136
Forum Games and Roleplaying / Re: Desolation: Arms Race Against Extinction-Elorius R&D: 0.75 Combat Phase
« on: August 23, 2020, 12:03:54 pm »
As some of you may have noticed, the security installed within this department is part of a series of improvements through out the entire Elorius Dynast. Continue the work and resources will continue rolling in. Two designs are available for research now.
The attache military advisors are requesting heavy equipment that can utilize the power afforded by the Volcanic MPU to support the type 24 Exoskeletons and infantry.
Designs

[E: 2/2; P: 0/2]District 7: The Unyielding Bunkers of Elorius
[E: 4/4; P: 0/4] Elevator Base (1)
The base of one of two Space Elevators that were on this world. Its cord has long since rotted, but impact scar crater is one of the larger craters that lead all the way to the Sea. Surrounding it is razed cityscapes and looted spaceports, tarnished only by intense infighting and neglect as the centuries went on.
[E: 4/4; P: 0/4] Scraper Kill Hills (2)
Heavy city development, the ruins of which have only been recently cleared. Unlike the Arcology, this is many, many buildings that all amalgamate against each other as wreckage that has compacted into something like hills and valleys. Watch your step.
[E: 4/4; P: 0/4] Collapsed V. Farms (3)
What was once a burgeoning vertical farm now lies as a massive mound of soil, mutated crops, and strange intoxicating monsters set in a bog. Raider gangs live here, with an eclectic set of gear they terrorize the countryside and are renowned for their accuracy with their war-bows, strung with threading from the Elevator.
[E: 3/4; P: 1/4] Deteriorating Arcology (4)
The center of our world, The largest Arcology of the planet. Its name has been forgotten, and the only reason it stands was that the Hated Enemy coveted it. Inside it is miles of corridors and unscavenged loot, as well as ticking machines. Sometimes the dying reactor inside the Arcology manages to power some of the sub-systems inside, including internal and external defenses.
+1 Energy
[E: 2/4; P: 2/4] The Metro (5)
A dozen tunnels go directly underneath the Arcology, allowing for truly horrific tunnel fights between both factions as well as the active menace of Battle-Frames directed by the equivalent of an autonomous sub-way and construction authority. It’s already dying, but its dreams dictate when its legions will march
+1 Minerals
[E: 0/4; P: 4/4] Ruined Park (6)
Massive fields of gardens, forests, and microbiomes grow un phased here. One of the few places on the planet without city development. A rebellion from the Phozirus Shard had arrived here after a mutiny a long time ago, and they have appeared to now be ruled by the Metro’s Construction Authority. They are vicious and cunning about doing their masters bidding, which often makes no sense whatsoever.
[E: 0/4 P: 4/4] Glass Crater (7)
What was once a massive stretch of the city has been obliterated to the foundations by a particularly devastating hydrogen bomb. Nothing grows here, and nothing stirs besides interloping Yaerians, for it is a hollowed grave of millions of the dead. In the center of the crater is a monumental pile of corpses stacked up by the Battle Frames. Sometimes they visit, but unlike other areas, they seemingly do so to mourn rather than to patrol. This is one of the few places where Battle-Frames do not open fire upon Yaerian forces upon detection, and it is perhaps one of the most terrifying places to be in. If you die here, your body is added to the pile.
[E: 0/4 P: 4/4]Cleared Metropolis(
This part of the city was spared by the wide-spread bombardment the most of the world was hit with, and the vast majority of buildings are still intact. People might actually live here in the coming years, were it not for the unsettlingly close Black Zone.
[E: 0/2; P: 2/2]District 6: The Shining Spires of Phoziris
Black Zone (9)
The Black Zone is a hellish city-scape of active Battle-Frames, malfunctioning nano hives, radioactive craters, and other equally horrible things. Only Special forces equipped with defense against chemical, biological, radiological and nano-scale threats (CBRN-S) can traverse this zone safely and a semblance of control over this zone will provide a bonus towards attacking Sectors 3, 4, and 7.
