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Author Topic: Mechs March - Weitraum Republic (T3 Revision)  (Read 3458 times)

Powder Miner

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Re: Mechs March - Weitraum Republic (T2 Design)
« Reply #30 on: May 23, 2022, 09:57:53 pm »

Spicy missile option, weaker against aircraft, but should own conventional forces pretty fucking hard and combo with the line of spices to REALLY REALLY cook enemy mechs
Quote
WR.Vuurwerk Incendiary Missile System

The WR.Vuurwerk Incendiary Missile System is a missile system intended for medium mounts of our Weitraum Republic's beautiful, beautiful mechs. It contains relatively few missiles for a missile system of its size (which is not meant to say that it carries a tiny amount, just that it does not operate via massed fire of a great deal of small rockets), which is a factoid explicable in two ways. Firstly, much of the outside of the system is shielded abnormally thickly, to ensure that any inconvenient horrible and horrific chains of deadly secondary explosions do not happen. Secondly, and more importantly, the missiles are slightly larger than most - their payload is not high-explosive, but instead a rather terrifyingly large incendiary payload of a very hot substance something like a cross between napalm and thermite.

Although the missiles are only guided by just about the most basic level of missile guidance imaginable in this century, this is usually fine, because the missiles airburst before actually hitting their target, and loose their incendiary over an area in front of the missile - likely covering the target totally if it is a vehicle, covering a significant chunk of a mech, or hitting multiple infantry. This is likely to absolutely obliterate multiple infantry, will probably weaken the armor of a mech and bring its heat way up, and in the case of vehicles, which are horizontal where mechs are vertical, and which have less surface area to disperse heat... well, the vehicle's gonna have a bad time.

Quote from: NoLongerJustNUKE.box
Mech
DVL-1 "Duivel": (3) TricMagic, NUKE9.13, Powder Miner

Designs
WR.Specerijlijn Weaponised Heat Beam: (3) TricMagic, NUKE9.13, Powder Miner
WR.Vliegenmepper MRLS: (2) TricMagic, NUKE9.13
WR.Vuurwek Incendiary Missile System: (1) Powder Miner
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NUKE9.13

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Re: Mechs March - Weitraum Republic (T2 Design)
« Reply #31 on: May 24, 2022, 12:10:11 am »

Yeah alright. Let’s be the spicy faction.
Quote from: NoLongerJustNUKE.box
Mech
DVL-1 "Duivel": (3) TricMagic, NUKE9.13, Powder Miner

Designs
WR.Specerijlijn Weaponised Heat Beam: (3) TricMagic, NUKE9.13, Powder Miner
WR.Vliegenmepper MRLS: (1) TricMagic
WR.Vuurwek Incendiary Missile System: (2) Powder Miner, NUKE9.13
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TricMagic

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Re: Mechs March - Weitraum Republic (T2 Design)
« Reply #32 on: May 24, 2022, 09:47:25 am »

Yeah alright. Let’s be the spicy faction.
Quote from: NoLongerJustNUKE.box
Mech
DVL-1 "Duivel": (3) TricMagic, NUKE9.13, Powder Miner

Designs
WR.Specerijlijn Weaponised Heat Beam: (3) TricMagic, NUKE9.13, Powder Miner
WR.Vliegenmepper MRLS: ()
WR.Vuurwek Incendiary Missile System: (3) Powder Miner, NUKE9.13, TricMagic
So, England?
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Man of Paper

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Mechs March - Weitraum Republic (T2 Revision)
« Reply #33 on: May 30, 2022, 09:42:18 pm »

Proposal: WR.Specerijlijn Weaponised Heat Beam
Difficulty: Normal
Result: 4+1=5, Below Average

Lasers are fairly simple concepts. Heat is also a very simple concept. Now usually we understand the more laser you use, the more heat you create. We've subverted this comprehension (and the rules of physics in less interesting universes) to formulate and produce the Specerijlijn.

The WR.Specerijlijn Weaponised Heat Beam is a Small Weapon that uses some very complex internal mechanisms to convert heat being created and stored within the mech into a focused beam of infrared light. This very short range beam can be fired to reduce thermal levels within the mech while also transferring a percentage of that heat into a targeted enemy. The beam needs to remain on-target to really have any impact, making its use against infantry extremely limited in effect and often causing mild discomfort at most. Vehicles and mechs are more susceptible to the overheating the Specerijlijn, although vehicles and crew are only likely to be effectively knocked out in warmer climes and mechs won't encounter any issues unless already running fairly warm.

