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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 377867 times)

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2775 on: June 01, 2017, 03:58:08 am »

But they have antimagic to erase walls of fire. We need to make the wall of fire appear directly inside their stomachs to produce heartburn and lower morale. If we give them time to defend then it won't work.
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VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #2776 on: June 01, 2017, 04:50:23 am »

If they are forced to keep the anti magic up then they cant use lucky strike.

Anyway, I just feel that direct elemental control is better then distance summoning, but the point is moot because we are gonna do something with crystal anyway.  Always with the crystal.

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #2777 on: June 03, 2017, 01:29:00 am »


Combat for 936

This year sees both sides break out new and powerful weapons.  For Moskurg, it's their Wands of Thunderbolts, thin glass rods with cores of their new Adamantium metal.  They're only good for a single charge, and it's wildly inaccurate, modestly powerful, and has a tendency to explode, but they're also cheap.  Each wizard can afford to have at least one, but they're most effective in the hands of the carpet riders and almost all available wands go up with them.  Each carpet bomber can afford to take several with him on his War Pegasi, and when Arstotzka's trained falcons fly up to intercept they discharge the captured lightning.  Most of the time the wand arcs straight down and strikes the ground, shatters in their thick, gloved hand, or even rarely arcs off and strikes a nearby friendly mage, but on occasion the bolt will strike true and pass through a falcon or two.  A mage can usually fire off one or two blasts before they're intercepted, and if they fail to stop the falcons before then they're often sent tumbling to the ground, but at least now they have some way of defending themselves.  Moskurg still aren't uncontested in the skies, but they're far better off now than they were before.  The lightningbolts also have a nice bonus of preferring to strike HA1 artillery, occasionally causing them to crack, get too hot to use, or go off prematurely.  It's not enough to stifle their artillery advantage, though, because there's simply so many of them and their War Pegasi are still Very Expensive.  Additionally, Moskurgs calvary archers now use bodkin arrows tipped with Adamantium, meaning their arrows can now once again penetrate at point-blank range.  It's not ideal, but they're once again relevant.  Moskurg holds a large skirmish advantage.

Arstotzka, meanwhile, has rolled out a cheaper version of their Tower of Frost, plunging the theatre into yet another level of cold.  It snows year-round now, and it's not uncommon to see Moskurg soldiers freezing to death - it doesn't help that their Adamantium armor (as Adamantium is now Cheap) is fixed at a constant chill temperature and provides no protection.  Furthermore, their Equalizer Anti-Magic artillery shells are now merely Very Expensive.  That's fine, though, as they only need to litter Moskurg positions with a few shells before the effect becomes noticeable.  Near-misses require Moskurg to relocate their artillery, as the shells themselves are buried too deep in the ground to be moved.  This, combined with the fact that they have the range advantage, means they dominate in artillery combat.

All of Moskurgs weapons and armor is now made of cheap Adamantium, a summoned metal that's comparable to hardened steel and as light as leather of similar volume.  It requires special smithing to be usable and can't be repaired in the field, but it's less brittle than Arstotzka's crystal.  Thanks to Arstotzka's new Crystalworks from last year, all their crystal weaponry is now cheaper and permanent, though slightly more brittle.  It doesn't fade in the area of effect of Moskurgs Anti-Magic any more, and holds a sharper edge than their Adamantium.  It's a close matchup between the two materials, but the fact that all of Moskurgs soldiers are now wearing armor made of the divine metal means they have a slight infantry advantage, as the jungle (now once again dying) provides some small cover for advancements.

Ultimately, Arstotzka's ability to shell Moskurg positions from far away and render their ballistas inert has more effect.  If Moskrug could field more carpet-bombers it would have been closer, but as it is they're pushed back a section in the jungle.

Arstotzka gains a section of jungle.



The cheaper Towers of Frost means Arstotzka can all but eliminate Moskurgs temperature advantage.  It's mild during the day, but at night the already cold desert grows freezing.  Moskurg still runs rampant with their skirmishing advantage, but Arstotzka can hit from further away, and harder.  Unfortunately, they're in Moskurg home territory now, and the waters around the desert are flooded with Moskurg ships hugging the coastline just daring them to come in range.  Troops are regularly landed behind Arstotzkan lines in the dead of night, launching surprise ambushes supported by carpet-bombers.  Moskurg manages to harass and raid them until they're ragged, and HA1 artillery firing missions are hampered by the lack of water.  When it rains, it's a mixed blessing - the rain gives them the much needed water to fire their artillery, but with it comes summoned lightning bolts which strike left and right among their lines.  The open terrain lends itself to Moskurg calvary archers, now once again relevant, and after much fussing and fighting Arstotzka is forced back to the mountain line - although just barely.

