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Author Topic: Industrialized Warfare: Salvios Thread / 1917 A.C. Cold Season (COMPLETE)  (Read 93949 times)

Man of Paper

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Industrialized Warfare: Salvios Thread / 1916 A.C. Cold Season (Design Phase)
« Reply #1200 on: March 06, 2019, 09:40:24 am »

Spoiler: Designs (click to show/hide)
Spoiler: Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Special Rules (click to show/hide)
Spoiler: Credits+Blueprints (click to show/hide)


Spoiler: Abberan Armory (click to show/hide)
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Man of Paper

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Industrialized Warfare: Salvios Thread / 1916 A.C. Cold Season (Design Phase)
« Reply #1201 on: March 06, 2019, 09:40:46 am »

Year 1916 A.C. Hot Season, Combat Phase


Salviosi Successes


This season saw our forces dig into the South Peaks even further, bringing Entrenchment to Three(3)as fortifications are dug out of and into the mountains themselves. We also saw to building the proper facilities to expand Caelium development in the Rolling Hills.

With our additional Caelium supply we see the following:

The Apibaru becomes (EXPENSIVE).


Abberan Advancements


Quote from: Design
Odysseus Class Interceptor
The Odysseus is a small craft, compared to the Orleans and the Gandiva. Measuring in at 5 meters long, the small witdh of the body compared to its length make the Odysseus look very similar to a crossbow bolt, down to even the small fletching like wings it posses and a deadly "tip"
The Odysseus is built to be the fastest and most maneuverable flyer in the sky, with a long crossbow bolt like body with their Fletching like wings located at the back third and stretching all the way to the tail.
These three fletching-like wings are designed with alighted cealium at their edges, like the system that pushes the Caliburn forward. When all three are activated, the craft moves forward at incredible speeds, approaching 152km/H or terminal velocities as our scientist know it. This should make the Odysseus 20km/H faster than the Charybdis.
By deactivated or activating the Aligned cealuim located at the butt of the craft and the tips of the wings, the pilot can turn the Odysseus, making it damn near dance through the sky.

Located at the tip of the ship is the only weapon it possesses, a 40mm automatic cannon that has been wrapped in K-wool to prevent its firing from tearing apart the ship from backlash due to its small frame. The shells of this 40mm autocannon have been modified to better preirce hard armor, via a tip made of tungsten cardide, with a much higher shock capacity than regular steel, as well as a steel jacket.

The Odysseus speed and maneuverability gifts it all the time in the world to line up the perfect shot on its target, at which point it will be child's play to take down the enemy while avoiding retaliation.

While it is capable of making attack runs on ground targets via diving, the Odysseus has one purpose. To hunt down and tear the charybiduous from the sky, dodging any return fire while tailing the ship before initiating a killing blow.

to facilitate this, an Orleans has been stripped off its gorgon, Making room for a pair of launchers for the Odysseus. These launchers, are basically a set of metal rail that the Odysseus wings and main body slot into.
When launching, the Odysseus pushing itself along these railing, launching from the ship. Orleans crewman keeps the rails covered and cleaned in between launches.

When the Odysseus is required to slow down to land, it will cut power to its Gravity propulsion, slowing itself down. Then, If that doesn't slow it down fast enough, the odyssues will deploy 6 small panels around the body of the ship. These panels contain aligned calcium pointing in the opposite direction of the nose of the ship, and when activated create a steady but weak gravity field that will help to slow the ship down, like a car brake.

Of course, the Odysseus eats A LOT of power and will burn through its magazine relatively quickly in a dogfight, even with the best shots possible. As such, the Odysseus has been designed to land on a Mother Orleans, carefully guiding itself back into the launcher mechanisms much wider receiving end with ease. During which the crew of the Orleans will replace the promethium rods, refill ammunition and other small maintenance issues.

These Mother Orleans are more convenient compared to a Landing strip due to their ability to match a frontline, But will still be some distance away from the front, never growing to close.
In the event of a Charybdis raid, it is estimated that they would need to combat both ships that are in progress of leaving the carriers, guarding the carriers and returning to the carriers. A proverbial kicking of the hornet's nest.

Difficulty: Ludicrous
Result: 0 (2+2-4) = Utter Failure


What we tried doing was making a gloriously massive step forward in aviation while our previous experience consists entirely of large boats and the suicide bomb that is the Icarus. What we actually did was build large metal darts we can launch from an Orleans designated as a Mother Orleans. It can be launched manned or unmanned to similar effect: that is, the effect of being flung nose-first into the earth. We didn't really do much more than make the basic body - no weapons, no armor, no propulsion system, no back to the pilot's seat - so at least it doesn't cost too much. It also doesn't do much more than kick up some dirt.

