face or eyes, while also protecting them (briefly) from various types of contaminants in the air.
We've also included a grapple hook system, which allows the user unparalleled ability to maneuver across the battlefield in almost any direction. The system can also be used as an offensive tool, as the fast-moving "hook" is actually a set of small spikes and barbs meant to successfully catch on anything it's fired at, which makes it a very dangerous weapon that can also be used to drag around and throw enemy soldiers.
The Assault Suit has much, much better maneuverability than a regular human due to the incredible speed with which it moves, and retains just enough enhanced strength to physically pick up and throw adversaries when necessary. They are capable of outpacing any cargo loader regardless of its condition and can jump much higher than a regular soldier. The vertical maneuverability should allow our soldiers to sometimes dare operations into the Black Zone, as well.
Type-22 Armored Exosuit
The Type-11 civilian exosuit is a useful tool, but it really needs some improvement and could be a valuable piece of combat equipment. First up, then, is to refine the design to make it much easier to maintain while retaining the low price of construction for the exoskeleton itself. Once we've refined the exoskeleton we're going to make it even more durable and resistant to damage, and add reinforcements to the user's hands to provide for enhanced climbing and close-quarters combat when necessary. A standardized full-face helmet with radio system and simple air filter is included, functioning as a way to stop things like flashbangs and medium-distance explosions from doing damage to a user's face or eyes, while also protecting them (briefly) from various types of contaminants in the air.
The suit includes a serious amount of high-grade titanium armor to stop incoming projectiles, the outer layer of which is actually a Whipple shield to stop small high-velocity projectiles, like magnetically-accelerated bullets (or needles). The suit is environmentally sealed as well, providing some protection against the CBRN threats present in the Black Zone.
The Armored Exosuit is uprated to allow the user to move as fast as a regular human despite their armor and weaponry, and has massively increased strength. An average PressGanged Cargoloader can be disassembled in just a couple hits from an Armored Exosuit, while the suit itself will generally not be damaged by breaking things such as vehicles, enemy soldiers, and small buildings.
Type-21 Assault Exosuit: 1 (BMM42)
Type-22 Armored Exosuit: 0
Usage of the research credit for the winning design: 1 (BMM42)
Type-23 Combat Exosuit
The Type-11 civilian exosuit is a useful tool, but it really needs some improvement and could be a valuable piece of combat equipment. First up, then, is to refine the design to make it much easier to maintain while retaining the low price of construction for the exoskeleton itself. Once we've refined the exoskeleton we're going to increase the speed with which the user can move, and add reinforcements to the user's hands to provide for enhanced climbing and close-quarters combat when necessary.
A very well protected full-face helmet with radio system and simple air filter is included, functioning as a way to stop things like flashbangs and fragments from doing damage to a user's face or eyes, while also protecting them (briefly) from various types of contaminants in the air. The suit is entirely enclosed to protect the user from the surrounding environment, including chemical and biological threats. Radiation threats are generally best defended against by heading in the other direction when the Geiger counter starts to click really fast. Nano-scale protection is not included. Don't enter parts of the Black Zone with nanoscale threats. Just don't.
The key part of the militarization process is introducing some serious modularity, through the very simple process of "rotate into place and swivel the clip", i.e., purely mechanical means. The basic exoskeleton carries only a minimal level of protection across the body, to keep fragments and long-range gunfire from injuring the user. However, the skeleton has points to attach additional armor plates, of varying thickness, and the limbs can be augmented with additional mechanical "muscles" to increase speed or lifting capacity. Finally, various devices can also be mounted on standardized mounts to multiple points on the body, such as forearms, shins, and the back.
The only extra piece included so far is a grapple hook system, which allows the user unparalleled ability to maneuver across the battlefield in almost any direction. The system can also be used as an offensive tool, as the fast-moving "hook" is actually a set of small spikes and barbs meant to successfully catch on anything it's fired at, which makes it a very dangerous weapon that can also be used to drag around and throw enemy soldiers.