Moskurg control of the desert.


In the plains, Arstotzka pushes further south.  Plentiful water, open fields of fire, static trenches, and the lack of Moskurgs naval advantage means their artillery is king here.  Moskurg can skirmish them to death at night, but during the day the bombardments just don't stop.  Taiga-levels of cold freeze men to death and prevent thunderstorms from being conjured to strike at the enemy, and Moskurg must pull back a section.

Arstotzka has secured a section of the plains.


The oceans see a new weapon steaming out to compete with Moskurgs Sirocco.  An entirely crystal ship, replete with three HC1-E's, two steam engines, and a plentiful fleet.  Their new "Crystalclad" ship is merely Expensive, cheaper than wooden ships and just as fast as the Fog-O-War.  Firestorm shells have little effect on the hard crystal, and with three cannons aboard they can out-shoot Moskurgs out-dated ballista.  The Adamantium hull is resistant to HC1-E's shells, but a sustained barrage by the more plentiful ship will crack the wooden hull underneath and send the ships to the bottom of the ocean.  Moskurg sailors are forced to flee when confronted with the enemy Crystalclads, and send up their War Pegasi with their new Wands of Thunderbolt to deal with the crystalline ships.  The Wand of Thunderbolts proves to be effective here, happily striking the exposed steam engines and often causing critical explosions that shatter the crystal hulls.  The on-board apprentices can rarely patch the cracks in time, and more often than not the ship goes down.  Carpet riders can't fight for long, though, as they're required to land and replenish their enchantments or fall into the sea.  This, combined with their lack of numbers and the overwhelming number of Arstotzkan ships means Moskurg must pull back a section of coastline in both the East and Western Seas.

Arstotzka gains ground in the Eastern and Western Seas.
 

Research Credit!!!
The leader of your country demands a new emblem to represent the country, in face of the new era of combat the continent has entered.  The old, plain, solid-colored blue/red emblem is no longer fit for a country with such a glorious command of magic, and he asks that you design a new emblem to reflect the supreme nature of the side.  Whichever side produces the more noble emblem will inspire their researchers, gaining a Research Credit.  A Research Credit allows two dice to be rolled each the Effectiveness, Cost, and Bug aspects of a design, with the higher die roll chosen for the trait.

It is 937, the Design Phase.

Spoiler: State of Forenia, 937 (click to show/hide)

Spoiler: Arstotzkan Elite Units (click to show/hide)
Spoiler: Arstotzkan Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2778 on: June 03, 2017, 02:03:01 am »

Well this never got a reaction last time, so lets just reuse it...
Not safe for will.

Ritual of Flame
Spontneously generates a large fireball at a great distance.
We combine circutry, mage gems, fireball, and cunjuration into a single spell. A large circuit set into a crystal case for protection is carried to the location of the spell, or placed aboard a ship.
 The circuit binds the ritual, allowing all the participants to contribute and coordinate simultaneously and holds the magic steady to consolidate it until it is finished.
 A more experienced wizard forms the spell's overall structure(predominately conjuration), with a newly developed mathemagical 'null' value sustaining the absence of the conjuration's coordinates.
 Several apprentices collaborate to provide substance to the spell(Mostely fireball, lots and lots of fireball), filling in the details.
 A collection of magegems sustain the spell while the wizards take brief breaks and provide an additional burst of power on the spell's completion.
 To complete the spell, the leading wizard inserts mathemagical coordinates of bearing and altitude provided by a trained offsider and the spell is completed.
 The precise effect of this spell is to summon another spell, specifically a fireball, a very large one, at precise coordinates...

Forces their carpets to spread out and can cause an enemy ship to spontaneously explode from within as though it were filled with gunpoweder and someone lit a match...