The Odysseus costs 6 Ore, making it (CHEAP). A Mother Orleans costs no more than a normal one and are instead available at the rate of the Odysseus, replacing it's whole 155mm Gorgon payload for a catapult-like launcher system and a pair of one-use oversized lawn darts.

Quote from: Revision
Repentant AA Truck
The faithful is a useful vehicle, held back by its old style of engine and wheels.
The repentant is modification on this chassis, replacing the Oil engine with a promethium electrical, Removing the wheels in favor of caliburn style gravity wings and removing the scythe mount, and hauling space in favor of something a little more deadly.

The repentant is designed as an AA truck, and has been designed with this in mind. It is not designed to be near the front lines of an assault, instead protecting hard points, convoys and artillery brigades from enemy air assaults. As such it does not posses anything in terms of armoring, remaing the relatively lightly constructed truck that it had begun as.
What the Repentant does posses is the abberan patented hover system, modified to deal with the pesky short circuit problem that the current model has and a 60mm autocannon in what used to be the cargo area, the electrical motors on the turret should allow it to keep enemy fliers in its sight with a fair tracking speed and K-wool ensures that the recoil of the gun firing does not rock the vehicle to much.

Without an interceptor, it has been decided to do the next best thing, and fill our territory with nothing but AA guns to ward off enemy’s seeking out Orleans and parahundas landing infantry’s for flanking attacks.

The repentant is capable of firing on the move while hovering, but to conserve precious promethium power rods, its has also been designed with a series of 6 “Legs” Which the repentant can rest on when moving is not required. This also allows it to land in rougher terrain, due to its belly being off the ground, unlike the kingmaker.
A series of suspensions and K-wool allows the Autocannon to turn, fire and pan around without so much as rocking the vehicle, let alone knock it over.
These legs are spring loaded, and during travel are folded up and locked into place by the crew of the repentant, before being released when the repentant is ready to land in another location. While this is done by hand, it is not considered a danger do o the Repentant not being an offensive design, and the legs will only see use when garrison duties are applied.

Difficulty: Hard
Result: 6 (4+3-1) = Average

By taking the propulsion systems of the Caliburn, a 60mm autocannon inspired by the ones on our ships, and our Gavrillium Engine and slapping them on a Faithful chassis we've created the Repentant. Luckily our familiarity with the various odds and ends we decided to throw together worked out and the thing is actually useful. While it has six support struts for stability when firing, it can be fired on the move. The Repentant can get up to just under 67 km/h, which allows it to reposition rapidly and keep up with the vehicles it's responsible for protecting. While there isn't much that shines about it, there isn't much of an issue, either. It should be pretty...faithful.

The Repentant costs 5 Ore, 3 Gavrillium, 3 Caelium, 3 K-Wool, and 2 Chemical Compounds, making it (EXPENSIVE).

Quote from: Revision
Carepackage: FOX-Edition
The situation on the ground could be better, and we need to address this now while we still have the option beofre we get swamped by whatever they come up with next. SO. Lets begin withe Modea.

The Modea is ok, but we need better. To acomplish this, the first priority of the revision is to make it reliable. Strengthening of inner parts, double checking geometries so they don't snap, etc. This is the easy part and should cost no materials if we dd it even somewhere close to right. Second, replace its 12 round en-bloc internal magazine with a 25 round detachable box magazine. Third and finally for the Modea is to design a simple 2x to 4x magnification optic for close to medium range.

The final aspect of this revision is to deal with as best we can the lava bullets we keep dealing with. To deal with them, our infantry armor needs to be increased across the board. The best way to do this is, as suggested by frostgiant, add Cold Steel to the mix. Taking the development from the sky tyrant, this new material will replace the most critical pieces of armor of all infantry armors, and will be supplemented with k-wool impregnated chemical resin inserts to further increase protection by catching splatter, and insulate against the cold. They will also have normal wool covers to make sure no soldiers hands a re frozen to the plates by accident or stupidity. Along with addition of these new materials to existing platforms, k-wool impregnated chemical resin ballistic plates will be added to the standard uniform to further increase protection for soldiers in the field.

This combined should give us some greater bite at the infantry level, and finally get the Modea some love.

Details for paperwork: ARA Model-1911A becomes ARA Model-1916A, Up armoring is called ARA Model-1916 "Frostgiant" Armor Package.

Difficulty: Theoretical
Result: 7 (6+4-3) = Average

Let's start with the update to our infantry's standard firearm, the Modea. She's been...faithful, but we can do better. Well, we could also do better in doing better, which is to say do better improving the Modea, but at least we managed a few things. We managed to upgrade the magazine and make a 2x magnification optic lens for the weapon, but weren't quite able to completely resolve the weapon's occasional reliability issues which are slightly compounded by the higher rate of fire provided by the new feed method.

We also managed to make the Frostgiant Armor Package variant upgrade for our Nike Armor. This should work to increase the survivability of the troops wearing the armor thanks to the heavy layering of K-Wool protection and Cold Steel armor.