The Shining Sea(10)
Generations ago, the local Battleframes used a series of what was later discovered to be thermonuclear charges to turn this area into a basin, which the sea now resides. No one knows why, but the Frames had a planet shaking conflict with each other in what was once Sector 8. This conflict ended when the Zone had been terraformed, the area was sunken down and entirely flooded. The conflict ultimately leads to the formation of an inland sea as vast amounts of material were cratered into the surrounding area as well as a concerted effort by the Battleframes themselves. The water is unsafe to drink and is sterile, but it is incredibly convenient that the vast majority of nuclear materials have sunk to the floor of the seabed, and only requires minor filtration to become drinkable. Most of our water is projected to come from the Shining Sea as it is easier to filter water than to reclaim it. Control over this zone will provide a bonus towards controlling Sectors 2, 5, and 6.
It is now the Design Phase of Cycle 0.75. The next phase will be Revision.
The attache military advisors are requesting heavy equipment that can utilize the power afforded by the Volcanic MPU to support the type 24 Exoskeletons and infantry.
Designs
Spoiler: Elorius Designs (click to show/hide)
Transportation Capacity: 2 [1 used]
Resources: 3 Minerals, 3 Energy
Weapons
Salvaged Weaponry:
Most scouts and some veteran personnel managed to get their hands on hand-crafted or pre-annihilation weapons that use a variety of methods of delivery. Logistics for these variable effectiveness weapons will be a headache until a standardized loadout is made. A vast majority of these weapons are lovingly crafted by the scavengers, and as such are chemically accelerated. The few energy weapons in this mix are terrifying examples of what was our might, but we do not yet have the technological nor industrial might to recreate them, or even put them back together if we dismantle them.
[Cheap, 1 Minerals, 1 Energy]
Iona II ICA
A large, boxy and rugged weapon more in line with the A-M_CA, the Iona ICA is capable of launching 60 70mmx3mm flechette needles into a target at 700 rounds a minute with a fully mechanically operated 5 coil system. It fires with enough power to directly pierce most examples of scavenged armor with a direct hit. Powered by external battery systems with a cable port in the stock that also accept stick batteries.
[Cheap, 3 Minerals, 3 Energy]
18mmx1.V(Variable) Anti-Material Coil Accelerator- Breech Loader:
an Antitank Rifle with an unparalleled ruggedness. Using a coiled magnetic system to fire, it is able to be fielded with munitions prepared in the field, requires a tripod or an exoskeleton to wield. Standard loadout is 30-40 shots worth of fire. Semi-Automatic requires about 3 seconds to reload the weapon unless its breech-loader fails, then it is a frustrating time to reload it.
[Cheap, 2+1 Minerals, 3 Energy]
Unnamed 100mm Railgun:
The result of graft and corruption for a super project that was left unfinished. It provides some knowledge for the construction of heavy magnetic weaponry. Weighs 2.25 tons, fires 40lb shot Rof (1/5 seconds). Singular example mounted in the core district. High command is desperately wondering what the name of this thing is since agents of the military censored it, so the R&D team is tasked with naming it.
[Theoretical]
Mechatronics
Type-24 Exosuit:
A mass-produced set of systems for creating armor that invokes the visage of the soldiers of the stars turned to dust long ago. Durable, individually hermetically sealed components drive the Exoskeleton that in turn drives the Soldiers mass of armor, systems and firepower. Steps are taken to seal the user away from the environment, making the user resistant to biological & chemical hazards and allowing a minor Black Zone Access. Lighter examples of the Type-24 are equipped with Grappling hooks.
[Very Expensive, 4 Minerals, 6 Energy]
Misc. Equipment
SCU Standard Combat Uniform:
A logistically complete set of equipment, all of our troops are equipped with a very functional grey uniform complete with webbing and along with it the standard issuing of Knives, camouflage nettings, gas masks, backpacks. Scavenged Trauma plates are available to those who can bear the weight.
[Cheap, 2 Minerals, 1 Energy]
'Seer' Tactical Communications Platform:
A light visor system that allows communications of images and voice between our military forces, with a special focus on our command element becoming knowing what our troops know.