Institute of Mathemagical Analysis
We take all our spells and extract them down to their basest elements, allowing us to freely mix-and-match their component parts as a revision. Brainfreeze? Replace control from Hawk Tame with Cold from Forever Frost. Bird Blight Tower? Replace Cold from Forever Frost tower with Bird Taming from Hawks...
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2779 on: June 03, 2017, 02:05:40 am »

Hmm.
I'm not so certain about explosive shells now. Our artillery is already amazing but it looks like if we don't act soon Moskurg will circumvent it through air or advantage at land. They already have an advantage in skirmishes and even in melee now. Explosive shells would help our artillery but does it really need help in that area?
Our artillery is already damaging enough. We just need to keep our artillery able to continue hitting them hard. If they overwhelm us in any other area like they're threatening to do so right now, we lose our artillery advantage.


We could design a new ship. If we focus our designs on the sea then we can gain serious advantages at land where we control the sea. Housing our engines and weaponry inside the ship like was originally planned for the Crystalclad would be a good start. Our ships are obviously overall strong, but they have obvious weak points that Moskurg can exploit.
Their air game is starting to get dangerously powerful. I'm not sure if just a revised falcon would be enough.

Design: Hunter Falcon
We can make our Falcons better. Faster. Stronger. We have the technology magic.

Through a careful process, we can replace their bones with a comparable crystal structure. The crystal isn't quite the same as regular crystal, as it needs to be light enough to allow the falcons to fly, but it's still exponentially stronger than just regular bone. The Falcons' talons are also replaced with crystal. These crystal talons are again extremely sharper and more lethal than their old talons.
Finally, we revise the spell used to modify the Falcons' minds to also increase their size by a decent amount - to roughly 150% of their original size. This increase of size keeps them at the same speed but generally makes them stronger and more "durable".

The result is a fiercesome air interceptor that can take much more punishment before and deal out much more damage than before. This falcon doesn't just harass carpet riders, it eliminates them. Its talons can easily call a man through armor, and if that isn't enough, it can just use its greater weight to simply push them off their ride.



...But I am very tired of just countering Moskurger things. We need our own gamechanger. We can do it now. If we revise our falcons to be more competent we can likely prevent a total loss at air, and use our design to make something new. Like a vehicle or some other kind of awesome invention.
So.
Future Design: Internal Detonation Engine
The Internal Detonation Engine, or IDE, is an innovative type of engine designed to completely phase out the large, clunky, and inefficient steam engine we've been using.

The IDE takes full advantage of our circuits. Our steam engines had to be large, clunky, and designed specifically for a mage to be able to cast the correct spells in the correct places. They were inefficient machines to convert magical power into mechanical power. But with circuits, we can greatly miniaturize this process.
To sum up the process, we have four small "combustion chambers" wired with our circuits. The circuits in these chambers summon greatly reduced fireball like explosions. They're nowhere near the caliber of even a Streamlined Fireball, but they're big enough to power the rest of the engine. The explosions summoned by the circuits in the chambers will essentially push out a series of pistons that in turn rotate a crankshaft. The mechanical power from this crankshaft can be used for a number of applications such as moving our boats, creating land vehicles, and more.

The IDE can be connected to an external power source via crystal conduit, or can be powered by an 2x AA-size Magegem battery. The "mini fireball" spell used by the IDE's circuits is designed to be energy efficient and even disregarding increased efficiency, already uses extreme amounts of power less than even a flare due to its greatly reduced size. Therefore, the integrated battery can power the IDE for roughly 12 hours of continued operation before charging. The battery can be recharged via the crystal conduit or by a mage if the engine is disconnected from a power source.

The IDE is significantly smaller than our steam engines and produces a lot more power for the same magical energy costs.
The engine is also built using mountain-sourced metal, making it cheaper to make. While one may say that metal is heavier than crystal, it isn't heavier by a significant degree and considering the planned size of the IDE, the material weight shouldn't be anywhere near half a problem as the weight of the materials used in a steam engine.

TL;DR: We apply the concepts we've learned so far in magitech to make a mini fireball-powered internal combustion engine. The engine will be much more smaller and efficient than our steam engines and could be used in just about anything in the future as a replacement for the steam engine.
Why? The IDE may be another groundwork tech, but it's one with extreme potential. We can use it to make powerful land vehicles. Tanks. APCs. Trains. Sure, we could use a steam engine, but this would be better. Faster, more versatile, much smaller and lighter, and just better.
(Copy+pasted from an earlier post. Except it's metal again, because crystal just isn't strong enough to withstand being part of this thing. Should still be way lighter and better than our steam engines, though.)



