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Author Topic: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 5 Revision Phase)  (Read 27470 times)

Man of Paper

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WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #120 on: May 31, 2019, 10:08:27 pm »

Prewar 2 Revision Phase


Proposal: "Thunderer" Self-Propelled Artillery
Difficulty: Normal
Result: (6+5)+0=11, Masterwork

We had to chop off and redesign the roof of the Renderer in order to make this work, but make it work we sure did. Thunderers see their turret and hatch replaced with a fully rotating, open-top, boxy rear turret housing a 105mm howitzer. As the Thunderer would hopefully be kept away from direct combat we utilized an open turret to help aid in communication between gun crews and other personnel nearby. While the truck itself has plenty of storage for ammunition, batteries of Thunderers are also assigned their own Ammo Fabricators to be towed along. Our 105s have access to AP, HE/AP, and now an airburst flechette round for use against infantry in open terrain. The flechettes dispersed by the shell fly hard and fast, easily penetrating flesh and even light armor, and will fly farther with a more reliable pattern than shrapnel from an HE round. The gun is capable of firing at a rate of 8 rounds per minute.

The brakes are reliable and strong enough to allow the Thunderer to set itself up on hillsides while deployable struts on the sides increase stabilization. Armor was cut down to 15mm to facilitate the increased weight of the 105mm while allowing it to keep up with the rest of the Renderer-based equipment.

The "Thunderer" Self-Propelled Artillery is considered (EXPENSIVE), however deployment is restricted by the availability of the "Hail" Artillery Piece.


Proposal: Night-Fight Lenses
Difficulty: Normal
Result: (6+6)+0=12, Unexpected Boon

Night-Fight Lenses are actually much more than what it says on the tin. So we changed the tin. Our experience with the Neurohelmet has directly tied in to the development of our latest piece of military tech: the Omnivisor Suite. The Omnivisor Suite is an upgrade to our base helmet that includes sensors to pick up signals from the wearer's brain and adjust usage of the Omnivisor. The visor itself can be switched freely between thermal imaging (both Black-Hot and White-Hot), Low-Light/Night Vision, and IFF Identifier, which will outline infantry in sight based on their Friend or Foe identification. The Omnivisor can also be used to zoom in up to 10x, but resolution when zooming in is terrible on any mode but Basic.

The Omnivisor Suite (though we can change the name again if it's desired) is considered (CHEAP), and is considered Auxiliary Equipment usable by All Classes.


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


IT IS NOW THE DESIGN PHASE. Once again you will have two designs to work with this turn. One design will need to be new class-defining equipment, and will be rolled for as if it had a Research Credit (but no difficulty adjustments this time). To clarify, you are not creating a new class, just a new piece of class-specific tech. It doesn't need to be related to a classes current equipment, but will need to tie into the role in some way.


Spoiler: TR Armory (click to show/hide)
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Doomblade187

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Repost!

"Spearhead" TR Magnetogun [Heavy Assault]

The Spearhead is a miniaturized railgun fed by a block of specialized nanites. Meant for operation by our Heavy Assault troopers, the nanite ammo block can form a burst of flechettes , an armor piercing sabot, or an HE grenade round.

Terran Rocket Propelled Grenade

A simple tube for firing rockets, the terran rocket propelled grenade is a well-built tube with an analog primer activator. A scope with drop and wind adjustment lines based on the ambient conditions, fed from the suit.

A small backpack carries the roinds, with two varieties: HEAT or AP Fragmentation Flechette rounds, based on the existing cannon round. All rounds have spring-loaded fins that start releasing on barrel exit.

This weapon is meant to be a secondary weapon for all classes.
« Last Edit: June 01, 2019, 10:10:56 pm by Doomblade187 »
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Taricus

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #122 on: June 01, 2019, 12:04:22 am »

Destroyer Main Battle Tank:

Built to compliment the Renderer and provide a large, nasty punch to our mobile forces, the Destroyer is heavily armoured and armed. Hosting a 125mm autoloading cannon (plus a 7.62 mm coaxial MG) in an unmanned turret, thick composite armour aided by a layer of ERA ontop of it, and a secondary 12.7mm MG mounted on the turret in a remote-controlled mount gives the Destroyer a formidable amount of staying power.
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NUKE9.13

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #123 on: June 01, 2019, 01:31:20 am »

Construction equipment first second draft. Suggestions welcome.
Quote
SPADE:
Let's call this what it is: a Superior Personal Assembly, Demolition, & Excavation device. This rather bulky piece of kit is exclusively available to Engineers as class-defining equipment. Where the Repair Tool is only used to repair, the SPADE can also be used to build (or demolish or excavate).