[Cheap, 2 Minerals, 3 Energy]
IFF Ping Emitter:
A system by which Battle-Frame IFF signals are captured and reproduced at the call of another Battle-Frame, sometimes tricking it into not opening fire and moving on with its bizarre programming. Signal capture means that while every soldier has an IFF Ping Emitter, it doesn't work all the time.
[Expensive, Complex]
Infrastructure
Train related Ecological Disaster
Provides 1 nuclear crisis, black rain, and a trail of radioactive dust that is blown towards the Blackzone by wind.
["Cheap"]
Volcanic MPU
Provides 1 Energy, requires1 Transportation Capacity
Behemoth pre-collapse freight haulers turned into Mobile Power Units, Volcanic MPUs allows for on-site production of power that allow for high-intensity powered battlefield applications to be used. Few in number, dependent on radioactives harvested from the edge of the Black Zone by Type-11 Exosuits and hauled by Cargo Loaders.
Type-11 Exosuit:
A hard to maintain yet easy to manufacture exoskeleton designed for logistics and “acquiring” personnel. Their restrictive nature and difficulty in field repairs makes them categorically unsuitable for field operations.
[Expensive, 4 Minerals, 2 Energy] Provides +1 Minerals [/color]
RESU:
The ultimate in standardized battery production, an evolution of the Protobattery into a scalable system from anything from handheld to logistical systems. (1 Energy + 1 Energy, requires 1 TC)
Alpha Foundry:
A series of series production systems designed to turn scrap metal into molded steel ready for casings, armor and other uses. Makes designs cheaper if it is applicable. After-recovery efforts on refining recovered metals effectively increase our industrial might. +1 Minerals [/color]
Sky-Thread Base:
One of the “lesser” achievements of our species exists in our territory, the amputated space-elevator is in the center of what was once the world's largest mercantile sector. Although the miracle of the thread is long gone, it’s surrounded by dozens of armatures and cargo unloading hardware that has been jury-rigged into transportation in between the jagged buildings of the Elorious.
PressGanged Cargo Loaders:
Heavy, disposable vehicles designed to move cargo to the front, these vehicles are descendants of Thread-Base hardware for moving heavy goods, and use their bulk and armor plating to make rubbled areas traversable. Sometimes deployed on the front lines as an unauthorized Armored Personnel Carrier. + 2 LAND TC
[Cheap, 2 Minerals, 2 Energy]
Resources: 3 Minerals, 3 Energy
Weapons
Salvaged Weaponry:
Most scouts and some veteran personnel managed to get their hands on hand-crafted or pre-annihilation weapons that use a variety of methods of delivery. Logistics for these variable effectiveness weapons will be a headache until a standardized loadout is made. A vast majority of these weapons are lovingly crafted by the scavengers, and as such are chemically accelerated. The few energy weapons in this mix are terrifying examples of what was our might, but we do not yet have the technological nor industrial might to recreate them, or even put them back together if we dismantle them.
[Cheap, 1 Minerals, 1 Energy]
Iona II ICA
A large, boxy and rugged weapon more in line with the A-M_CA, the Iona ICA is capable of launching 60 70mmx3mm flechette needles into a target at 700 rounds a minute with a fully mechanically operated 5 coil system. It fires with enough power to directly pierce most examples of scavenged armor with a direct hit. Powered by external battery systems with a cable port in the stock that also accept stick batteries.
[Cheap, 3 Minerals, 3 Energy]
18mmx1.V(Variable) Anti-Material Coil Accelerator- Breech Loader:
an Antitank Rifle with an unparalleled ruggedness. Using a coiled magnetic system to fire, it is able to be fielded with munitions prepared in the field, requires a tripod or an exoskeleton to wield. Standard loadout is 30-40 shots worth of fire. Semi-Automatic requires about 3 seconds to reload the weapon unless its breech-loader fails, then it is a frustrating time to reload it.