We tried to perform the upgrades to our standard infantry uniform, but the first guy we had wear it just kind of...died? Perhaps we should take things one step at a time? Maybe? We decided to hand out sunglasses to protect from the Salviosi sun this season instead.

The ARA-Model1911A becomes (OBSOLETE) (though you may continue to work off of this design) and is replaced by the ARA-Model1916A as the standard infantry weapon as the cost remains at 2 Ore and 2 Wood (CHEAP).

The Nike/Frostgiant costs 4 Ore, 2 Gavrillium, 5 K-Wool, and 3 Chemical Compounds, making it a (VERY EXPENSIVE) upgrade. Not that people are lining up to wear the uncomfortably cold armor when they're stuck out in the trenches anyways (until the bullets start flying).
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Man of Paper

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Industrialized Warfare: Salvios Thread / 1916 A.C. Cold Season (Design Phase)
« Reply #1202 on: March 06, 2019, 09:41:08 am »

CHAPTER FIVE: A TITANIC ENDEAVOR


This season the only area to see both sides engage in more than just an aerial skirmish was the Savannah where the Abberans had gained a foothold over the course of the Cold Season. Some losses was received in the first couple weeks before advancing forces were hampered by an increase in our defenses, namely the LEGO. Stepping on a LEGO was a very bad time for everyone around, and without any detection or removal equipment every Abberan step into Salviosi-held territory was coupled with a hope and a prayer. The Salviosi Jacks also did their jobs somewhat in diverting, or at least delaying, their advancing vehicles. The Kingmaker especially faced difficulties, as the Jacks were capable of disemboweling the hovercraft which had difficulty clearing the obstacles even with Sparkpack boosting. The mines also occasionally went off when a vehicle drove or hovered overhead, sending a hot explosive geyser of molten Gavrillium through the bottom of the vehicles to devastating effect.

Eventually the Abberan advance had to halt and reassess - losses were coming at a staggering rate, and reinforcement was needed. Fortunately our counterattack came before help arrived.

What was once a vast field of tall grasses and the occasional twisted tree or twisted bramble was now a pock-marked expanse of overturned dirt and broken ground with veins of trenchworks cutting through it. On the ground both armies' artillery was on level footing now that we fixed our propellant issue - due to the Orleans their overall indirect firepower has more versatility, however our Lifting Engine Aircraft provide much better spotting. While the Charybdis used to have clear dominance of the skies, Abberan efforts to bring them back to earth have proven somewhat successful. While far from perfect, artillery batteries and Orleans fleets supporting the front now have relatively reliable protection in the form of the Repentant. We still have clear aerial superiority, however the Charybdis' role in ground attack has been diminished.

As our forces pushed the exhausted Abberan forces back led by Apibarus and Sleds our Power Armor rained hell on their forces with "man"-portable gatling guns. Both our vehicles had difficulties contending with passing over trenchworks, with Apibarus often nosing into trenches when they tried to cross over them. The Sleds, like the majority of their vehicles, were capable of crossing trenches, but the men beneath often had to get out and push from the back or pull from the front, exposing them to enemy gunfire. Eventually though our forces were joined by our latest addition: the MLS-16 Tectonic, a six meter tall walking tank with enough armor and firepower to negate practically every effort to destroy it. It could be seen marching over our lines towards the enemy, drawing constant fire and yet never stopping. While a little clumsy, the vehicle was capable of righting itself if it lost balance, and the amount of firepower it could bring to bear on single targets was devastating. Trenches would clear of men in full retreat as the Tectonic loomed over them, capable of sweeping the defenses clear of men in mere moments. Better was the "rifle" it fired. Bigger than any rifle before it, the 105mm lovechild of the Senapang and Scylla designed for use with the Tectonic was highly effective at taking out harder targets such as their Gendarmes. Even better than that were the occasional massive explosives the thing would drop onto our lines. These human-sized gavrillium bombs left nothing but ash where once men stood.

Behind the Tectonic pushed Salviosi Power Armor and their modified GGG and LGG-12s. As the Tectonic forced men from the trenches they were often mowed down by these weapons or picked off by pinpoint Senapang fire. Wickerman grenades provided the enemy cover, but that can only help one so much. Ultimately the Abberan offensive looked close to collapse, at least due to the rapidly crumbling morale of this seemingly indestructible enemy superweapon.

Then, as the season waned and they were nearly pushed back to the beaches, massive thunderous blasts echoed through the sky. As days went on these blasts continued, and yet most of our forces didn't know why. Eventually rumors reached our ears: artillery positions were being found completely devastated. Massive craters and mounds of churned dirt blended with twisted metal and fragments of crewmen were all that remained. It came to be that The Sky Titan, the pinnacle of Abberan achievements, had finally arrived on the front with the second wave, along with some new infantry equipment. Charybdises flew out to meet this massive figure way out in the distance, but this veritable fortress was practically immune to their fire - it's unique layering of armor providing more than enough protection on the rare occasion that the gravity shielding was ineffective. The occasional shot could disable a gun, but even then only if it was very lucky. After multiple unsuccessful attempts to ground the beast our air force let her be, instead working to actually aid the advance.