Type-21 Assault Exosuit: 1 (BMM42)
Type-22 Armored Exosuit: (0)
Type-23 Combat Exosuit: (1) Madman
Usage of the research credit for the winning design: (2) BMM42, Madman
Type-21 Assault Exosuit: 1 (BMM42)
Type-22 Armored Exosuit: (0)
Type-23 Combat Exosuit: (2) Madman, Happerry
Usage of the research credit for the winning design: (2) BMM42, Madman
Type-21 Assault Exosuit: 1 (BMM42)
Type-22 Armored Exosuit: (0)
Type-23 Combat Exosuit: (3) Madman, Happerry, Taricus
Usage of the research credit for the winning design: (3) BMM42, Madman, Taricus
Type-23 Combat Exosuit
The Type-11 civilian exosuit is a useful tool, but it really needs some improvement and could be a valuable piece of combat equipment. First up, then, is to refine the design to make it much easier to maintain while retaining the low price of construction for the exoskeleton itself. Once we've refined the exoskeleton we're going to increase the speed with which the user can move, and add reinforcements to the user's hands to provide for enhanced climbing and close-quarters combat when necessary.
A very well protected full-face helmet with radio system and simple air filter is included, functioning as a way to stop things like flashbangs and fragments from doing damage to a user's face or eyes, while also protecting them (briefly) from various types of contaminants in the air. The suit is entirely enclosed to protect the user from the surrounding environment, including chemical and biological threats. Radiation threats are generally best defended against by heading in the other direction when the Geiger counter starts to click really fast. Nano-scale protection is not included. Don't enter parts of the Black Zone with nanoscale threats. Just don't.
The key part of the militarization process is introducing some serious modularity, through the very simple process of "rotate into place and swivel the clip", i.e., purely mechanical means. The basic exoskeleton carries only a minimal level of protection across the body, to keep fragments and long-range gunfire from injuring the user. However, the skeleton has points to attach additional armor plates, of varying thickness, and the limbs can be augmented with additional mechanical "muscles" to increase speed or lifting capacity. Finally, various devices can also be mounted on standardized mounts to multiple points on the body, such as forearms, shins, and the back.
The only extra piece included so far is a grapple hook system, which allows the user unparalleled ability to maneuver across the battlefield in almost any direction. The system can also be used as an offensive tool, as the fast-moving "hook" is actually a set of small spikes and barbs meant to successfully catch on anything it's fired at, which makes it a very dangerous weapon that can also be used to drag around and throw enemy soldiers.
Type-24 Combat Exosuit
An evolution of the Type-23, the T24 is reengineered so individual parts have a militarily useful service life where possible. Continuous part replacement is not acceptable for any military part and can easily be avoided by ensuring that the pieces are better protected against dirt and water, assembled properly, and forces endured by the exoskeleton is exclusively inflicted on the structural elements capable of taking it.
In short, we're not sure what's been done poorly to require constant replacement of pieces of the exoskeleton, but we're going to fix that so it's not such a nightmare to maintain.
Type-24 Combat Exosuit: (1) Madman
Type-24 Combat Exosuit: (2) Madman, Taricus
Type-24 Combat Exosuit: (3) Madman, Taricus, BMM42
Type-24 Combat Exosuit
An evolution of the Type-23, the T24 is reengineered so individual parts have a militarily useful service life where possible. Continuous part replacement is not acceptable for any military part and can easily be avoided by ensuring that the pieces are better protected against dirt and water, assembled properly, and forces endured by the exoskeleton is exclusively inflicted on the structural elements capable of taking it.
In short, we're not sure what's been done poorly to require constant replacement of pieces of the exoskeleton, but we're going to fix that so it's not such a nightmare to maintain.
The Seer, as our engineers have taken to calling it, is a combat visor with over ear placement. The Seer performs one primary function, as well as several secondary functions. First, and most importantly, the Seer allows our soldiers to more easily communicate between themselves and command, relaying intel to where it can best be put to use with lightning speed. Enemy troop movements picked up by scouts can be quickly relayed to command, with accompanying photographs by cameras in the main housing that follow the wearer's line of sight. Additionally, the visor is equipped with rudimentary Augmented Reality technology, allowing squadmates to direct each others attention to areas within their line of sight without the need for words or even to catch one another's eye.