[Cheap, 2+1 Minerals, 3 Energy]
Unnamed 100mm Railgun:
The result of graft and corruption for a super project that was left unfinished. It provides some knowledge for the construction of heavy magnetic weaponry. Weighs 2.25 tons, fires 40lb shot Rof (1/5 seconds). Singular example mounted in the core district. High command is desperately wondering what the name of this thing is since agents of the military censored it, so the R&D team is tasked with naming it.
[Theoretical]
Mechatronics
Type-24 Exosuit:
A mass-produced set of systems for creating armor that invokes the visage of the soldiers of the stars turned to dust long ago. Durable, individually hermetically sealed components drive the Exoskeleton that in turn drives the Soldiers mass of armor, systems and firepower. Steps are taken to seal the user away from the environment, making the user resistant to biological & chemical hazards and allowing a minor Black Zone Access. Lighter examples of the Type-24 are equipped with Grappling hooks.
[Very Expensive, 4 Minerals, 6 Energy]
Misc. Equipment
SCU Standard Combat Uniform:
A logistically complete set of equipment, all of our troops are equipped with a very functional grey uniform complete with webbing and along with it the standard issuing of Knives, camouflage nettings, gas masks, backpacks. Scavenged Trauma plates are available to those who can bear the weight.
[Cheap, 2 Minerals, 1 Energy]
'Seer' Tactical Communications Platform:
A light visor system that allows communications of images and voice between our military forces, with a special focus on our command element becoming knowing what our troops know.
[Cheap, 2 Minerals, 3 Energy]
IFF Ping Emitter:
A system by which Battle-Frame IFF signals are captured and reproduced at the call of another Battle-Frame, sometimes tricking it into not opening fire and moving on with its bizarre programming. Signal capture means that while every soldier has an IFF Ping Emitter, it doesn't work all the time.
[Expensive, Complex]
Infrastructure
Train related Ecological Disaster
Provides 1 nuclear crisis, black rain, and a trail of radioactive dust that is blown towards the Blackzone by wind.
["Cheap"]
Volcanic MPU
Provides 1 Energy, requires1 Transportation Capacity
Behemoth pre-collapse freight haulers turned into Mobile Power Units, Volcanic MPUs allows for on-site production of power that allow for high-intensity powered battlefield applications to be used. Few in number, dependent on radioactives harvested from the edge of the Black Zone by Type-11 Exosuits and hauled by Cargo Loaders.
Type-11 Exosuit:
A hard to maintain yet easy to manufacture exoskeleton designed for logistics and “acquiring” personnel. Their restrictive nature and difficulty in field repairs makes them categorically unsuitable for field operations.
[Expensive, 4 Minerals, 2 Energy] Provides +1 Minerals [/color]
RESU:
The ultimate in standardized battery production, an evolution of the Protobattery into a scalable system from anything from handheld to logistical systems. (1 Energy + 1 Energy, requires 1 TC)
Alpha Foundry:
A series of series production systems designed to turn scrap metal into molded steel ready for casings, armor and other uses. Makes designs cheaper if it is applicable. After-recovery efforts on refining recovered metals effectively increase our industrial might. +1 Minerals [/color]
Sky-Thread Base:
One of the “lesser” achievements of our species exists in our territory, the amputated space-elevator is in the center of what was once the world's largest mercantile sector. Although the miracle of the thread is long gone, it’s surrounded by dozens of armatures and cargo unloading hardware that has been jury-rigged into transportation in between the jagged buildings of the Elorious.
PressGanged Cargo Loaders:
Heavy, disposable vehicles designed to move cargo to the front, these vehicles are descendants of Thread-Base hardware for moving heavy goods, and use their bulk and armor plating to make rubbled areas traversable. Sometimes deployed on the front lines as an unauthorized Armored Personnel Carrier. + 2 LAND TC
[Cheap, 2 Minerals, 2 Energy]
Spoiler: Map (click to show/hide)

[E: 2/2; P: 0/2]District 7: The Unyielding Bunkers of Elorius
[E: 4/4; P: 0/4] Elevator Base (1)
The base of one of two Space Elevators that were on this world. Its cord has long since rotted, but impact scar crater is one of the larger craters that lead all the way to the Sea. Surrounding it is razed cityscapes and looted spaceports, tarnished only by intense infighting and neglect as the centuries went on.