An advance which was now coming to a halt as The Sky Titan dropped it's unique payload on our lines. The first was HESHRP, which was very effective at stopping infantry and, unlike standard HE, didn't need a near-direct impact on a trenchline to have any effect. The WHKM420mm was also devastatingly effective at anti-infantry work. These rounds were capable of covering a significant area (compared to the infantry-standard Wickerman) in white phosphorous and smoke, clearing an advance position while preventing deeper units from being able to see what was happening. Oftentimes the smokescreen provided enough cover for their infantry to advance significantly before effective fire from our lines could be achieved. And while the screams of those burning alive were terrifying, nothing came close to the effect of the Rime shells. In production for years but not used yet, these shells would explode and coat an area in deathly cold depleted gavrillium. This heavier-than-air black powder gets dispersed as the shell explodes and flash freezes the area. For now, without dedicated clearing equipment, the locations shelled by Rime are left abandoned.

All the firepower on the Tectonic couldn't come close to harming The Sky Titan, and with it mercilessly burning and freezing our soldiers to death the Mechanized Lifting Suit could no longer advance. Our push began to roll back without even the opportunity to hold it's latest gains - a Salviosi charge was repelled and answered immediately by an Abberan countercharge which rapidly gained momentum thanks to the added coordination provided by The Sky Titan's (Radio Coverage). With the increased firepower from the Medea as well as the Frostgiant package for their Nike's actually providing some survivability from our FMJ/G rounds the second push set itself up to make even further gains. Their sunglasses were effective in helping to prevent crow's feet from squinting in the Salviosi sunlight. The counter-counter-advance was stymied by fields having been re-mined, but overall due to their ambitious flying command post and support ship they were capable of wrenching more territory from our hands.

While their lack of heavier firepower in the field is beginning to become a problem for them, The Sky Titan was there to provide the support necessary to repel the Tectonic. We still maintains air superiority, but The Sky Titan is as of yet untouchable by Salviosi weaponry, and the Repentant is giving our flying crews something to keep in mind. While we worked to improve our ground force's combat capabilities, the Abberan's improved infantry firepower is also not going unnoticed. Altogether, with the focused push against a comparatively smaller force the Abberans have attained another victory, meaning this was a Salviosi Defeat! We now control 75% of the Savannah. This means we lose access to a resource node in the sector.


----------------


A valiant effort was made, but the enemy managed to outplay us on a strategic level. They've taken another step into our lands. With the successful debut of the Tectonic (the loss being in no way the fault of the MLS) our allies now request the ability to use it. If you agree it will be unusable by our forces for an indefinite period (1d6 Seasons). If you refuse then our allies may refuse to aid us in some future endeavor. However you may also attempt to argue that keeping it deployed on Harren Island is best for the war effort. If you decide to do this then you will need to write an argument to be presented to a council to review. Convincing the council [me] will result in the choice to deploy the Tectonic as normal. Taking this route means you must also subvote for lending or keeping the walker though as the council may decline your argument and put you back to square one.

With combat in Harren City having died down there are murmurs of people desiring to go back home and begin rebuilding. Obviously that is very dangerous, what with the city being right on the front line. Still, the desire to be at home is understandable. As time goes on the longer Harren goes without combat the more pressure there will be to allow civilians to repopulate and rebuild. Initially there will be no downside to refusing, but there will eventually be consequences. To top it all off, if you cannot protect the city from attack after the city is repopulated you will also need to deal with the repercussions in regards to that as well.

Points to keep in mind for the argument:
It was funded by your collective allies.
There are fronts elsewhere where the war is being lost.
The uniqueness of Harren Island's equipment elsewhere has dramatic effects on the flow of battle.

Also, feel free to write up and propose a new Hero at any time.

IT IS NOW THE DESIGN PHASE.




