Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 9 10 [11] 12 13 ... 51

Author Topic: Mad Arms Race - Aratam Design Bureau (Fall 1965 - Final Design Phase)  (Read 61487 times)

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (1961 - Design Phase)
« Reply #150 on: January 14, 2018, 05:48:58 am »

"Hydra" Electric-Motor Flak Tank EMFT-61
As we have many problems with dealing with our enemies aerial support as we had to deal with the menacing Lightning Streaks and now the controversial how-the-hell-does-that-work four winged Blizzard jet vehicle, we needed a proper surface-to-air missile or cannon that we can utilize so that we can deal with these threats. Our knowledge of coils and magnets, but especially electric batteries have allowed us to develop such a vehicle.
This new form of a tank, in which we can both agree with on the Aratam national military that they would like new forms of tanks in their arsenal. Has a unique way in which it utilizes four heavy auto-loading cannons like the 120 mm cannon utilize in the halberd. However these four very auto-leading cannons are interfaced with a very advanced form of guidance and radio system that allows the operators of these tanks to interface with these four cannons to hit an aerial enemy target. The four normal cannons are all fired consecutively from each other and all have a intensive amount of reserve AA shrapnel shells so that the Hydra can fire its flak multiple time in the sky without interruption. Since all of the cannons on the tank are utilizing the power of shrapnel and that aircrafts are often lightly armored as it difficult to put armor in the sky, it would mean any aircraft ship that meets the force of one of the shrapnel of the shell will quickly realize the devastating force of the flailing metal will have completely penetrated it and nearly-guarenteed blown the aircraft up. All the shells utilize a proximity-based detection system that utilizes radio waves which makes the shrapnel shells explode if the targets gets close enough.

While indeed the tank utilize the same form of treads and armor plating that the Halberd has, their has been significant time on increasing the amount of electrical charge that a SynthOil battery pack can store so that it allows this vehicle to work in its intended role as mobile anti-air gun. The guidance system while still somewhat simplified to the technology of the Cold War, we have found ways to integrate a dedicated guidance system that configures with the tank's electronics to allow it target aerial targets that are hundred of meters off the ground and allow the tank's normal cannon to blow them up. The Hydra, also needs an only a single SynthOil battery pack as the other four cannons do not utilize electromagnetic-based technology and utilize normal AA Aircraft cannons to fire in a consecutive to reduce the strain in the vehicle gears and electronics, it only need a single SynthOil battery pack for it to power movement and just general parts of the tank. While still a novel idea and ignored in the Halberd tank, just like the APC it still equipped with smoke grenade launchers so that it create smoke clouds for our infantry in any guaranteed.

The guidance system is very simple actually, it's just utilizes radar and just notices the disturbances and messes with electromagnetic waves that aircraft often do in the skies to track and locate the basic "idea" of the target, as radar has the ability to mess and discern the location of object in the sky just making the slightest amount of light, this form of radar can track those objects in the sky. Rather the very normal not electromagnetic cannons all utilize Flak, so they shoot out shells into the sky that flail into a bunch of shrapnel that decimate aircraft through just pure area of effect, how is an airplane going to avoid shrapnel in the sky? Also the cannon really has two weapon subsystems as well, the tank has four cannon on its main head, but two cannons are aligned to the other side of each tank, which it can also utilize its cannon to slightly aim down against infantry and fire a bunch of "AP" shrapnel shells against infantry.


The Hydra Tank is a new incorporation of a mobile anti-aircraft gun that has the mobility and armor of a tank, developed with special guidance systems to allow the four auto-loading cannons to blow anything in the sky to many many pieces. It still has room for an electronic battery motor to power it as well, especially because all of its shells explode into a lot of shrapnel, and are based on proximity-based technology.
Design: "Hydra" Electric-Motor Flak Tank EMFT-61
Normal: (2+3) = 5: Average

Despite the insistence of several engineers on how advanced it is, the guidance system in the EMFT-61 Hydra is remarkably simple. But its charm is in its simplicity. Based on technology from late in World War 2, the Hydra utilizes a simple electric computer and integrated radar to locate targets. We've had some success with a very basic "glass" (which isn't actually glass) on which a crosshair can be overlaid based on radar data. Again - this system is remarkably simple. The gunner then moves the turret via hydraulics until the digital crosshair is roughly overlaid on top of the physical one for the actual guns, then fires.
Accuracy from this approach is good, but not perfect. We believe that it'll do best with slower aerial targets and aircraft flying in predictable patterns. The human gunner and hydraulics simply can't keep up with any especially fast or evasive aircraft, though some effectiveness in these situations can be relied on.