'Seer' Tactical Communications Platform (2): BMM42, Taricus
Charger Assault Cannon
A very large rework of the Iona firing from a belt and powered from the exoskeleton that must be paired with the weapon, the Charger Assault Cannon is a 20mm five-coil magnetic accelerator which works on a computer system rather than a switching system. The computers are tied to the user's exoskeleton, along with the power connection, to offload much of the work of target acquisition and rangefinding and reduce the need for computer systems in the weapons themselves. The computers can take a range from the user designating a target, set a detonation distance from firing for certain projectiles, and also tell the user whether or not they're running out of ammo. The projectiles used include common ones such as shotgun-like sabots filled with Iona II 3mm needles, solid slugs meant for armor-piercing, and fragmentation/explosive rounds meant to detonate on impact or airburst depending on the settings the computer loads into the rounds.
Iona III Hardened Multirole Weapon
Similar to an upsized Iona II, the Iona III is a three-coil, belt fed design capable of firing a 12mm projectile or sabot-cased set of the Iona's 3mm needles. The system is optimized for firing at relatively low velocities and close ranges, so that the 12mm projectiles can be fired from a bipod or other braced condition while the shotgun bursts can be fired in any position due to its lower mass and consequently lower recoil. Whatever computer systems evidently remain in the mechanical fire control system we designed are adjusted to be resistant to EMP effects, and a grounding system is added so that if the weapon does get EMP'd it can just be tapped against the ground or a building or something to drain extraneous charge out of the mechanical system to prevent any residual effects or whatever it is that fouls a mechanical switch setup in an EMP.
Type-25 Light Exoskeletal Combat Array
The Type-24 exoskeleton is a wonderful combat device, but its heavy armor and sealed frame make it far too expensive and energy-intensive to produce for common deployment. In order to reduce these issues, we've taken a Type-24, removed the seals, reduced the weight and carrying/hitting/motive power of the suit substantially, and compensated for the power reduction by removing most of the armor. Armor is only retained on the torso and head, and only enough to stop small arms fire from close(ish) range. The new exoskeleton is optimized for fast movement rather than durability and melee destruction, and everything about the systems is once again simplified as much as we can to ease production. Where corners can be cut, they are cut, to produce a generally-deployable exoskeleton if possible, even if that exoskeleton is going to be a pale imitation of the seriously destructive Type 24 rigs.
Mobile Nuclear Power Stations
We've had some very serious issues with power needs: We simply don't have enough energy to field enough vehicles or enough exoskeletons for our army, which is not ideal in a world filled with dangers such as Battleframes. Oh, and those other guys, the ones that go "squish" when you hit them. In order to provide our front-line troops with some more useful things, we've decided to try and restart some serious power generation here on our planet. Solar isn't exactly combat effective, however unpleasantly radioactive materials are relatively plentiful. By throwing some of these together into a liquid fuel and generating steam from the heat, we can conceivably produce relatively simple fission reactors in small packages, limited only by our capability to safely collective radioactive materials. Perhaps lead "armor" covered Type-24s could be of assistance in this regard? Irrespective of this problem, we will utilize chemical means to sort out radioactive materials and produce the liquid fuels. Then the fuel can be pumped into a reactor vessel, control rods installed, and a turbine assembly attached.
These fission reactors are then built into the casings of the broken-down cargo lifters whose powerplants have failed but whose wheels or treads or whatever are still intact, and a direct geared drive is set up on the end of the steam turbine to run the vehicle when necessary. When not running the vehicle around, the reactor is set up to provide energy direct to forces or infrastructure that is far from our geothermal plants. No masses of battery-laden vehicles are required to provide power to forces with one or more of these in the rear lines.
'Seer' Tactical Communications Platform (2): BMM42, Taricus
Mobile Nuclear Power Stations (1): Madman
Quote from: 'Seer' Tactical Communications PlatformThe Seer, as our engineers have taken to calling it, is a combat visor with over ear placement. The Seer performs one primary function, as well as several secondary functions. First, and most importantly, the Seer allows our soldiers to more easily communicate between themselves and command, relaying intel to where it can best be put to use with lightning speed. Enemy troop movements picked up by scouts can be quickly relayed to command, with accompanying photographs by cameras in the main housing that follow the wearer's line of sight. Additionally, the visor is equipped with rudimentary Augmented Reality technology, allowing squadmates to direct each others attention to areas within their line of sight without the need for words or even to catch one another's eye.