OR
Future Design: AS-STV-1 "Relentless"
(Steam Transport Vehicle 1)

REVISED/CURRENT VERSION HERE

We set out to make a land vehicle. Powered by a steam engine.
But this proved to be a difficult design task. So in order to facilitate speed and cargo capacity using our steam engines, we've settled on a kind of compromise - tracks. They're built specifically for the Relentless, but provide guidance for it and allow it to move without difficulty. Our mathemagicians are calling this type of a vehicle a "train".

The tracks required can be built out of cheap crystal or cheap metal - whatever our soldiers/workers have the most of on site at the moment. Though generally we recommend metal, as crystal-built tracks do require maintenance a bit more often than those made of metal. Tracks can be built initially from Arstotzka to the theatres by construction crews, then our combat engineers can build up our rail network as we advance in a theatre, allowing the Relentless to always be available at the front lines.

To facilitate a large cargo capacity on these tracks, we've devised a system of cars. The first car is the engine car and houses the steam engine(s) required to move the whole train. The driver of the train resides here, and powers the engine(s) as well as controls the acceleration, stops, and other aspects. A limited magegem battery is present in the car, but this is merely to allow the train to operate for minutes at a time while the operator's attention is elsewhere.
The other cars are specially made for holding cargo, passengers, weapons, and more. These can be easily hooked on or off the engine car as needed, and can be chained allowing for large numbers of cars all moved by a single engine car.

Additionally, the Relentless shall possess a limited HA1 armament to provide occasional fire support and for self defense. This armament isn't the main focus of the Relentless, but it should provide significant benefits. The vehicle would be capable of protecting itself to a significant degree, and the mobility provided to the onboard HA1s would give them an extreme advantage. The train can easily move from place to place with its HA1s instead of the slow and arduous process to set up just one HA1.

As a significant aspect of the design, our Mathemagicians aim to noticeably decrease the size of the steam engine for best performance. This is a very high priority design goal compared to any other individual element.

The Relentless promises to be a gamechanger. Troops from both Moskurg and Arstotzka are forced to bring their troops and supplies in via long, arduous, and expensive means in limited quantities at a time. But the Relentless completely changes it. It's fast speed allows it to carry massive amounts of cargo and passengers at a time to anywhere in the front lines and back. Our troops can easily move through the battlefield. Retreating becomes easier. Reinforcement comes easier. Supply lines become extremely easier. The Relentless can bring in massive amounts of shells, water, and other supplies for our artillery to allow them to fire nonstop. Rations and supplies for our troops can be brought with ease, meaning they never run short. The issue of cargo and passenger becomes a nonissue. And as a bonus, the HA1 armament means we have what's essentially a mobile artillery emplacement that can shell the enemy from multiple places and move around far quicker than our HA1s and HC1-Es.

TL;DR: A train. It carries massive amounts of cargo and people, as well a couple HA1s to serve as mobile artillery. This doesn't have any benefit in any direct avenues, but it should be a massive overall buff to our performance in every land theatre. It should also rectify the problems our artillery has with water and whatnot. And more! Also, it's really cool for culture.


Right now I'm voting for the Relentless, but my mind isn't set in stone yet. If someone still really wants explosive shells but doesn't want to write it, feel free to vote for the design I posted just a bit before this combat phase.
Quote
DESIGNS
1 - AS-STV-1 "Relentless": Chiefwaffles
0 - Internal Detonation Engine:
0 - Hunter Falcon:
0 - Ritual of Flame:
0 - Institute of Mathemagical Analysis:
@RAM: The Ritual of Flame seems very easily countered by their anti-magic.


Also, I have some questions.
Do our Equalizer shells have any effect on their summoned metal?
How effective are their ballistae against the Crystalclad's hull?
And the Falcon isn't listed in our designs.
« Last Edit: June 03, 2017, 03:37:09 pm by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #2780 on: June 03, 2017, 02:15:13 am »

Lighting Control Towers

We have, somehow, maybe all the lighting strikes hitting all our metal stuff, found that lighting seems to target metal objects, particularly large metal objects.  So we made tall, thin metal towers that can take the lighting instead of our men and cannons.

