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Author Topic: Steam Empire, an Arms Race: Year -1, Internal Affairs Phase  (Read 17942 times)

Kashyyk

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Re: Steam Empire, an Arms Race: Year -1, Revision Phase
« Reply #375 on: February 13, 2021, 11:40:03 am »

Quote from: unitybox
(2) Slightly Larger Flag: MoP, TricMagic
(3)Armeater chain gun: Andrea, NUKE9.13, Kashyyk

Gotta have an oversized weapon for my future Steam Marines to dual wield.
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Aseaheru

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Re: Steam Empire, an Arms Race: Year -1, Revision Phase
« Reply #376 on: February 13, 2021, 12:51:55 pm »

Quote from: unitybox
(2) Slightly Larger Flag: MoP, TricMagic
(4)Armeater chain gun: Andrea, NUKE9.13, Kashyyk, AseaHeru
Oh, hey, it returns.
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Warning, nearly incapable of expressing tone in text

Chiefwaffles

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Re: Steam Empire, an Arms Race: Year -1, Revision Phase
« Reply #377 on: February 14, 2021, 10:33:29 am »

Game Update: Revision Results, Year -1 TURNTURNTURN


Revision: Armeater Chain-Gun
(Very Hard) 2d4 = 8: Beyond Expectations

The Armeater Chain-Gun is a bizarre and complex creation with numerous ways of maiming the gunners if they're not careful. But it shall be far more frightening to our enemies rather than our gunners. Quite bulky and delicate (its machinery is exposed and generally not rigidly connected), but it fits onto Patriot Mounts. Requires team of 2 to operate.

Two Old Reliables (the difference between Finger Traps and Old Reliables are negligible for the uses of this design) are secured together via glue very safe means and their cylinders are replaced each with a chain of 30 linked chambers -- with gunpowder, percussion caps, and bullet pre-loaded -- for a total 60 rounds of ammunition. A pneumatic motor powered by a removable canister of compressed air works to move the linked chambers into and out of place as their contents are fired. The motor works in series: gearwork alternates it between each barrel to operate, making satisfying sounds in doing so. A single trigger operates both linked rifles, releasing the hammer of the guns in series. The motor handles the rest of the actions.
This all amounts to 60 rounds per minute; not blistering fast but far faster than Old Reliables even without their reloading taken into consideration. Its accuracy suffers a bit but this is minor and due to the increased bulkiness of the thing; range and power match that of the Old Reliable.

Unfortunately, we had to cut a lot of corners to make this thing in such limited time. Namely, the reloading: it's not practical. Once the Armeater has fired its 60 rounds, it'll be taken out of the action for a considerable amount of time. The manual operation required to (safely) disconnect the linked chambers from the device is enormous by itself. Then the gunners must manually reload each individual chamber with the percussion cap, gunpowder, and bullet before they slowly and painstakingly reattach the linked chambers to the weapon. While issuing additional chamber chains could solve part of this, variances in the manufactured chambers requires manual re-calibration of the pneumatic motor each time making it impractical in the field. In practice, the Armeater cannot be reloaded outside of downtime due to the time taken to do so and the vulnerability of the gunners during the reloading.
Another object of note is the operation of the pneumatic motor: it must be toggled on during shooting, and off all other times. Too much time spent idling quickly wears down on the mechanisms as it attempts to operate the non-firing gun, and quickly consumes the energy of the compressed air. It's not too difficult to toggle the motor but it means the gunners cannot instantly react to enemy presence.

While not perfect, the Armeater certainly has a place within our arsenal. Metal expenses are self-explanatory, and coal expenses largely represent the compressed air preparation.
Armeater Chain-Gun: Two Old Reliables connected together, each with its cylinder replaced by a linked chain of 30 pre-loaded chambers. Pneumatic motor powered by removable compressed air canister operates on each gun in series, moving in place and preparing the next chamber in the link before going on to the next gun. A single trigger operates both firearms (also in alternating series), with the motor doing most of the actions. 60 rounds total, with reloading being practically impossible in the field outside of substantial downtime. Motor must be toggled on only when firing, giving notably worse reaction times to enemy presence. 60 rounds per minute. Hard to aim. Requires team of 2 gunners. Fits onto Patriot Mount. Medium Range.
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Note - Error in last(?) update included an outdated version of the WWSP Walker entry in Designs. This has been fixed; and The Waffle Iron is clarified to fit onto the Patriot's Mount.
Spoiler: Designs (click to show/hide)
It is now the Internal Affairs Phase. Stand by for the report detailing how calm and peaceful our great Empire is. You may have to wait. It takes time for nothing to happen.
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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!

NUKE9.13

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Re: Steam Empire, an Arms Race: Year -1, Internal Affairs Phase
« Reply #378 on: February 14, 2021, 03:25:39 pm »

"For a moment, nothing happened. Then, after a second or so, nothing continued to happen."
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Long Live United Forenia!

TricMagic

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Re: Steam Empire, an Arms Race: Year -1, Internal Affairs Phase
« Reply #379 on: February 14, 2021, 03:28:14 pm »

"For a moment, nothing happened. Then, after a second or so, nothing continued to happen."
As it should be, Eternal Prosperity to the Empire. Endless Unity to the Empire.
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