We recommend that the Hydra tank stay out of infantry & armored combat. In order to maintain visibility, the gunner sits in an mostly-open cage on top of the main chassis, where the commander and river handle the rest of the Hydra's operations. This part of the Hydra maintains the same Light armor as the Halberd Battletank, meaning that while its offensive capabilities can be easily disabled it will still be able to move. Unless it's frozen. Merethans like doing that to our tanks.
Care was taken to facilitate the turret being used in anti-infantry roles. The tank's chassis has been angled in such a way that the turret actually has a minimum angle slightly below the horizontal line forward, meaning infantry can't just stay vaguely nearby and duck to avoid being hit. The flak shells are configured to also trigger on impact to allow for them to be fairly effective against infantry (though not as effective as more dedicated anti-infantry weapons). But a single lucky shot at the turret and the Hydra is effectively disabled.

The four-gun autoloading turret uses flak shells that are both time and (aforementioned) impact-triggered, like most other ground anti-aircraft weapons. The flak allows the shells to still damage aircraft even if it doesn't hit the actual vehicle, and complete misses can still cause minor disruptions in flight. Its turret is self-loading from the internal magazine, and is configured so the gunner can hold down the trigger to fire all four guns in repeated sequence for maximum aerial flak coverage; a few Hydras can effectively fill a sky with flak. However, the normally respectable ammo supply can be diminished quickly by this and as such we recommend that gunners are somewhat conservative with their firing; for now, we can't rely on blind firing to down aircraft.
The gunner sits right in the middle of this turret in a vaguely ball-shaped cage. Some plating is in place to prevent some stray bullets from hurting whoever's in the turret but generally anyone dedicated with a gun is able to shoot the gunner. The four barrels occupy four front "corners" of the cage and obvious mechanisms connect them to the rest of the tank where the ammo is stored.

We didn't have enough time to directly improve the battery tech, so the Hydra can travel for 10 hours on a single full battery. We don't expect SynthOil to be a large problem here as it won't be spending as much time in the front lines, its guns don't need SynthOil, and it can be refueled in the field.


It certainly is intimidating. The commander and driver almost have to crouch in the squat interior, and the turret's four barrels reaching outwards provoke respect from observers. Most of the tank is dedicated to ammo supply, the electric engine, and the SynthOil battery, leaving little room for the rest of the crew. The front is very notable angled downwards to allow for maximum firing angles from the turret, and while there is a hatch in front of the turret most entry & exiting is done via an armored door on the side that opens upward in order to prevent a flak shell hitting the open hatch and wrecking havoc on the tank.

It costs 5 Ore and 4 Oil, the same as the Halberd, making it Very Expensive. The fact that it doesn't use SynthOil for its gun means it's just on the edge of only costing 3 Oil; its cost of travel requires more oil to keep effective operations, but we predict even a mild increase in efficiency could reduce the cost by one "unit" of Oil.

Spoiler: Designs (click to show/hide)

The Revision Phase of 1961 has begun. Please also vote on what to import at the end of the Revision Phase.
« Last Edit: January 14, 2018, 03:48:47 pm by Chiefwaffles »
Logged
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!

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (1961 - Revision Phase)
« Reply #151 on: January 14, 2018, 09:09:15 pm »

As noted, we might want to go with a guided missile for the ability of bombardment of 1000kms away, from either rocket artillery trucks to missile boats

Quote from: The Athena Combat System:
The Athena combat system is in essence a integrated fire-control system that utilizes transistor-computer technology that can be applied to aircraft, navy, or even ground vehicles that has a priority of utilizing guided missile tracking as its preference of weapons, but can still use and coordinate cannons to other weapons to fire with a computer-assisted data computer and as a weapons director.