(lighting rods)

Kadzar

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Re: Wands Race - [Arstotzka]
« Reply #2781 on: June 03, 2017, 02:21:36 am »

I'm putting my vote in for falcons, since we need them right now, and they could eventually lead to us having our own airborne strike force.
Quote
DESIGNS
1 - AS-STV-1 "Relentless": Chiefwaffles
0 - Internal Detonation Engine:
1 - Hunter Falcon: Kadzar
0 - Ritual of Flame:
0 - Institute of Mathemagical Analysis:
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #2782 on: June 03, 2017, 02:44:04 am »

Antimagic would counter the ritual, but they would need to see it coming or run their antimagic constantly. Seeing ic coming would be awkward, and it is coordinate-based so it doesn't veven need line-of-sight, and has zero travel-time... Keeping antimagic up constantly would have to be draining and would have other problems... also, it is step one towards the ragnarok spell, a week-long accumulation of fireballs that would leave a mushroom cloud...

Pulse-jet
An engine that prduces jets of air or water in pulses.
Tube... two necks... extremely simple pressure valves... repeating force-ball inside the tube... explained it a few times before. plugs make it one-way flow and the repeated ball spells(focusing on the spreading effect that allows the fireball to cover an area more than the flames that do damage, but expansion from fire would work just fine so it is not a priority.) provide energy to the one-way jet of air or water or whatever.


Dirt-cheap, runs on pure magic and the surrounding material, air-flow keeps the temperatures low and ideally it would be aummoned rather than worked so it could be taken off and replaces as soon as it wears out... Dependung upon how rapidly the balls go off it should be capable of terrific speed... Just slap a few on your crystalclads and fly off, or sit on one, or make torpedoes out of them, or make motorcycles...
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andrea

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Re: Wands Race - [Arstotzka]
« Reply #2783 on: June 03, 2017, 03:09:00 am »

by the way, crystal bones will not improve durability of our falcons: they are killing them by lightning, not by sword.

Es gave them 2 clear hints of where to improve: carpets and lightning rods. They will probably work on those.
Better falcons would help against carpets, but if they perfect lightning, falcons are dead all the same.

A better counter may be some way of remeote or automatical casting. Maybe having falcons carry fireball loaded magegems instead of just antimagic crystals. Of course, that would require cheaper magegems... *grumbles about not spending the credit on them*.
Still, if we dedicate this turn to it, we could both have more powerful/cheaper magegems and use them to empower falcons.

Or, we improve magegems all the same, but instead we try to design rifles. A steam rifle can easily be loaded with either bullets or antimagic shards and might help against carpets while also boosting our infantry. To power it, a much weaker fireball is needed, meaning it is within the bounds of a magegem revision. Ideally they would also have the aethergems waffles proposed, but until we make them they can carry magegems like soldiers of old carried gunpowder.
Think about it: we have al the components. Barrels,rifling, steam, cold spells to avoid the soldiers' backs from melting, magegems to power the thing. We even used most of them in almost the same way in our cannons.  Its metal components can be cheapened by mountains or can be cheapened by using crystal whenever available. Only problem is our magegems are currently not that powerful but that is what revisions are for. Either more powerful or cheaper magegems would be the final step in the rifle project.

Longshot rod
What if all our soldiers had a cannon? This ambitious project uses all our existing cannon technologies to make a man portable version. The boiler is backpack sized; the soldier is insulated from the heat with a layer of animal hide engraves with the cold spells we already use on engines and cannon, tuned to reduce conducted heat to a bearable amount. Power is provided by a magegem, which is suitable thanks to the much reduced power needs for this smaller scale. Magegem sockets are on the side, easily accessible by soldiers without removing the contraption. This boiler then sends steam to a small rifled barrel, where it propels a small projectile at high speed. This barrel includes grips for the soldier to grab and aim it, where a command to fire is also located.
This new long range weapon allows our soldiers to be useful even in the age of artillery. They can shoot enemies at great power and distance, including their flying carpets. If time is left, a reduced version of the equalizer shell could be produced, to interfere with their magical equipment ( read: carpets)

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2784 on: June 03, 2017, 03:42:31 am »

Okay, so they're getting a worrying air advantage that can potentially invalidate our artillery.
So what if we used our artillery to stop that?

Design: AS-HAC-1
The AS-HAC-1, or the Hybrid Auto-Cannon, is a revolutionary new cannon designed.