[E: 4/4; P: 0/4] Scraper Kill Hills (2)
Heavy city development, the ruins of which have only been recently cleared. Unlike the Arcology, this is many, many buildings that all amalgamate against each other as wreckage that has compacted into something like hills and valleys. Watch your step.
[E: 4/4; P: 0/4] Collapsed V. Farms (3)
What was once a burgeoning vertical farm now lies as a massive mound of soil, mutated crops, and strange intoxicating monsters set in a bog. Raider gangs live here, with an eclectic set of gear they terrorize the countryside and are renowned for their accuracy with their war-bows, strung with threading from the Elevator.
[E: 3/4; P: 1/4] Deteriorating Arcology (4)
The center of our world, The largest Arcology of the planet. Its name has been forgotten, and the only reason it stands was that the Hated Enemy coveted it. Inside it is miles of corridors and unscavenged loot, as well as ticking machines. Sometimes the dying reactor inside the Arcology manages to power some of the sub-systems inside, including internal and external defenses.
+1 Energy
[E: 2/4; P: 2/4] The Metro (5)
A dozen tunnels go directly underneath the Arcology, allowing for truly horrific tunnel fights between both factions as well as the active menace of Battle-Frames directed by the equivalent of an autonomous sub-way and construction authority. It’s already dying, but its dreams dictate when its legions will march
+1 Minerals
[E: 0/4; P: 4/4] Ruined Park (6)
Massive fields of gardens, forests, and microbiomes grow un phased here. One of the few places on the planet without city development. A rebellion from the Phozirus Shard had arrived here after a mutiny a long time ago, and they have appeared to now be ruled by the Metro’s Construction Authority. They are vicious and cunning about doing their masters bidding, which often makes no sense whatsoever.
[E: 0/4 P: 4/4] Glass Crater (7)
What was once a massive stretch of the city has been obliterated to the foundations by a particularly devastating hydrogen bomb. Nothing grows here, and nothing stirs besides interloping Yaerians, for it is a hollowed grave of millions of the dead. In the center of the crater is a monumental pile of corpses stacked up by the Battle Frames. Sometimes they visit, but unlike other areas, they seemingly do so to mourn rather than to patrol. This is one of the few places where Battle-Frames do not open fire upon Yaerian forces upon detection, and it is perhaps one of the most terrifying places to be in. If you die here, your body is added to the pile.
[E: 0/4 P: 4/4]Cleared Metropolis(

This part of the city was spared by the wide-spread bombardment the most of the world was hit with, and the vast majority of buildings are still intact. People might actually live here in the coming years, were it not for the unsettlingly close Black Zone.
[E: 0/2; P: 2/2]District 6: The Shining Spires of Phoziris
Black Zone (9)
The Black Zone is a hellish city-scape of active Battle-Frames, malfunctioning nano hives, radioactive craters, and other equally horrible things. Only Special forces equipped with defense against chemical, biological, radiological and nano-scale threats (CBRN-S) can traverse this zone safely and a semblance of control over this zone will provide a bonus towards attacking Sectors 3, 4, and 7.
The Shining Sea(10)
Generations ago, the local Battleframes used a series of what was later discovered to be thermonuclear charges to turn this area into a basin, which the sea now resides. No one knows why, but the Frames had a planet shaking conflict with each other in what was once Sector 8. This conflict ended when the Zone had been terraformed, the area was sunken down and entirely flooded. The conflict ultimately leads to the formation of an inland sea as vast amounts of material were cratered into the surrounding area as well as a concerted effort by the Battleframes themselves. The water is unsafe to drink and is sterile, but it is incredibly convenient that the vast majority of nuclear materials have sunk to the floor of the seabed, and only requires minor filtration to become drinkable. Most of our water is projected to come from the Shining Sea as it is easier to filter water than to reclaim it. Control over this zone will provide a bonus towards controlling Sectors 2, 5, and 6.
It is now the Design Phase of Cycle 0.75. The next phase will be Revision.