Quote from: National Effort Design
The Sky Tyrant [OFFENSIVE DESIGN]
The Sky Tyrant is the world's first true sky battleship. It is almost 350 meters long and mounts several Jotunn cannons as it's main weapons in two triple barrelled turrets. These cannons utilise vast amounts of k-wool to stop the recoil from the cannon form affecting the ship. Similar to the Halberd the barrel of each cannon can slide back into the turret a distance, compressing gas as it does so. K-wool is used throughout the turret mechanism to protect it from its own recoil. Its reload mechanisms are considerably redone as the winch systems are replaced by a caelium hover sleds which can better handle and manoeuvre the heavy shells and thus speeding up the reload. The shells are loaded from an armoured magazine deeper in the ship and lifted into the turrets via the caelium sled. Once in the turret, the turret auto loader pushes the shell and its propellant into the cannon. The barrel and shells are upgraded with tech from the Halberd-b. The shell's outer casing is made from aligned Caelium and the barrel of the upgraded Jotunn uses C-null steel to stop the gravitational distortions. Two new shell types have been added; The first is the HESHRP, Also known as High explosive shrapnel. This shell has been designed with a timer detonator, a altitude detonator and an impact detonator due to its multiple purposes.
The shell is a large shrapnel bomb, design to explode and create A massive amount of deadly shrapnel from its lead body  (Lead being a soft and dense metal is ideal for shrapnel, not to mention cheap).  As one can guess, when a 420mm shrapnel shell detonates, it causes a large spread of flying debris. With it multitude of Detonators, it is foreseen that the HESHRP will see its uses as both a bard wire shredder, Anti-Infantry weapon and a weapon against the enemies perahudaras and Charybdis, which saw continued use this year. Hopefully, The explosive force of a 420mm shell and the Charybdis's own momentum will see that The shrapnel from the HESHRP will be able to puncture its armour, albeit this may be a long shot. The second shell is the WHKM420mm, Which is essentially a massive shell, filled with upscaled Wickerman bomblets. When the timer inside the shell times off, the Cluster Munitions detonates, scattering hundreds of White phosphorus bombs around the area. This can be used to both Offensively burn the enemy alive, via its incendiary properties, as well as to create massive smokescreens to protect our forces, without relying on a thrown grenade to do so. In addition to this the standard Rime rounds are modified with an altidude detonator allowing them to airburst. The flanks of the ship are protected by numerous turreted 60mm auto-cannons. These enclosed turrets are powered by electrical motors and have fast traversal. In addition to high explosive and ap shells these guns are provided flak shells for air defence. Additional auto-cannons are mounted on the underside and deck of the ship though in fewer numbers than the flank guns. The main cannon is supplemented by a battery of twelve Gorgon cannons for long range bombardment.

In terms of armour the Sky Tyrant's armour is extreme. It is encased in a 500mm composite of alternating layers of K-wool and c-steel. Except for the outer couple of layers which have d-promethium dust alloyed into normal steel. This causes the outer layers to be perpetually and preternaturally cold. This makes it extraordinarily difficult to melt through which is the standard method for defeating armour. In addition to this, the ship mounts extensive gravity deflection systems. Any incoming fire must defeat all these systems to stand any chance of harming the internals of this massive ship. The ship's superstructure is c-steel and is built to be very durable. There are extensive k-wool inserts inside the superstructure, this means impacts don't travel through the ship. It also counters some of the natural stress that a vessel of this size puts on its structure.

Normally operating radios requires long-range receivers to be close by but the Sky Tyrant has it's own radio system which can project radio coverage into areas where it is attacking. This way it can act as command and control for allied attacking forces. The ship houses a massive gyroscopic stabiliser. It's a series of interconnected rings that can move freely with a flywheel in the centre. The flywheel is spun up by an electrical motor and the conservation of angular momentum means that the energy in the flywheel counters any rocking of the ship. However, due to the size of the vessel, the stabiliser must also be fairly sizable to be relevant. Believing that the development and deployment of strike craft and interceptors to be an inevitablity the Sky Tyrant's designers have futureproofed the ship by adding an internal hanger. A pair of launch shutes can launch the aircraft out of the bottom of the ship. This keeps hull openings small and the interior of the launch shute is further armoured, this is backed up by an increased density of grav deflectors around the shute which repeal incoming fire. A caelium bouy is lowered from the flight shute. Returning fighters are to dock with the bouy or capture the cable that connects it to the ship, once that happens they can be whinched up into the hanger. Thick armoured doors protect the launch tubes when not in use. The power systems are impressive with numerous redundant caelium generators located throughout the ship backed up by enlarged capacitor banks to deal with grav deflector power drain. These generators feed the power-hungry flight rods. These flight rods are powdered caelium rods that are partially encased in null steel except for the underside of the rod. This focuses the effect and increases the lift efficiency allowing the ship a greater flight ceiling than you'd otherwise expect. They are dispersed throughout the ship's internals.

In terms of thrusters, the ship uses clusters of aligned caelium capped at one end by null steel to create propulsion. Using this the front, sides and back of the ship are covered in clusters of micro thrusters. The back of the ship has the densest coverage. This grants this behemoth surprising speed and manoeuvrability. It is perfectly capable of flying sideways and the staggering number of these thrusters means that even significant loses of them will not impede the ship much.[/spoiler]

Difficulty: Hard
Results: 3 (3+1-1) 11 (6+6-1) = Masterwork

All of our attempts at making smaller ships have failed, and so it only makes sense that our design with the most investment in both manpower and resources would be our most glorious.