The cannon itself has a much different design. Instead of a crew moving and firing a large cannon, it's mounted onto a portable "stand". A small set of levers and gears allow one person to very easily aim the cannon with 360 degrees of horizontal motion and almost 90 degrees of vertical motion facing upwards (as in, almost facing straight up). Meaning one person can easily aim the cannon within seconds, versus the crew, time, and effort needed to aim our larger cannons.
We've even included a "crosshair" in the design that one can focus their sight through, allowing them to quickly and easily check where the cannon is aiming.

The cannon fires a much smaller caliber of shell, and other parts are decreased in size. Combined together, these factors mean the cannon can propel a smaller shell to great distances (roughly the same of at least a HC1-E if not the HA1) at speeds higher than any of our previous cannons. The shells are easy to transport, carry and load.

Perhaps most importantly is the new method of loading. Previously, our soldiers had to load cannons through the ends of barrels by hand. Now, with the HAC-1, our Mathemagicians have implemented a new way of loading - breech loading. The HAC-1 includes a minor mechanism to securely open the back of the barrel, allowing for a new shell to be quickly inserted from the position the crew's already at instead of having to lower the barrel, move to it, and spend large amounts of time loading in a new shell. The new method is simply opening the chamber, pushing in a new shell for a few seconds then closing it. In order to allow the cannon to safely fire rapidly without overheating like the HA1, we've implemented very basic and minor cooling frost-based circuits in the barrel.
The rate of fire has been massively increased by this innovation.

The HAC-1 can be charged in three ways - by a nearby wizard, crystal conduit, or a Magegem. One AA Magegem is enough power for one shot. This means that with an adequate supply of Magegems or a connection to another power source, mundane soldiers can fire the HAC-1.
One person can completely operate a HAC-1, and an apprentice can easily and quickly charge a HAC-1 and multitask while doing it.

The entire thing is made out of mountain-sourced metal and is aimed to be roughly half as heavy as a HC1-E. If possible, we also aim to fit each Crystalclad with one HAC-1 for close-range combat, anti-sail, and anti-air. The HAC-1 is perfect for anti-air. It's great for using on the offense due to its portability, and amazing for anti-personnel in any situation as it can nearly mow down enemy troops thanks to its high rate of fire!

TL;DR: A breech-loading small "swivel" cannon that can be easily operated by one person and is extremely easy to aim and reload. Think the AA cannon from Battlefield 1, except breech-loaded instead of self-loading. Meant to be used for anti-air, anti-personnel, and general cannon things.

I've isolated each aspect to be easier on Evicted and others. Many of them are very minor aspects, but still matter in the final design.
Swivel Mount
The actual cannon is small, but is mounted on a separate and portable stand. A simple set of gears allow the operator to quickly aim the cannon on the stand in nearly any direction, up and down.
Breech-Loading
The cannon is breech-loaded, extremely increasing its rate of fire. In order to prevent an overheating problem, some basic+simple cooling frost-based circuits line the barrel.
Aiming
In addition to the swivel mount and gears to quickly aim the cannon, it also has a crosshair for quick target acquisition. With every factor combined, the HAC-1 should be extremely easy and quick to aim then fire.
Caliber
The shells are much smaller than our current shells, and can be very easily transported and loaded. They also have a greater velocity (and thus greater armor-piercing capabilities?). But a large amount of the power "gained" from downgrading the shells is "spent" in making the cannon smaller.
Size
The cannon is very small and very portable compared to a HC1-E. Roughly the size of a minigun or the picture I linked in the TL;DR. Too big to be carried by hand. It's hopefully half-as-heavy as a HC1-E. The cannon is made using metal and uses the mountain bonus.
Operation/Charging
Using 1 AA-Magegem (optional if it increases overall expense) gives enough charge to fire one shell. The cannon can also be connected to an external power supply. So with another power supply or adequate magegems, mundane soldiers can easily use this. Apprentices can also easily charge it and even multi-task while doing so.
One person can completely operate the cannon - aiming, firing, loading, etc. - as long as the magical element is taken care of somehow.
Distribution
In addition to being distributed in the regular places, hopefully each Crystalclad can be fitted with a HAC-1.
Uses
The cannon should be very effective at taking down Moskurger air units in addition with the flare, as it has a much higher RoF, and smaller caliber means less drop/higher velocity. It can also be great for anti-personnel thanks to its ease of aiming, as troops on a fortification can use this almost like a MG emplacement against incoming soldiers. Other than that, it's still a cannon and can be used as one, just maybe not as great at siege-like stuff. It can also be used on the offense thanks to its large degree of portability.