When repairing, the SPADE works just like the standard Repair Tool, with which it shares many characteristics. It is similarly liquid-cooled, using the same cryo cartridges, but is noticeably larger- it is more of a two-handed implement. Despite the increased size, repair speed is not substantially higher, as the added hardware exists primarily to enable the other modes of operation.

The excavation mode involves a modified nanite stream, configured to rapidly break down and absorb dirt and rock, allowing for an Engineer to rapidly dig through the earth. Can also be used to 'dig' through other materials, but not as effectively.
The demolition mode is similar, except that the nanites are configured to more carefully disassemble nanite-assembled structures, recycling the material- not at 100% efficiency, but enough to be worth the bother. This could theoretically be used offensively, to break down enemy equipment, vehicles, and structures, but the slow speed would in most circumstances make this impractical. However, engineers can and should recycle the remnants of destroyed enemy vehicles and suchlike once fighting has subsisted.

The main focus, of course, is the assembly mode, in which the nanite stream is programmed to create any number of things- the SPADE in this case essentially acting as a miniature nanite manufactory. The SPADE can (and should) be connected to an Omnivisor, which will then display a translucent image of the finished structure, so the Engineer can easily visualise placement. Objects may be rotated in all directions, may be embedded in the ground, can 'snap' to other objects (in which case the two will be joined together when built), but cannot be built in mid-air. 
The list of things the SPADE could potentially create is endless, but for practical purposes, designs must be specifically tailored to be constructable using a SPADE, as the limited hardware requires an entirely different set of nanite programming compared to more conventional construction equipment. For now, we will include a fairly simple roster of walls (of varying thicknesses), doors, windows and floors, allowing for SPADE-equipped Engineers to quickly assemble basic structures in the field. More complex items, such as stationary turrets, generators, etc, can be the subject of future projects.

E: Never mind, we can apparently only have one loadout per class, so completely replacing the repair tool would be stupid.

E2: Edited proposal, per Taricus's suggestion, to also include repair function. Would still mean replacing the repair tool with a larger piece of equipment, making Engineers (even) less suited to combat, but perhaps the construction ability would be worth it.

E3: Removed references to Cortium.
« Last Edit: June 01, 2019, 01:05:36 pm by NUKE9.13 »
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Elvish Miner

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #124 on: June 01, 2019, 07:04:52 am »

These rolls are bananas!

TR Assaulter

Designed to attack the flank of enemy forces, the Assaulter is an enclosed buggy with a focus on hitting hard, and getting out of dodge. The main armament is a coilgun, operated by a Pilot, which fires a 20×120 ferrous round at high velocity. The cannon can fire at 360° around and 70° upward (to deal with airborne targets), and is cappable of putting out 12 rounds per minute with high accuracy at long ranges. In addition to the driver, another passenger can sit shotgun; this is commonly an engineer to provide on the fly repairs once the Assaulter gets back to cover. As far as armor goes, only the essentials are covered, and survival is reliant on the Assaulter's speed, and the drivers ability to avoid incoming fire. The cabin's bulletproof windshield and side windows only provides cover from small arms fire for the driver and passenger. 
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TricMagic

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 2 Design Phase)
« Reply #125 on: June 01, 2019, 09:36:26 am »

repost

The Bulldog is a VTOL aircraft who's main role is ground support using it's Missiles and nose-mounted Gatling.  It's uses a Jet propulsion system, and carries heavy armor against most types of fire.

Missiles are loaded into the sides from the inside through an on-board tube. This tube can also be refilled mid-flight. The panels in the side open up to let the missiles fall for a second before launching forward to their target, guided a rudimentary radar guidance from the Bulldog's targeting system, and heat tracking.