Athena is a very modernized combat computer system still that utilizes both the combination of electronics and hydraulics to allow it to coordinate the guns from a aircraft to the rail systems on a cruiser, as it functions as the director or the auxiliary predictor that continuously calculates trigonometric firing solutions for use against a moving target, and transmits targeting data to direct the weapon firing crew. The Athena computer automatically processes range and other such factors to the fire-control crew and allow them coordinate their cannons and missile-firing rails from a computer station inside the vehicle. As well the Athena can automatically process information from radar inside the vehicle and than utilize telemetry data and give information to the fire-control to them.

Athena specialization is of course through its dedicated guided missiles information processor. With the usage that this advanced computer can coordinate information to other areas from the info it has gathered based on gun data reports and synchronizing with the radars, it can help assist a gun technician in coordinating a guided missile from the vehicle to the desired surface, by calculating location and speed differences based on radar reports and visual speculation, it has the ability to actively assist a technician with information allowing the firing of a missile to have the telemetry range of a computer for more accuracy. Athena while not designed with cannons, can still assist in their aim but it will be sub-optimally compared to a human rangefinder.

Also we're going to need a proper missile for such a proper military computer we just created.

Quote from: Votes for Revision
Athena: (1) SC

Import:
Hellfire Missile: (1) SC
« Last Edit: January 14, 2018, 11:36:43 pm by Shadowclaw777 »
Logged

Talion

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (1961 - Revision Phase)
« Reply #152 on: January 15, 2018, 09:04:40 am »

With the additional anti-air options we're picking up this turn, doing the parrot conversion will allow us to turn that benefit into better support for our ground troops.

Quote from: Votes for Revision
Athena: (1) SC
Amazon Dive Bomber: (1) Talion

Import:
Hellfire Missile: (2) SC, Talion
Logged

The Ensorceler

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (1961 - Revision Phase)
« Reply #153 on: January 15, 2018, 06:29:02 pm »

Revision: Compound 78i "Sugar"
A cousin to Spice, Sugar is NOT NEUROTOXIC OR POISONOUS, while retaining similar properties to the safe applications of Spice. Conveniently, with fewer safety mechanisms needed to protect workers from the product and recent advances in automation, production of Sugar is much easier and cheaper than the production of Spice ever was.

Quote from: Votes for Revision
Athena: (1) SC
Amazon Dive Bomber: (1) Talion, The Ensorceler
Sugar:

Import:
Hellfire Missile: (2) SC, Talion, The Ensorceler
Logged

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (1961 - Revision Phase)
« Reply #154 on: January 15, 2018, 07:40:31 pm »

Macaw Strike Craft: A simple yet effective revision for our Parrot Prop Fighter, we implement two missile mounts on each wing and than tell the Prop Fighters to load their missiles against ground forces and even aircraft. The Parrots are even revised to come with a modernized turboshaft engine alongside their propeller-based propulsion so that they have improved agility and speed in the air. Their missile mounts are also versatile can be utilized with simple five 100lb light bombs on each wing for simple bombing runs. The final idea is to try and experiment with a functional turboshaft engine that utilizes SynthOil to increase fuel efficiency and cost concerns, that could be applied for larger reactors needed for SynthOil. Because of fear of expense changes, the Can Shredder cannons have been removed from the Macaw

Quote from: Votes for Revision
Athena:
Amazon Dive Bomber: (1) Talion, The Ensorceler
Sugar:
Macaw: (1) SC

Import:
Hellfire Missile: (3) SC, Talion, The Ensorceler
[/quote]
« Last Edit: January 16, 2018, 11:08:52 am by Shadowclaw777 »
Logged

The Ensorceler

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (1961 - Revision Phase)
« Reply #155 on: January 16, 2018, 12:28:52 am »

Quote from: Votes for Revision
Athena:
Amazon Dive Bomber: (1) Talion
Sugar:
Macaw: (2) SC, The Ensorceler