The Sky Tyrant is a massive 350m long behemoth requiring a crew of 2000 to keep running at all times, and is expected to land only to resupply and scrapings (see below), at least during wartime. Two triple-barrel 420mm guns make up the primary armament of the ship. The Jotunn barrels the guns are modeled after have been modified to work similarly to the gravitic barrels of the Halberd, with all the necessary modifications to improve reliability. The gravitic acceleration increases muzzle velocity to nearly 1000m/s and range is 20km - at ground level. An abundance of K-Wool padding reinforces the weapons in order to prevent recoil from the massive guns acting on the ship. A complex system of caelium sleds replaces the winch system required to load shells from the heavily armored magazine. The guns take four minutes to reload and can utilize the newly developed High Explosive Shrapnel rounds (timer and impact detonators were worked on - altitude not so much, due to our own, y'know, altitude) as well as WHKM420mm, which delivers a payload of many, many Wickerman-like explosives. Twelve Gorgons utilizing a similar variety of armament supplement The Sky Tyrant's bombardment capabilities. Dozens of 60mm autocannons utilizing HE and AP rounds bristle along the deck hull of the ship to provide close-in protection.

500mm of K/C Composite armor, composed of alternating layers of K-Wool and C-Steel, line the ship. The outermost layers of the armor are "Cold Steel", regular steel with powdered D-Gavrillium mixed in during the smelting process. This metal is always freezing to the touch, though not nearly as dangerous as raw D-Gavrillium. Notably, the cold armor causes condensation to build up on the ship, both producing ice that requires regular removal as well as forming a cloud-like mist around the ship. K-Wool throughout the ship's structure aids to both reduce impacts from enemy fire as well as the natural stresses put on The Sky Tyrant. Gravitic shield emitting systems line the ship top and bottom, and thanks to the K-Wool reinforcements in the ship, can be held on for very extended periods of time (though they need to be deactivated for shots to come from the ship through their fields).

As for auxiliary systems, The Sky Tyrant houses a full radio suite to provide the advantages of centralized radio communication to an offensive, as well as a massive gyroscopic stabilizer. A hangar housing two lawn darts Odysseus' and launch chutes for each also take up space near the bottom of the ship. A series of large, redundant GavGenerators and capacitor banks provide power to the ship, including the lift and propulsion systems. Said lift system consists of powdered caelium rods nearly completely covered in C-Null Steel and propulsion is made up of C-Null Steel-capped Aligned Caelium thruster clusters positioned across the hull of the ship, though the vast majority are housed on the rear in order to push the ship forward. Overall the ship has a ceiling higher than our men can go without proper life support to tackle the thin air and extreme cold (made worse by the constant chill permeating the ship).

The Sky Tyrant is the culmination of our current military technology in one package. It will always be a (NATIONAL EFFORT) and is considered an (OFFENSIVE) design.
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Madman198237

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Quote
ADP-16 'I dunno ok'
Based partly on the Charybdis and partly on the Perahudara and partly on the hammerhead of the LAMB, the ADP-16 is basically a cylinder with a set of spike-ish things on the "front" end to make sure it sticks to the target vessel once you ram it. It's armored on a scale capable of resisting close-range fire from the enemy's 60mm autocannons, and is big enough to deploy a fireteam of Avalanche soldiers directly onto the hull of an enemy warship or just to the ground, through either a side door or a door in the front. Said team sits in lovely cushioned chairs on shock-absorber-type springs to ensure that the impacts this thing may occasionally be subjected to do not result in any soul-crushing permanent spinal damage. You know, like, 99.9% of the time. We're pretty sure, anyway. That's what the statistics said after 5 tests. Statistics never lie, right?

It has no weapons and is propelled by a powerful Gravity Engine to give it speeds equal to the Charybdis. Maneuvering is accomplished with the aid of a set of GravEngines mounted normal to the surface. A gyroscope system similar to the Tectonic's allows the pilot to set a direction. Veering away from that direction automatically activates maneuvering engines such that the ship points back towards the set direction, just like the Tectonic's system. These engines are powerful enough that the system can prevent, without the need for human interference, the deflection caused by their sky-battleship's shields.

By far the coolest part is the fact that it contains a reserve of demolitions equipment, like metal-cutting drills, saws, and an abnormally powerful torch that can burn Gavrillium for that extra-fast metal-melting action for when you really just need to be on the other side of this massively thick piece of armor before somebody takes exception to you and your trespassing.
« Last Edit: March 06, 2019, 11:19:46 am by Madman198237 »
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Rockeater

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((Put name here))
A hookshot designed to penertrate the enemies shields, a long myomer rope attched in one end to a Gavrillium Engine and what you want to attch it to with the other end being attached to a gavaite engine positioned in a gyroscope to stebilse the device and a spike in the front end that using simple pressure detection realse myomer strings to attach to what it hit.
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

NUKE9.13

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I'm not sure that now is the right time for this design, but I'll post it anyway so people can criticise it.