The only drawback to the WR.Specerijlijn Weaponised Heat Beam is that it gets less effective at lower heat for the mech using it, causing a significant decline in efficacy over the beam's duration. It also means having to straddle the very line that the Specerijlijn is intended to take advantage of.

The complex internal workings of the WR.Specerijlijn Weaponised Heat Beam are quite expensive, making the WR.Specerijlijn Weaponised Heat Beam, well, Expensive.


Proposal: WR.Vuurwek Incendiary Missile System
Difficulty: Very Hard
Result: (6+5)-2=9, Above Average

Throughout all the wars man has engaged in, fire tends to show up in one way or another. It is an instinctively terrifying thing, and a quite effective weapon to boot. We have decided to continue this tradition with the WR.Vuurwek Incendiary Missile System.

These large missiles are guided by on-board systems which allow the pilot of the mech to designate a specific target for bombardment within line of sight, although accuracy drops severely past a few hundred meters thanks to the fixed size of the targeting reticle on the pilot's HUD. While saturation bombardment isn't necessarily the goal of the Vuurwek, the pilot is able to launch salvos of up to six missiles in a burst to increase chances of a positive hit at slightly further ranges - or if someone feels particularly like fucking a very specific area into hell.

That is because the payload of the missile is a high-intensity incendiary chemical mixture that ignites when it contacts the open air. This powdery substance coats objects and sticks (largely because it gets caught by the surfaces it's melting), ensuring the target receives the full impact of whatever amount of incendiary powder makes contact. Flammable materials quickly ignite under the influence of a Vuurwek's payload, flesh turns to ash, and metal turns molten.

The missiles are obviously highly dangerous and require utmost care in storage even in optimal conditions, let alone on an active battlefield. In order to reduce a catastrophic hit to the magazine, the
Medium-sized WR.Vuurwek Incendiary Missile System has a heavily armored magazine. While this reduces the amount of ammo available by nearly a third were we to keep it unarmored, it sure beats a stray bullet destroying an entire mech and everything around it in a bright flash.

While the missiles aren't necessarily cheap, swapping out capacity for cheap (compared to the missiles) armor helps mitigate the overall cost of the WR.Vuurwek Incendiary Missile System, making it Expensive.


Proposal: DVL-1 "Duivel"
Difficulty: Normal
Result: 6+5=11, Masterwork

The DVL-1 "Duivel" is a 40-ton mech with a roughly triangular body wider at the shoulders and tapering in toward the waist. A fairly basic arm is mounted at each shoulder and include elbow joints as well as a blunt "fist" at the end of each arm that houses a Small Weapon Mount. The arms allow a great degree of aiming independent from the bearing of the torso and reduces the minimal range the weapons can target to "uncomfortably close to the feet of a 40-ton mech". Feet that are attached to legs that are more than happy to kick around at high speeds. The Duivel is tuned for high-performance and built around utilizing it's Kaarsvlam Fusion Engine to the highest degree, including maximizing the burst of speed given by the NITROUS fuel injector. Autostabilizers in the mech allow it to maneuver at high speeds with little issue and the arms are outfitted with their own to keep the WR.Tulpenbloei Small Lasers in their Small Weapon Mounts roughly on-target while in motion. An additional Small Weapon Mount is positioned in the lower torso just above the waist and is fitted with the "Pinscher" 12.5mm Machine Gun. One final Medium Weapon Mount is positioned in the center of the upper torso but is currently left empty.

The Duivel's targeting is aided by the enhanced sensor suite housed in the conical "horns" protruding from the sides of the head of the mech. This system provides the pilot with IFF signatures of vehicles and mechs within 500 meters, even without direct line of sight. The sensors are actually quite small, with most of the horns made up of thick armor plating. The armor in question is "Dijkstijl" Composite Armor, and is layered thick enough that the Duivel is relatively well protected for a mech of it's class. Thanks to a trio of Subpar Heat Sink Banks on its back, the Duivel runs fairly cool, even during the use of its Jump Jets (although actually mounting something in the Medium Weapon Mount will probably affect that).

Overall the DVL-1 "Duivel" is a Cheap mech that should do well in a skirmishing role.