In addition, the Bulldog has a nose mounted 20 mm Gatling Gun/feed based upon the Renderer's own turret system. The VTOL's maneuverability is how it is aimed.

The Bulldog armor is good enough to shrug off heavy arms fire, mostly due to the use of jet engines in it's wings to help lift it's heavy armor, and has four deploy-able landing legs around it's bottom. It's a difficult plane to fly, but good for a number of purposes.

Including the two crew members typically needed to operate the aircraft, it can carry 6 full-loadout passengers and an under-slung load of around 7 tons, though it sacrifices speed and maneuverability to carry anything over 3 tons this way.

Additional Notes: Entry is on the sides through doors that slide in and back to open. Panels for the Missiles open down < /--- /--- /--- ) to help keep aerodynamics stable, and the missiles have a simple tracking system to go with a targeting system in the plane itself. Overall, the plane itself is simple to build, it's the engines, twin jets/wings and tubes that need attention. Note, Thickness of the arms is not to be as shown unless you actually manage that somehow... Arms of the wings need to be structurally sound. Just the concept image.



In other news. Shield Generator for our Class Design. So we have a great base for adding it onto the Wasp in revision.
« Last Edit: June 01, 2019, 10:28:48 am by TricMagic »
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NUKE9.13

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #126 on: June 01, 2019, 10:11:03 am »

TR Assaulter

Designed to attack the flank of enemy forces, the Assaulter is an enclosed buggy with a focus on hitting hard, and getting out of dodge. The main armament is a coilgun, operated by a Pilot, which fires a 20×120 ferrous round at high velocity. The cannon can fire at 360° around and 70° upward (to deal with airborne targets), and is cappable of putting out 12 rounds per minute with high accuracy at long ranges. In addition to the driver, another passenger can sit shotgun; this is commonly an engineer to provide on the fly repairs once the Assaulter gets back to cover. As far as armor goes, only the essentials are covered, and survival is reliant on the Assaulter's speed, and the drivers ability to avoid incoming fire. The cabin's bulletproof windshield and side windows only provides cover from small arms fire for the driver and passenger.
I have some concerns about the weapon. 12RPM seems a little low, and if this is meant to be a skirmisher, high-accuracy and long range seems like an odd choice. Unless this is meant to act like a sniper?
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TricMagic

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #127 on: June 01, 2019, 10:38:08 am »

Apollo Mobile Revive Point.

Taking our great work on the various Renderer designs & revisions, We instead focus on a Vehicle that carries a Revivification Chamber in itself.

The Apollo only carries the Revivification Chamber and heavy Armor, making it fairly quick to points where it's needed. It also has a new nano-based material painted on during manufacturing. The Nanites transform the top layers of a hull into ablative plating. This helps against energy weapons, and to reduce the force from a sniper bullet or other heavy rounds before it hits the main armor against bullets.

The Apollo has no weapons to defend itself, as the design is meant to be fast to respond, and heavily protected on the battlefield so it can do it's job.


[Heavy Assault]Aegis Overshield System
The Basic version is, somewhat useful. Better to revise what exactly the manufacturing process is to improve it though.

The Aegis is based upon the Umbo, or Shield Boss in the center, with a 4 inch thick and long extension serving as the rest of the shield. The Umbo contains the generators and energy storage. When not in use, the generators fill the energy storage to full, and when in use, the energy storage allows the barrier to stay up for a full minute, barring sufficiently heavy fire. Of note is that such fire only drains the energy faster with each hit, so the barrier doesn't go down immediately. This is mostly due to the circuitry in the edges of the shield supporting each other, as they form the barrier.
It takes about a minute to go for the Generators to fill the Energy Storage, so it's a 1:1 ratio. The barrier takes the same form as the Basic Overshield Generator, covering the entirety of the body from it's emanation point.