Type-25 Light Exoskeletal Combat ArrayHopefully much cheaper version of the exoskeleton to get armor to more of our troops, same as from the previous design-phase proposal but I think it's really simple enough to be a revision. It might, maybe, hopefully, get us something that could at least become common enough for all our troops to be armored with it.
The Type-24 exoskeleton is a wonderful combat device, but its heavy armor and sealed frame make it far too expensive and energy-intensive to produce for common deployment. In order to reduce these issues, we've taken a Type-24, removed the seals, reduced the weight and carrying/hitting/motive power of the suit substantially, and compensated for the power reduction by removing most of the armor. Armor is only retained on the torso and head, and only enough to stop small arms fire from close(ish) range. The new exoskeleton is optimized for fast movement rather than durability and melee destruction, and everything about the systems is once again simplified as much as we can to ease production. Where corners can be cut, they are cut, to produce a generally-deployable exoskeleton if possible, even if that exoskeleton is going to be a pale imitation of the seriously destructive Type 24 rigs.
Standardized Combat UniformWe do need a better standardized uniform. This includes some basic level of protection and wound mitigation (i.e., getting hit is not less likely to injure you, but the injury will be less severe) and camo more effective than "vaguely purple" or whatever our standard color is.
We've got more than enough production capacity now to produce some simple uniforms for our soldiers to wear. Uniforms are issued in a standard grey urban camouflage pattern, covered with an armor vest, made of (thin) ballistic fiber, built to hold insert plates made of either scavenged ceramics or metals from the Magnetized Reclamation Works, which is itself covered by a large array of pockets and attachment points for extra gear, weapons, and ammo. A combat knife is likewise issued with the soldiers' equipment, for close combat and utility work. A gas mask and a camouflage outer cloak which serves both as protection from the elements and as a sort of urban ghillie suit rounds out the basic equipment. Specialist soldiers might carry a backpack or additional plates on other parts of the body, as the basic plate carrier rig extends across the torso and shoulders, but extended variants might include additional ballistics fiber padding on the legs, underneath the carrier rig, and on the arms. These add protection against some weapons or against splinters, for example a grenadier may want maximum coverage to protect himself from any damage due to his own grenades' fragmentation.
Standardized Combat Uniform: 1 (BMM42)
Standardized Combat Uniform: (2) BMM42, Madman
Standardized Combat Uniform
We've got more than enough production capacity now to produce some simple uniforms for our soldiers to wear. Uniforms are issued in a standard grey urban camouflage pattern, covered with an armor vest, made of (thin) ballistic fiber, built to hold insert plates made of either scavenged ceramics or metals from the Magnetized Reclamation Works, which is itself covered by a large array of pockets and attachment points for extra gear, weapons, and ammo. A combat knife is likewise issued with the soldiers' equipment, for close combat and utility work. A gas mask and a camouflage outer cloak which serves both as protection from the elements and as a sort of urban ghillie suit rounds out the basic equipment. Specialist soldiers might carry a backpack or additional plates on other parts of the body, as the basic plate carrier rig extends across the torso and shoulders, but extended variants might include additional ballistics fiber padding on the legs, underneath the carrier rig, and on the arms. These add protection against some weapons or against splinters, for example a grenadier may want maximum coverage to protect himself from any damage due to his own grenades' fragmentation.
Hailfire Hardened Squad Support Weapon
Similar to an upsized Iona II, the Hailfire is a sleeker design using a 100-round drum magazine (think Gamma-C mag, except smaller because our bullets are just the bullets and have no cases to speak of) and a new, standardized back-mounted or stationary power supply to lighten the weapon proper, and is capable of firing a 7mm projectile or sabot-cased set of the Iona's 3mm needles using an identical mechanical switching system to the original Iona. Whatever computer systems evidently remain in the mechanical fire control system we designed are adjusted to be resistant to EMP effects, and a grounding system is added so that if the weapon does get EMP'd it can just be tapped against the ground or a building or something to drain extraneous charge out of the mechanical system to prevent any residual effects or whatever it is that fouls a mechanical switch setup exposed to an EMP. The larger coils of this new weapon are capable of throwing the lightweight sabot and handful of Iona needles at even more dangerous velocities, filling streets with a deadly hail of high-velocity needles.