----


It is now the Revision Phase. You have two revisions.

Spoiler: Weapons/Components (click to show/hide)
Spoiler: Chassis/Mechs (click to show/hide)
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NUKE9.13

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Re: Mechs March - Weitraum Republic (T2 Revision)
« Reply #34 on: May 31, 2022, 11:26:06 am »

Quote
Specerijlijn Heat Prioritiser:
A small modification to the cooling system of a Mech outfitted with a Specerijlijn, ensuring that coolant flow passes by the Specerijlijn's heat exchanger (the efficacy of which is also bolstered) first, before continuing on to the passive cooling elements. This is intended to enable improved usage of the Specerijlijn at lower temperatures.
No longer want to do this (this turn, at least).

Quote
DVL-1-1 "Vuurduivel":
A variant of the Duivel that replaces the left Tulpenbloei with a Specerijlijn, the central Pinscher with a Tulpenbloei, and includes a Vuurwerk in the medium slot. The unmodified Duivel shall be reclassified as the DVL-1-0.

Quote
DVL-1-2 "Voetduivel":
A variant of the Duivel that replaces the Medium slot with another Small slot (containing a second Pinscher).
Making the 1-1 will prevent us from using the 1-0, and the 1-1 will probably be Expensive. Which would leave us fielding basic Hitmans as our Cheap mech- which I'd rather not. So we should use our second revision to either upgrade the Hitman (which is a lot of work, on a worse chassis), or make a second Duivel variant. I know which option I'd go for.
« Last Edit: May 31, 2022, 01:20:36 pm by NUKE9.13 »
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Powder Miner

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Re: Mechs March - Weitraum Republic (T2 Revision)
« Reply #35 on: June 01, 2022, 05:37:37 pm »

Quote from: Voteduivel
Specerijlijn Heat Prioritiser: (0)
DVL-1-1 "Vuurduivel": (1) Powder Miner
DVL-1-2 "Voetduivel": (1) Powder Miner
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NUKE9.13

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Re: Mechs March - Weitraum Republic (T2 Revision)
« Reply #36 on: June 02, 2022, 02:06:28 am »

Quote from: Voteduivel
Specerijlijn Heat Prioritiser: (0)
DVL-1-1 "Vuurduivel": (2) Powder Miner, NUKE9.13
DVL-1-2 "Voetduivel": (2) Powder Miner, NUKE9.13
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TricMagic

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Re: Mechs March - Weitraum Republic (T2 Revision)
« Reply #37 on: June 02, 2022, 07:56:02 am »

Quote from: Voteduivel
Specerijlijn Heat Prioritiser: (0)
DVL-1-1 "Vuurduivel": (3) Powder Miner, NUKE9.13, TricMagic
DVL-1-2 "Voetduivel": (3) Powder Miner, NUKE9.13, TricMagic
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Man of Paper

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Mechs March - Weitraum Republic (T3 Design)
« Reply #38 on: June 12, 2022, 08:13:43 pm »

Remember to check the core thread for the combat report after reading your revisions but before reading the little bit at the end that sums up your situation!

Proposal: DVL-1-1 "Vuurduivel"
Difficulty: Normal
Result: 4+3=7, Average

In order to bring the base Duivel up to an acceptable level of combat capability we have gotten around to installing a WR.Vuurwek Incendiary Missile System in the central torso mount, which gives the mech a lot more oomph in the field, although heat build-up is quite intense and can limit how frequently the weapon is used before cooking the meat inside the mech. The mech also winds up capturing more heat due to the positioning of the Medium Weapon Mount and the missile system being fully surrounded by the chassis. To aid the Subpar Heat Sinks in their struggle against oppressive heat, the left arm's Small Weapon Mount is refitted with a WR.Specerijlijn Weaponised Heat Beam. The WR.Tulpenbloei Small Laser is shifted into the center Small Weapon Slot to replace the machine gun there.

The Vuurduivel runs a lot hotter than the Duivel used to, but largely only if missiles are being dumped down-range. Heat will require a little more conscious attention, but with a weapon meant to function with higher heat that was always going to be the case in some shape.

The DVL-1-1 "Vuurduivel" is still Cheap and replaces the DVL-1 "Duivel".