The Aegis can be mounted on the back or attached to the arm or shoulder. It is built to be a modular system, meant to slot into armor, though each of our soldiers can likely only carry one such system at the moment.
« Last Edit: June 01, 2019, 06:23:33 pm by TricMagic »
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Taricus

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #128 on: June 01, 2019, 06:05:44 pm »

Quote from: Votebox
"Spearhead" TR Magnetogun [Heavy Assault] (0):
Terran Rocket Propelled Grenade (0):
Destroyer Main Battle Tank (1): Taricus
SPADE (1): Taricus
TR Assaulter (0):
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TricMagic

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #129 on: June 01, 2019, 06:22:59 pm »

Quote from: Votebox
"Spearhead" TR Magnetogun [Heavy Assault] (0):
Terran Rocket Propelled Grenade (0):
Destroyer Main Battle Tank (1): Taricus
SPADE (1): Taricus
TR Assaulter (0):
[Heavy Assault]Aegis Overshield System(1): TricMagic
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #130 on: June 01, 2019, 09:48:42 pm »

Quote from: Votebox
"Spearhead" TR Magnetogun [Heavy Assault] (0):
Terran Rocket Propelled Grenade (1): Doomblade
Destroyer Main Battle Tank (1): Taricus
SPADE (2): Taricus, Doomblade
TR Assaulter (0):
[Heavy Assault]Aegis Overshield System(1): TricMagic
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Maxim_inc

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #131 on: June 01, 2019, 09:51:45 pm »

Quote from: Votebox
"Spearhead" TR Magnetogun [Heavy Assault] (0):
Terran Rocket Propelled Grenade (2): Doomblade, Maxim_inc
Destroyer Main Battle Tank (1): Taricus
SPADE (3): Taricus, Doomblade, Maxim_inc
TR Assaulter (0):
[Heavy Assault]Aegis Overshield System(1): TricMagic
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #132 on: June 01, 2019, 10:12:03 pm »

The TRPG is now a secondary for all classes, and has had the ammo fab pack swapped out for a backpack to carry rounds.

Class Defining Item: Scout Swarm (Infiltrator)

The scout swarm is a small swarm of nanites capable of forming various cameras and sensors that map and scan for lifesigns in their area. Should the nanites need to fly, they can form a quiet propellor drone. They are designed for range and stealth, and are controlled via a tablet.
« Last Edit: June 01, 2019, 10:44:34 pm by Doomblade187 »
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Taricus

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #133 on: June 01, 2019, 10:46:48 pm »

Saviour Heavy Medical Applicator:
This large, two-handed medical applicator is a stunning advancement off of the basic applicator. Utilising the cooling system of the V2 repair tool to increase the rate of nanite generation, the biggest advantage the Saviour holds over it's contemporaries is the ability to heal multiple people (including the user) at once via an array of emitters and a specialised sensor built off the omnivisor to efficiently detect anyone in range that needs healing (And avoid healing enemies) so that it may direct the nanites to do so.
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #134 on: June 01, 2019, 11:27:02 pm »

Quote from: Votebox
"Spearhead" TR Magnetogun [Heavy Assault] (0):
Terran Rocket Propelled Grenade (2): Doomblade, Maxim_inc
Destroyer Main Battle Tank (1): Taricus
SPADE (2): Taricus, Maxim_inc
TR Assaulter (0):
[Heavy Assault]Aegis Overshield System(1): TricMagic
[Medic] Saviour Heavy Medical Applicator (1): Doomblade

Legacy of Terra Standard Armour

Designed for planetary battle on the original human battleground, the Legacy is an elegant solution to the complex environment that is war. Immediately notable is the lack of sharp angles on the armor at any point other than the outer edge of the forearm and the point of the elbow. This reduces the availability of easily pentrated weak points, and allows for improvised melee combat with the reinforced edges. The armor itself is made from advanced carbon fiber-tungsten composites, manufacutured by nanites for even stress gradients and attached to an underlying bodysuit made to wick moisture, maintain core temperature at optimal levels, and staunch bleeding. This bodysuit underlayer is interwoven with hyper-kevlar for impact and cut resistance.

The helmet is designed to include the omni-visor, and is a sealed environment with a rebreather for low-air environments and underwater usage. All electronics in the armor are sealed in EMP-resistant packaging, and are waterproofed. An integrated belt is part of the armor around the waist and sides, with environmentally sealed quick-access pockets for ammunition, insta-shelters ((space-tents!)), and the standard issue TR multitool. A dedicated combat knife sheath is included on the lower chest for easy access.
« Last Edit: June 02, 2019, 12:13:41 am by Doomblade187 »
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.
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