It is intended to be used as a medium machinegun, capable of moving with troops but more often deployed in defensive roles where its fire rate, ammunition supply, and killing power allow it to stop advances in their tracks.
Mobile Nuclear Power Stations
We've had some very serious issues with power needs: We simply don't have enough energy to field enough vehicles or enough exoskeletons for our army, which is not ideal in a world filled with dangers such as Battleframes, razor rain, and radioactive dust-filled air. Oh, and those other guys, the ones that go "squish" when you hit them. In order to provide our front-line troops with some more useful things, we've decided to try and restart some serious power generation here on our planet. Solar isn't exactly combat effective, however unpleasantly radioactive materials are relatively plentiful. We should be able to build small molten-salt nuclear reactors using our supplies of dangerous materials, which are unfortunately plentiful. The principle limitation might be the relative scarcity of radioactive materials in our typical working zones, at least compared to the really nasty areas which would be easy to get this stuff from. Perhaps lead "armor" covered Type-24s operating near the radioactive regions could be of assistance in this regard? Irrespective of this problem, we will utilize chemical means as well as the production of the Alpha Foundry (whose magnetic sorting system should be separating heavy elements from light ones anyway) to sort out the heavy, radioactive materials we need. Then we combine it with some fluorine or a comparable material, again acquirable from many interesting forms of toxic material and things burned by non-oxygen means, and away we go with the reactors.
These fission reactors are built into the casings of the broken-down cargo lifters whose powerplants have failed but whose wheels or treads or whatever are still intact, and a direct geared drive is set up on the end of the steam turbine to run the vehicle when necessary. When not running the vehicle around, the reactor is set up to provide energy direct to forces or infrastructure that is far from our geothermal plants. No masses of battery-laden vehicles are required to provide power to forces with one or more of these in the rear lines.
Hailfire Hardened Squad Support Weapon: (1) BMM42
Hailfire Hardened Squad Support Weapon: (1) BMM42
Mobile Nuclear Power Stations: (1) Madman
Mobile Nuclear Power Stations
We've had some very serious issues with power needs: We simply don't have enough energy to field enough vehicles or enough exoskeletons for our army, which is not ideal in a world filled with dangers such as Battleframes, razor rain, and radioactive dust-filled air. Oh, and those other guys, the ones that go "squish" when you hit them. In order to provide our front-line troops with some more useful things, we've decided to try and restart some serious power generation here on our planet. Solar isn't exactly combat effective, however unpleasantly radioactive materials are relatively plentiful. We should be able to build small molten-salt nuclear reactors using our supplies of dangerous materials, which are unfortunately plentiful. The principle limitation might be the relative scarcity of radioactive materials in our typical working zones, at least compared to the really nasty areas which would be easy to get this stuff from. Perhaps lead "armor" covered Type-24s operating near the radioactive regions could be of assistance in this regard? Irrespective of this problem, we will utilize chemical means as well as the production of the Alpha Foundry (whose magnetic sorting system should be separating heavy elements from light ones anyway) to sort out the heavy, radioactive materials we need. Then we combine it with some fluorine or a comparable material, again acquirable from many interesting forms of toxic material and things burned by non-oxygen means, and away we go with the reactors.
These fission reactors are built into the casings of the broken-down cargo lifters whose powerplants have failed but whose wheels or treads or whatever are still intact, and a direct geared drive is set up on the end of the steam turbine to run the vehicle when necessary. When not running the vehicle around, the reactor is set up to provide energy direct to forces or infrastructure that is far from our geothermal plants. No masses of battery-laden vehicles are required to provide power to forces with one or more of these in the rear lines.
"Logistics Express" Nuclear Maglev Train
Well, given that the previous assumption about the damage to the underground infrastructure was apparently incorrect, evidently we should be working on using our nuclear power to make a functioning maglev network. This requires the use of a Mobile Nuclear Power Station reactor in a train body, and the repair of any damaged maglev components. Luckily, with the Alpha Foundry/Magnetized Reclamation Works up and running we have plenty of simple metals available for use in the electromagnets and probably some regular magnets as well should the system use them for some reason or another.