Yeah, sure, name's a bit misleading, but I'm gearing it for version 2 which is an actual auto cannon. It also serves as a precursor to the longshot rod, as it's much smaller, Magegem-compatible, breech-loaded, has a smaller caliber, and more. I'd be willing to vote for this one if others are too.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2785 on: June 03, 2017, 04:15:57 am »

Longshot Rodd
A renvisioning of the draft proposal of the Longshot Rod. This version replaces the large boiler with a "summon steam" spell derived from summon fog and firewall. The shell is placed into the rod, and then a counter-weighed lever is pushed forwards into a slot and sealed with a pin. At its fowards position the lever completes a circuit to summon steam in a fist-sized cauldron. The steam presses against a metal tab that completes a tiny light circuit based upon the flare spell when the pressure reaches an appropriate level. The rod is then pressed againt the soldier's shoulder with am insulated block and aimed, whereupon the soldier pulls the pin, the lever falls back, ending the summoning of more steam, opening the seal on the cauldron releasing the steam, triggering a fireball circuit on the way down, and then resting in a position at which all circuits are incomplete.

It takes much longer to fire, but should take less energy to fire and require less equipment...

Of course, what we should really do is invest in ball-bearings. If our falcons drop ball-bearings on their carpets, then their lightning will be messed up. Ball bearings in our artillery would, well, who knows what a punt gun is? They are pretty much supposed to be anti-air weapons, sort-of, I mean, mostly used against flocks of bird as they take-off but the theory is sound...

Also, their wind is pretty good at blowing things around, not so good at smashing or pushing things. We couldn't really use balloons for anything safe, but we could probably use them for lightning rods...

Shinesteel Armour
We place an ingot of refined steel into the crystal summoning chamber of the crystalworks and force it to summon the crystal in the steel's location. This results in a crystal filled with steel. The result combines the crystal's rigidity and strength with the steel's solidity and force distribution. It loses the crystal's low weight but produces something much stronger and with a heat and electrical conductivity somewhere in the middle. We combine this with some refinements of our aging armour design to produce a suit of armour that can withstand most anything an ambush could throw at it.


If this gets passed then we might have a material strong enough to make a combustion engine. Combustion engine is currently beyond ridiculous ith our current materials and fabrication ability. Honestly, the crystalworks is horrible, the combustion engine requires the mathematical perfection that crystal summoning could provide, but the crystalworks is a process, it doesn't just 'poof'things into being perfectly according to specifications, it has a whole long process riddled with opportunities for somethign to stuff up... But a super-material might just be enough to brute-force it... Or we could get pulse-jets for propulsion and relegate steam to the cannons, which the combustion engine doesn;t seem suited to. Or we could just summon impossibly strong and fast beast-of-burden to pull a vehicle.

Quote
DESIGNS
0 Ritual of Flame:
0 Institute of Mathemagical Analysis:
1 Hunter Falcon: Kadzar
0 Internal Detonation Engine:
1 AS-STV-1 "Relentless": Chiefwaffles
0 Lighting Control Towers:
0 Pulse-jet:
0 Longshot rod:
0 AS-HAC-1:
0 Longshot rodd:
0 Shinesteel Armour:
« Last Edit: June 03, 2017, 04:39:12 am by RAM »
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

andrea

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Re: Wands Race - [Arstotzka]
« Reply #2786 on: June 03, 2017, 04:22:07 am »

fist sized seems ambitious for the steam chamber. Although it would make it much more portable.

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2787 on: June 03, 2017, 04:41:24 am »

Probably true. Both designs are useful. Mine is focused on efficiency with single shots, your original one is focused on continuous operation. Sort of like a musket to a gattling gun.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

andrea

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Re: Wands Race - [Arstotzka]
« Reply #2788 on: June 03, 2017, 05:04:31 am »

anyway, about chiefwaffles cannon: do you plan to add cartridges/belts or similar in the revision? If it is single shot, it wouldn't do much to help against enemy air.

Andres

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Re: Wands Race - [Arstotzka]
« Reply #2789 on: June 03, 2017, 05:42:54 am »

((I'm gonna have unstable internet access for the next few days. Win.))
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All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.
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