Import:
Hellfire Missile: (3) SC, Talion, The Ensorceler
[/quote]
[/quote]
Logged

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (1961 - Revision Phase)
« Reply #156 on: January 17, 2018, 05:23:32 pm »

Macaw Strike Craft: A simple yet effective revision for our Parrot Prop Fighter, we implement two missile mounts on each wing and than tell the Prop Fighters to load their missiles against ground forces and even aircraft. The Parrots are even revised to come with a modernized turboshaft engine alongside their propeller-based propulsion so that they have improved agility and speed in the air. Their missile mounts are also versatile can be utilized with simple five 100lb light bombs on each wing for simple bombing runs. The final idea is to try and experiment with a functional turboshaft engine that utilizes SynthOil to increase fuel efficiency and cost concerns, that could be applied for larger reactors needed for SynthOil. Because of fear of expense changes, the Can Shredder cannons have been removed from the Macaw
Revision: Macaw Strike Craft
Hard: (2+3)-1 = 4: Below Average

The Macaw is a turboprop conversion of the Parrot, representing Aratam's first foray into the general area of turbine engines. Doing this with the budget of a revision was fairly difficult, but we're helped by the use of the technology elsewhere in the world and having Cannalan designs to learn from. Also intended was adding two 500lb missile (or bomb) mounts. We originally set out to add 5 mounts, but decided that it'd be best to ensure that the Macaw could handle the Hellfire missiles we're importing from Cannala. The number of mounts can be changed quite easily in the future if needed.

Unfortunately, doing this with the existing Parrot body presented another problem for us. It wasn't exactly designed for what we had in mind. We had to make some changes to the rest of the Parrot not originally intended in order to facilitate the new engine. The Macaw has a more... unsightly shape to it, and the two Muerte HMGs were also removed.

The Macaw is an effective vehicle. It's more agile faster than the Parrot, but is still significantly more sluggish than proper jets. It's good for ground attack but is useless without a competent escort capable of fending off Merethan fighters. Turboprop fuel requirements make it Short range.


Import: M1942 Missile, Auto-Guided, Infrared Camera (MAGIC) Mk.2 "Hellfire":
The Hellfire missiles and blueprints arrive as expected. They're set to be mounted on the Spearhead. The Macaw is left without missiles as there's not enough to go around and we felt they'd have a bigger impact with the Spearhead. The Cannalan representative grumbles something about never being able to see how effective these missiles were, though we don't know why.
With our resources, the Hellfire is expected to be Very Expensive.

Quote
M1942 Missile, Auto-Guided, Infrared Camera (MAGIC) Mk.2 "Hellfire": [Expensive] The Hellfire Missile is an improvement over the original MAGIC Mk.1 in a few ways. The basic technology behind it as a rocket has improved, a specialized propellant is much more compact and powerful than the one adapted from infantry RPGs, so the rocket is lighter and faster. The structure has gotten lighter as well. The Hellfire includes an entirely new guidance system in the nose, and two sets of fins. Four rear fins are fixed stabilizers, and four fins close to the nose are controlled by servos, rather than solenoids, which gives them the ability to make partial turns. The sensor head now consists of 13 individual sensors under a single lens, in a diamond shape. There is a rotating circular shroud on top of the sensors, so that only a single "line" of sensors, including the center one and three or four others, can "see" at a time. This system reduces the number of necessary vacuum tubes to a fraction of those needed if all sensors were viewing all the time, and the output is reduced to merely the approximate angle to which the target is off-center of the missile. The direction is interpreted based on the position of the shroud, by a rotating electro-mechanical apparatus, which determines the power delivered to the four servos. This seeker head is much heavier than the Magic Mk.1 and includes a larger battery as well. The last new feature is a "tone generator", which makes a noise in the cockpit to alert the pilot when one or more of the missiles on his plane has a target somewhere in his field of view, but doesn't alter based on how well-centered he is or other information. This is a simple retrofit to any planes which might carry the Hellfire missile. The missile's guidance is more accurate and reliable than the Mk.1, but the rotating shroud means that it might take a second to adjust to a chance in its target's direction, and it tends to slightly spiral around its intended course, a marked improvement from the Mk.1's violent zig-zags. It has a maximum flight time of about 25 seconds, and a maximum range of four miles in that time, and the seeker head can find a target from two to three miles on a good day. The warhead has been reduced to 25 pounds, and the total missile weight is down to 500 pounds. It is [Complex] and has a cost of 3 Ore, 3 Oil.