Proposal: DVL-1-2 "Voetduivel"
Difficulty: Hard
Result: (5+2)-1=6, Average

Reengineering the Medium Weapon Mount into a Small Weapon Mount was slightly more demanding than just throwing a medium weapon into it, but turned out not to impact the performance of the mech in any significant way. This mount holds a second Pinscher. With less mass required for usage of a Medium Weapon Mount, additional armor is added to the Voetduivel, although not quite enough to completely offset the change in mass, making it slightly faster than the original. Heating shouldn't prove to be much of an issue barring external variables.

The DVL-1-2 "Voetduivel" is Cheap.


RAF Design: DC.58 "Bibo" Heavy Bomber
Difficulty: Hard
Result: (5+4)-1=8, Average

The Bibo is a variable-geometry supersonic triple engine atmospheric jet bomber designed to carry payloads of up to 12000kg between the internal bomb bay and hardpoints on the wings. It has no defensive armaments. There are two crewmen aboard a Bibo: the pilot, responsible for controlling the aircraft and firing off countermeasures, and the weapons officer, who operates the weapons systems. Countermeasures for the Bibo include flares and chaff. The Bibo's standard armament consists of 1000kg high explosive bombs.


RAF Revision: "Geschenkkorb" Cluster Bombs
Difficulty: Normal
Result: 3+3=6, Average

Sometimes you need to fuck something up and everything around it. Other times you need to fuck up everyone and not so much everything around them. That's what the Geschenkkorb is made for. These 1500kg bombs are filled with 10kg fragmentation bomblets that disperse over a wide area once the main canister breaks open. The canisters open on command by a W.O. (or pilot if there is no weapons officer), allowing some control over the range the bomblets affect.


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

This was always here. It's the design phase, you have two actions.

Spoiler: Weapons/Components (click to show/hide)
Spoiler: Chassis/Mechs (click to show/hide)
Spoiler: RAF Advancements (click to show/hide)
« Last Edit: June 12, 2022, 08:17:25 pm by Man of Paper »
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TricMagic

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Re: Mechs March - Weitraum Republic (T3 Design)
« Reply #39 on: June 13, 2022, 03:10:08 pm »

Myomer
Before the split, before mechs, before everything long ago, people worked on mixing aluminum and steel. However, it was far too brittle and was dropped, with research projects being put forth towards other things for space travel. However, our team has gone back over things and believe they have worked out the issue. The formation of b2 crystals where the two merged could be fixed by inducing their formation and spreading them out through the alloy, rather than them being concentrated. After some tests with various additives, it was found that Nickle could delay the formation to higher temperatures. Combined with various tests, we've cracked it, an alloy with the same weight to strength ratio as the titanium used in some high-grade spacecraft today, 13% less dense than basic steel. One of the engineers called this new alloy Myomer, and so it stuck.

Myomer was immediately slated to be folded into the creation of Mechs and their armor, reducing their overall weight where applied while boosting their durability for a negligible cost increase. While nothing new was created, the new alloy would nonetheless serve a vital role in a number of fields.


Reuzenschild Tower Shield
While one part of the team was revolutionizing metallurgy, another was looking into sturdy and effective shields against bombardment. They deciding upon manganese steel, an alloy with plenty of plasticity and high impact strength. This metal is already used in heavy industry for it's resistance to abrasion, and can take a lot of impact without shattering. However, making a shield the scale of a titan would take some work. The design team decided on 3 meter plates attached to a steel/Ceramo-Resin backing and threaded with bolts, much like the composite armor already in use. These giant shields attach to mountings on the back of the Mech, protecting them when not deployed in the field. In the field they can be mechanically unlatched via a switch and used with the mech's arms for forward charges, easily increasing survivability, though doing so also prevents return fire while they are defending. These shields can also be thrown away if mobility is more important than endurance close in, before being picked up later by the mechs. The main advantage of the Reuzenschild is taking hits so the armor doesn't have to, and closing into effective range.
« Last Edit: June 13, 2022, 03:35:35 pm by TricMagic »
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KhazintheDark

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Re: Mechs March - Weitraum Republic (T3 Design)
« Reply #40 on: June 14, 2022, 06:30:58 am »

