Future Design: AS-HMW1 "Walker"
Arstotzkan Hybrid Mechanized Walker 1 "Walker"
Our troops tend to not do well on the fields. Improvements over the years to Moskurg weaponry makes them formidable foes, and a single troop goes down too easily. We at the Academy have mulled over the possibilities of doing things like giving our troops crystal plated armor or better weapons, but really, what's the point? It's just throwing rocks against Moskurger wind magic.
So Moskurg this project has come up with a new design: The AS-HMW1 Walker. The core idea is, of course, simple: We put our knowledge of steam power and magic storage to the test in order to create a large mechanized soldier that can dominate the battlefield.
We start with the first issue: Movement.
Movement is required to actually make something that isn't a fancy (but of superior Arstotzkan craftsmanship of course) statue. Joints are carefully created and connected to our steam engine via primarily gears and axles. However, there's another mechanism we have called "hydraulics" used in rare spots across the design due to its complexity. The hydraulics operate off of steam from the internal steam engine. Circuits are carefully engrained across the machine from the area designed for the human occupant to allow for control.
The Walker is only able to be controlled by mages thanks to the requirement for the user to be able to interact with the control circuits. The mage spends most of their attention on the battlefield and operating the Walker, and only a marginal amount of their magic is devoted towards running it.
The entire contraption is powered by a series of Magegems. While the user does have to be a mage in order to control it, the Walker simply cannot be powered by the will of one mage alone. The mage, as previously established, primarily operates the circuits, while the Magegems power the steam engine and other devices. The magegems should last relatively long period times in combat - more than enough for an engagement. Typically a number of mages recharge the Walker when not in battle to expedite the recharging process, but in emergency situations or on the field one mage can still charge the Magegems. It just may take a bit longer.
In the rare circumstance of a Walker losing power in combat, the mage typically departs and either recharges their Walker to last for a couple more minutes or continues the engagement on foot before returning to the walker for a full recharge.
The whole thing is quite large - roughly twice the size of a regular man. The controlling mage is strapped to the torso of the contraption (to avoid a few gruesome joint-related accidents we experienced in testing) and controls it from there.
The majority of the walker takes advantage of our plentiful metal. The metal makes up the structure, frame, and other essential parts of the Walker. Crystal plating is then added to the final product. A coat of transparent crystal (something which should be easily accomplished given our knowledge of crystal) is then placed over the occupant's location. As a result, the Walker is completely invulnerable to fire. It's also theorized that perhaps the Walker could even take a direct hit from a ballista bolt without breaking down, though any more damage would probably mean the end of the Walker even if it could survive a bolt.
In terms of infantry, firebombs, and arrows, the Walker is nearly invulnerable to anything but a direct coordinated infantry attack.
In terms of weapons, the Walker is given a large scaled-up broadsword attached to the right "hand" and something vaguely resembling a fist for the other. We wanted to have the left "hand" actually work as a hand with working fingers and whatnots, but it just so happens to turn out that doing that would be really hard. The Walker's main weapon is terror. Just seeing a Walker enter the battle should terrify the coward Moskurgers and strike fear into their hearts.
We don't expect this to be an easy project. Revisions and perhaps new designs will be necessary. This design is intended to provide a base to be able to use to create something usable with at least one if not more revisions. But something usable would always be nice.
-Crystal plating
-Fire invulnerability
-Shielded cockpit
TL;DR:
A very primitive mech. The design is meant to be initially done in an action as almost a "prerequisite"/"theory" design. We'd probably have to get all 6's for this to be useful enough on the battlefield in one design, but with maybe 1-2 designs/revisions, the Walker could be a fearsome part of our arsenal. It takes time to make, but it's worth it.
It's roughly the height of two men and the rest is scaled up proportionally. It carries (by which I mean has attached to it) a giant broadsword and "fist", but should be great at terror. It's mostly made out of metal (and shouldn't break down if crystal disappears) but has crystal armoring. The pilot of the thing is strapped to the center torso and is covered by transparent crystal plating. The Walker should be invulnerable to fire bombs and extremely useful against arrows and infantry. Hopefully it can tank a near-hit from a bolt, but its primary weakness would be artillery.
It uses magegems to operate its internal steam engine and other devices, though it needs a mage to control it.
TL;DR TL;DR: Basically the primitive first heavy armor of Wands Race.
Why?
You know why.
How?
It definitely needs Magegems done first, and maybe a miniaturization revision to the steam engine. The first iteration will primarily be a proof of concept. After this design is done, we can address the problems in future designs/revisions and get something well worth the actions spent.
Really, the only actual new technology is the joints and basic hydraulics, but I mean, it is basic hydraulics and this is a primitive mech, so one design probably isn't going to make the envisioned product at first.
Prerequisites
- Magegems (100% definitely need this. Well, we could have it require a support team of mages behind it at all times, but that's disadvantageous.)
- Crystalworks (Would really help. Evicted did say we're practically at manufacturing limits without a dedicated facility, and permanent better crystal would help this design. Not essential, but would definitely be helpful.)
- Better steam engine? (Maybe. Might just be better to make Crystalclads and improve steam engines a bit in there then use that experience. Otherwise, maybe a revision in something like engine miniaturization.)
I actually seriously think this is a good idea to do in the near future. Why near future? Because no matter what stuff we develop beforehand, this design will take multiple actions to get working. But when we do get it working, it'll be worth it. Yes, it is overambitious, but that's the point. We do something like this, then maybe spend a design and revision to fix it up.
If we do do it, we should do so quickly. I'm nearly positive that in order for it to not be a National Effort, it has to take advantage of the mountain metals and we don't know how long we can keep that.
Hell, I'd be okay with going Magegem -> Walker, starting with Magegem this turn. I want to start making new things!
And on a side note, some future improvements: AN INTEGRATED CANNON. The ability to cast fireball. Crystal weapons. The improvements coming with Crystalworks. And more.