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MLS-16 "Compound Interest":
Named for one of the most powerful forces known to man, the Mechanised Lifting Suit "Compound Interest" is best described as an... affordable application of the technology developed for the Tectonic. That is to say, it is shorter, with less armour, fewer and smaller guns, and a reduced crew. However, it should not be counted out just because it doesn't make as big of an impact as its larger brother- for where there is but one Tectonic, we should be able to produce multiple CIs, allowing them to be deployed everywhere. Let the Abberans know that payment is due.
As mentioned, the Compound Interest is shorter- specifically, 1.5 meters shorter. It is also slightly less wide and deep.
The armour has been substantially reduced- the torso armour is now 55mm, arm and leg armour 35mm. An optional 'shield' (35mm slab of metal) can be attached to the left arm to provide some extra protection (it can be held in front of the chest- not to stop projectiles, but to rob them of energy).
Weaponry is reduced to two GGG-12s in the left arm, and one 40mm LFG-13- no fancy 'rifle' for this mech; the autoloading tech from the Tectonic is carried over, but the cannon is integrated into the right arm. The mech has no 'hands', but does, at the insistence of certain designers, have some simple grasping claws on each arm, allowing for some basic manipulation of the environment- useful as a way to move things too heavy for an Avalanche to move, or, if you really want to, try pulling the hatch off of a tank.
The reduced armament and greatly simplified 'hands' makes things easier for the two-man crew of driver and commander/gunner, who sit it a pod that is actually fairly similar to the one used in the Tectonic, albeit not as wide, and not as comfortably upholstered.
The drive system is, obviously, not nearly as powerful as that of the Tectonic, as it doesn't need to move such a massive bulk. However, in terms of mechanics it is basically the same. The gyro-stabilisation is also ported over mostly unchanged.
We do not expect the Compound Interest to be cheap, but compared to the Tectonic it should cost a pittance.
« Last Edit: March 08, 2019, 01:15:59 pm by NUKE9.13 »
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Long Live United Forenia!

Madman198237

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"the mech has no hands" Absolutely, positively, no-argument-allowed this mech is not OK. We need to be able to physically rip our enemies apart!

Seriously though hands are important and should be included on every mech. I would honestly recommend just making a mini-Tectonic of sorts. Drop the integrated weaponry and carry a smaller artillery piece-turned-rifle. The shield should be a center-grip shield, actually, held in a hand. This makes it much more useful for offense and also easy to get out of the way. And yes, you do in fact have fantastic control over the shield even with just a center grip, provided you know how to use it. It's why the Vikings used center-grip shields, they used it as a weapon as well as a defense.


Anyway, history detours aside, now is probably not the time for that. I'll go ahead and include the BSU ECR again though I don't think we should do it. I would propose doing the Mountaineer suit as a revision and the boarding craft/drop pod/dropship design of some kind (suggested changes to mine welcome, I am not happy with it at all right now) to both prevent the Titan from being an invincible artillery platform (without us going to the immense effort required to get a suitably-massive artillery gun into the sky to shoot it down with) and to reduce our problems with transportation and mobility.


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BSU Exoskeletal Combat Rig
After some housecleaning in the committees, we are going to try, again, to deploy an ECR. This time no bureaucratic morass will slow our progress instead, we will be exclusively slowed and stopped by development problems that just seem to crop up randomly almost as if the engineers wanted to log more hours and thus get more pay and we will deliver the end product on or slightly past the intended date and most definitely not within budget.

Abberan infantry tend to be more survivable than their Salviosi equivalents. That's fine, we can fix this easily. The BSU Exoskeletal Combat Rig is heavily based on the Avalanche and Mountain systems, being a low(er)-profile exoskeleton intended to provide additional mobility and durability to our soldiers. It is, however, much smaller than the Mountain suit as it is not built to allow the soldier to lift extra weight, but instead built to allow them to make longer or higher jumps, scale walls, or do other acrobatic things normally beyond the physical capabilities of an average human. This is all capable thanks to the Myomer system in the suit, powered by a smaller GavEngine than those in use on the Avalanche and Mountain, but more powerful for its size, capable of propelling the soldier inside much faster than a normal human.

The hands have steel climbing spikes (think larger ice-climbing picks) attached to the end of the exoskeleton at the wrists (The hands are not actually covered by anything, to allow for full dexterity and reduce complexity). These can be folded back to get them out of the way of the hands, and lock into place in either position. Steel spikes on the exoskeleton's boots allow for even more grip while climbing. Oh, and a really unpleasant kick.