SA Bombardier
The SA Bombardier is a 256mm self-propelled seige-gun-howitzer named after the obselete artillery rank and designed to counter the Imperial's Type 35. To this end it is fully enclosed and, while protected against splinters, shrapnel and machine guns (mech scale) from the front and only the former two on the sides and rear, it reserves it's primary protection for the top surfaces which are specifically engineered to resist proximity detonated munitions from the sky. By extension this also they aren't half bad if directly hit from above either. The 256mm gun is at least as capable as the Type 35 and includes such renowned features as not being made by karking Imperialists! This gun can shoot further with greater accuracy and comes with two ammunition types, the venerable, reliable, trusty Semi-Guided Variable Fuze High Explosive Fragmentation and a new Cluster-Incendiary shell.
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TricMagic

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Re: Mechs March - Weitraum Republic (T3 Design)
« Reply #41 on: June 14, 2022, 07:23:46 am »

Targeting Specs

A cool shade of specs that act as cameras to help triangulate and target enemy mechs. Not only does it add flair, it makes pilots more accurate, letting them cut down even more in their path and potentially dodge incoming fire. Comes with an auto-dim to prevent blinding the cameras.

...Not much else to say, the computers do most of their work and have a coolant system, on top of being insulated from the rest of the mech. The programs we designed track fire arcs of shots and calculate where a listed target is moving to compensate for previous shots.
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NUKE9.13

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Re: Mechs March - Weitraum Republic (T3 Design)
« Reply #42 on: June 18, 2022, 03:36:25 am »

Quote
WR.Maurits Pulse Laser:
We have lasers. They're good lasers. But what if... more lasers??

The Maurits Pulse Laser is a Medium weapon, with significantly increased range, damage output, and power draw compared to the Tulpenbloei. This is partly just a case of being a bigger weapon system, but also due to the use of laser pulses, rather than a continuous stream. While on paper these pulses do not deliver more energy to the target, the brief gaps give vaporised armour a chance to disperse before the next pulse hits, allowing more of the energy to penetrate deeper into the target.
Needless to say, the Maurits also generates a considerable amount of heat. Any mech mounting a Maurits will have to deal with this, but in the event that the mech's cooling system is damaged, the Maurits has an emergency heat-dispersal element: a small tank of liquid coolant that can be pushed through the laser's heatsinks, where it boils off, quickly reducing heat (and releasing a cloud of steam). Though only intended for emergency use- and so will not reduce the amount of heatsinks needed to keep a mech stable-, this relatively straightforward system should reduce the chances of something going catastrophically wrong.
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NUKE9.13

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Re: Mechs March - Weitraum Republic (T3 Design)
« Reply #43 on: June 22, 2022, 11:26:15 am »

Quote
WR.Tweevliegen-Eenklap Autocannon:
Technically this gun can swat a lot more than two flies with a single shot, but let's not get bogged down in details.

The Tweevliegen-Eenklap Autoannon is a Medium weapon, firing 40mm rounds at 480rpm (in short 6-round bursts by default, although continuous or select fire is possible). The default ammunition is APHE, and achieves a very respectable muzzle velocity, which combined with the long range makes this a fairly effective weapon for taking out fast-moving aircraft.


Quote from: In Which A Voting Is Done
WR.Maurits Pulse Laser: (1) NUKE9.13
WR.Tweevliegen-Eenklap Autocannon: (1) NUKE9.13
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KhazintheDark

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Re: Mechs March - Weitraum Republic (T3 Design)
« Reply #44 on: June 24, 2022, 01:07:26 pm »

The Viscount Missile System consists of a reloadable armored MLRS system that stacks cells of four missiles in a modular manner, a small mount can fit one cell with the number of cells increasing by one with mount size. Capable of indirect fire on estimated target locations and semi-independent target acquisition this weapon covers a distinct capability gap in the armed forces of the Republic. The missiles utilise an impact insensitive solid rocket motor with three distinct internal geometry sections, the first boost phase gets it away from the carrier as fast as possible and lasts for less than two seconds, the next phase keeps the rocket at a steady acceleration. Once the missile has acquired a lock during the cruise phase an onboard circuit triggers the final phase causing the missile to sprint towards the target. The missiles also come with a spicy option.

Quote from: In Which A Voting Is Done
WR.Maurits Pulse Laser: (2) NUKE9.13, KhazintheDark
WR.Tweevliegen-Eenklap Autocannon: (1) NUKE9.13
WR.Viscount Missile System: (1) KhazintheDark
« Last Edit: June 24, 2022, 01:33:23 pm by KhazintheDark »
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