After extensive examinations of the magnetic levitation tracks themselves, we've managed to replicate the levitation equipment. With our experience in magnetic weaponry figuring out magnetic levitation based on many different extant examples wasn't too terrible. Most importantly, during the (presumably extensive) repairs to the train system we've also gone ahead and added an additional component to the magnetic levitation system, a non-load-bearing stability component that makes physical contact with part of the "rail" system (it's a magnetic levitation system it doesn't necessarily have rails) to prevent the vehicle from drifting from side to side or otherwise risking collision. This would reduce the efficiency of the system and its service lifetime if we were sending these trains hurtling around at the speeds a maglev system can reach, but since we've stuck a nuclear reactor in the front of this train it's generally best not to go hurtling around at patently unsafe speeds down potentially damaged tunnels and tracks.
The trains are meant to be used for transportation of goods as well as soldiers, and so the engine compartments are heavily armored with simple bolt-on metal plates to protect the crew and the reactor. The immense power of a nuclear reactor should compensate for the increased weight, and if it doesn't, well, we don't need to go all that fast to outdo all our other transportation options. Surface travel is a lot less direct and a lot more full of murder-bots, after all.
Type-25 Light Exoskeletal Combat Array
The Type-24 exoskeleton is a wonderful combat device, but its heavy armor and sealed frame make it far too expensive and energy-intensive to produce for common deployment. In order to reduce these issues, we've taken a Type-24, removed the seals, reduced the weight and carrying/hitting/motive power of the suit substantially, and compensated for the power reduction by removing most of the armor. Armor is only retained on the torso and head, and only enough to stop small arms fire from close(ish) range. The new exoskeleton is optimized for fast movement rather than durability and melee destruction, and everything about the systems is once again simplified as much as we can to ease production. Where corners can be cut, they are cut, to produce a generally-deployable exoskeleton if possible, even if that exoskeleton is going to be a pale imitation of the seriously destructive Type 24 rigs.
"Logistics Express" Nuclear Maglev Train: (1) BMM42
"Logistics Express" Nuclear Maglev Train: (2) BMM42, Madman
"Logistics Express" Nuclear Maglev Train
Well, given that the previous assumption about the damage to the underground infrastructure was apparently incorrect, evidently we should be working on using our nuclear power to make a functioning maglev network. This requires the use of a Mobile Nuclear Power Station reactor in a train body, and the repair of any damaged maglev components. Luckily, with the Alpha Foundry/Magnetized Reclamation Works up and running we have plenty of simple metals available for use in the electromagnets and probably some regular magnets as well should the system use them for some reason or another.
After extensive examinations of the magnetic levitation tracks themselves, we've managed to replicate the levitation equipment. With our experience in magnetic weaponry figuring out magnetic levitation based on many different extant examples wasn't too terrible. Most importantly, during the (presumably extensive) repairs to the train system, we've also gone ahead and added an additional component to the magnetic levitation system, a non-load-bearing stability component that makes physical contact with part of the "rail" system (it's a magnetic levitation system it doesn't necessarily have rails) to prevent the vehicle from drifting from side to side or otherwise risking a collision. This would reduce the efficiency of the system and its service lifetime if we were sending these trains hurtling around at the speeds a maglev system can reach, but since we've stuck a nuclear reactor in the front of this train it's generally best not to go hurtling around at patently unsafe speeds down potentially damaged tunnels and tracks.
The trains are meant to be used for transportation of goods as well as soldiers, and so the engine compartments are heavily armored with simple bolt-on metal plates to protect the crew and the reactor. The immense power of a nuclear reactor should compensate for the increased weight, and if it doesn't, well, we don't need to go all that fast to outdo all our other transportation options. Surface travel is a lot less direct and a lot more full of murder-bots, after all.
Myrmidon Armored Assault Train
Built from the failure of the Logistics Express, the Myrmidon is a properly nuclear-powered train that runs on rails laid by our engineers or in the metro system. This new train roughly follows the pattern of the Logistics Express, and does also serve as a transportation and energy-providing system. The reactor is an upsized MPU reactor, modular enough to be put in train cars (which can then be left in forwards positions to provide energy while the actual train goes back and forth delivering physical supplies) or in the engine. The rail system from the Logistics Express program is copied, where a physical point of contact is added to correct any stability problems that might remain with the maglev system after we've worked it over substantially in this better-funded program.