This suit includes a vest, worn over the exoskeleton, of Caelium Steel plates to allow the user to survive hits from regular bullets to the torso, up to surviving hits from the Modea rifles at medium range (though bullets may still penetrate at much-reduced velocities at closer ranges). To save weight, no other regions of the body are protected and the protection is not really capable of stopping higher caliber weapons.
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Taricus

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There's nothing saying we can't have arms and integrated weaponry. But integrated weapons are a lot more effective due to a far shorter reloading and recycle rate.
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Madman198237

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Size of the arms is going to be the big factor in integrated weaponry, and they will NOT have a necessarily shorter reload time unless we make a really good autoloading system of some type.

I figure we probably would want to save the difficulty from including integrated weapons (though maybe a forearm SMG or three wouldn't be out of place or very difficult). That would make us more likely to get a really good final product OR include something else, like an alternative weapon to be held in the hands, or the added difficulty of including an Impact system (may actually not be very difficult?) for flight or at least high-speed maneuvering.
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Twinwolf

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So, for this turn, I see three primary routes we can take with our design and revision.

1: Counter the Sky Tyrant. We have no answer whatsoever to this. But whatever we do, we want it to be applicable to more than that since the Tyrant can only be on one front, and might be gone for several turns if Abbera can't convince their allies that it best remain here. As such, a design that only deals with that won't be helpful. Heavy heavy gun emplacement with some way to get past the shields, for example, would be solid against both the Sky Tyrant and their other ships (air or not), or a dropship that could bring armor and infantry to the front or aboard their ship.

2: Press our advantages. We could bank on them losing the Sky Tyrant for several turns, and push where we have a strong advantage hoping to make it stronger. We could make a weaker mech to take the role of a tank to further enhance our ability to get heavy weaponry where it needs to be, or get some kind of bomber to use our air superiority in places where the Sky Tyrant isn't.

3: Shore up weakness. Primarily, this means improving our basic infantryman. Whether improved standard-issue armament or a new uniform making use of our resources or coming up with some new resource, it would mean something to deal with the fact that right now, Average Abberan Infantryman is better equipped than Average Salviosi Infantryman.

Between these options, I personally think our best choice will be shoring up a weakness. As much as I would love to create another mech and basically cement that as our "thing", right now our problem is less in getting firepower where it needs to be and more in what happens when the power armor isn't there, when the aircraft are otherwise occupied. For this particular route I'm kinda torn between the things I was mentioning. Some kind of new firearm, designed to make it through k-wool, might do a job - right now, even with FMJ rounds, their guys have reasonable odds to survive being shot where there's k-wool. Is there something we can do to get around that, to make the K-Wool protection surmountable by an average guy? On the other hand, that general toughness is something we might want on our own guys, or improved mobility so that they have an easier time not being shot in the first place. Or, we could try and put out a new resource to just throw them for a loop entirely - although that gives us another resource to juggle with our nodes.
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Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
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Madman198237

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Quote from: VOTE ALREADY
BSU ECR (Again, but with feeling no more first-digit zeroes) : (1) Madman
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Powder Miner

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Quote from: VOTE ALREADY
BSU ECR (Again, but with feeling no more first-digit zeroes) : (2) Madman, Powder Miner
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NUKE9.13

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Whoops. Knew I was forgetting something.

Quote from: VOTE ALREADY
BSU ECR (Again, but with feeling no more first-digit zeroes) : (3) Madman, Powder Miner, NUKE9.13
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Taricus

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SAR-16 Automatic Rifle
With the advantages Abbera's infantry hold over our own become far more apparent after the fighting spread outside of Harren, a rather radical step has been taken to address this. Learning of the concept of an 'Assault Rifle' from our Forenian compatriots, the SAR-16 is promised to revolutionise warfare by being able to provide every one of our soldiers with an automatic weapon. With a new 6.8mm cartridge, a 30-round magazine and the ability to fire on full automatic (Albeit at an RPM of around 500), and using a long-stroke gas operating system ensures less recoil affects the user whilst still maintaining a high level of reliability. Furthermore, the use of a 42cm barrel keeps the length of the weapon

The SAR program also has a derivative included in it's documents, with a much larger weapon intended to be developed for the use by our power armoured troopers. While the general characteristics stay the same, the size of the weapon is increased to deal with the increased forces of the 15mm gavpowder round the weapon fires. Given the designation of SAR-16-A, this weapon is intended to be handled by our Power Armour troopers, and used judiciously against anything.


Quote from: VOTE ALREADY
BSU ECR (Again, but with feeling no more first-digit zeroes): (3) Madman, Powder Miner, NUKE9.13
SAR-16: (1) Taricus
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Rockeater

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Quote from: VOTE ALREADY
BSU ECR (Again, but with feeling no more first-digit zeroes): (4) Madman, Powder Miner, NUKE9.13, Rockeater
SAR-16: (1) Taricus
[/quote]
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.
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