The reason this is an "armored assault train" rather than a "nuclear maglev train" is because this nuclear maglev train is in fact covered in guns and armor. The forwards-facing armor on the engine car is a purpose-forged single monolithic piece for resisting even high-caliber kinetic strikes, aided by a thin ablative outer layer for resisting energy fire and a ballistics-fiber-based inner layer to absorb spalling or fragmentation. The rest of the engine, as well as the cars carrying nuclear material, are armored against medium-caliber weaponry. Cars carrying munitions or troops receive protection against man-portable antiarmor weaponry, cars carrying things that don't explode or die horribly when punctured are unarmored. Since we are lacking in heavy weapons at present, the train is instead left with a wide assortment of salvaged weapons if available, or our other standardized options in many mounts across the vehicle. It possesses mounting points for heavy weapons, particularly pointing forwards, as well as some high-elevation mounts for lighter weapons to deal with buildings or the possibility of flyers being developed.
Mountaineer Urban Mech
We are presently having some issues with enemy mobility in the cityscape. They're capable of some impressive vertical maneuvers using their equipment. We're going to need to deal with that somehow. The solution is to upsize the Type-24 Armored Exosuit while not increasing the armor thickness, giving a small mech armor suitable for armored infantry but the "musculature" necessary to move a substantially more heavily armored machine. This allows for incredible mobility, and the use of hands and an integrated thruster system allow for vertical maneuvering by climbing buildings. The thruster system is not capable of flight but functions more as a jump-height-increasing mechanism allowing higher and/or longer jumps and softer landings. The mechs are big enough that contemporary weapon systems really aren't suitable for a "main" weapon, but the mech also is supposed to generally use its hands for climbing or beating the living daylights out of anything enemy, so that's mostly alright. A pair of Iona II ICAs with extended internal magazines are mounted in each arm above the wrist, and a metal """sword""" (AKA bar of metal with handle magnetized to the mech's thigh for storage) is provided for those times that punching something isn't enough. Mounting points are provided for a heavy weapon on the mech's back, fired over a shoulder, and the Ionas could be swapped out for other ordinance, but for now it's just not an option. The mech does, however, retain the Type-24's grappling hook assembly, with the firing mechanism improved to bury the hook deep enough to actually haul the mech around a battlefield. It's powered by RESU batteries and typically fed from the new MPUs.
Man-Portable Multiple-Purpose Munitions Propeller (MP3)
Our infantry need a little more firepower sometimes, and as we develop vehicles they likewise require more firepower. So we're going to give them the firepower they need, in the form of a missile launcher. The MP3 is a guided launcher, and has both an IR-guided mode (to home in on things that are hot) and a laser-guided mode (using an IR laser so the sensors are the same) to fire at things that are either not warm or are warm but are also hiding behind a wall. The launcher is also capable of programming limited instructions into the warhead, such as a "detonate at X distance from launcher" command or a "detonate X far from laser marker/target" command, the former useful for hitting things cowering behind walls and the latter useful when firing at aircraft and needing only a near miss to kill the thing.
The munitions are also fairly simple, though several types are available. The most basic is an HE warhead that carries as much high explosives as it is possible to put in the warhead, plus a contact detonator. The next is a thermobaric warhead, an explosive that creates a huge and dangerous pressure differential that is intended mostly to kill in confined spaces but also works wonders on targets hiding behind a wall or wearing armor that isn't completely airtight around the mouth or nose. There's also a fragmentation option where the casing disintegrates into lethal shrapnel when the weapon detonates, and also some of the explosives are replaced with ball bearing-sized metal spheres to kill things with direct impact. Finally there is of course an anti-tank option, specifically a HEAT/shaped charge explosive capable of piercing a moderate amount of armor.
An alternative launcher is also available, a box launcher carrying 4 missiles that can be set up on a tripod in the field or mounted to a large enough hardpoint on vehicles or whatever.
(1) "Mountaineer" Urban Mech : Happerry
(1) Madman's Rocket Launcher he said he'd do : Happerry
(2) "Mountaineer" Urban Mech : Happerry, Madman
(2) MP3 : Happerry, Madman
Quote(3) "Mountaineer" Urban Mech : Happerry, Madman, BMM42
3) MP3 : Happerry, Madman, BMM42