Spoiler: Designs (click to show/hide)

Due to the potential displayed by the Design Bureau and the importance of the war, the government and military of Aratam have announced a plan ramp up military and military R&D spending; Mereth has done the same. As a consequence, designs and revisions (and the subsequent combat reports) will be done each season instead of each year.
The Combat Phase of Spring 1961 has begun.
« Last Edit: January 17, 2018, 05:35:10 pm by Chiefwaffles »
Logged
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!

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #157 on: January 18, 2018, 05:03:39 pm »

Combat Report, Summer 1961

The Mountains
Our vehicles are nice in the mountains, but just aren't useful against infantry still to a variety of factors that the military believes can be remedied.

The Sea & Plains
Not having any landers or anything to actually land troops and armor here really hurt us on the beaches. Mereth's navy is still unquestionably inferior to ours, but was dangerously close to using our failed landing as an opportunity to gain further control over the sea.


Spoiler: Designs (click to show/hide)

The Design Phase of Summer 1961 has begun.
Logged
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!

Talion

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #158 on: January 18, 2018, 06:17:22 pm »

Iron Blood
Applying the metal fusion process to blood, in a process of removal, conversion, and transfusion, it is possible to entirely replace the standard blood supply with a metal version. This metal blood is highly resilient to blockage, allowing us to mix supersaturated sodium acetate into the blood supply. Further, a notched ferrous disk is implanted beneath the skin of the chest in contact with a blood vessel. When manually activated or in the presence of cold sufficient to warp the metal and likewise trigger it to flex, tiny sodium acetate crystals are released into the bloodstream, serving as nucleation sites for the crystallization of sodium acetate. Because the blood supply is supersaturated, this causes the blood to crystallize instantly, thereby releasing the energy of the superlattice. Under normal circumstances this energy release rapidly increases body temperature to nigh unbearable levels, immediately warming up the muscles and inducing intense sweating and elevated heart levels, as the body seeks to dissipate the heat. Rapid movement serves to help break down the crystals and after enough time, return the blood to the same state pre-crystallization.
In presence of extreme cold, it is hoped that the heat generated will reduce the impact to survivable levels.
Due to both the metal fusion process and the whiteness of the sodium acetate, those undergoing the process take on a noticeable pallor.
Logged

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #159 on: January 18, 2018, 06:43:38 pm »

The landers issue should be aproached this round
Logged

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #160 on: January 19, 2018, 04:14:56 am »

Quote
"Jäger"-class Multi-Role Guided Missile Destroyer MGMD-61-S:
A capable ship that combines both technologies of the Corsair Destroyer and Santos Aircraft Carrier into a much more deadly sea-faring modernized missile boat to be utilized for our navy. It utilizing a rail-based guided missile launch system for the Hellfire missiles but those of have been revised to be able to be launched on this new modernized rail-based launcher and have been enhanced with a new missile profile of being both sleeker, higher-fuel storage so that it can fire from kilometers away, and even faster because of the way it is launched. Mainly adapted from its predecessor for utilization for guided missile usage on a naval boat.

This go in hands with the modernized telemetry fire-control suite station that goes into the destroyer. The fire-control can serve as the vehicle as the vehicle's computer with its number of components working together, of its gun data computer, a director, and radar, which is designed to assist a weapon system (primary the rail launching missiles) in hitting its target. Special care is added to make the rail launching system and naval radar working in conjunction, so that the crew of the ship can designate a target on the radar (usually a naval-faring ship) and then allow the electronics to coordinate the rail-launcher missile launcher to coordinate a attack on a designated target from kilometers away.

Conclusively the Jäger utilizes many of the technologies from the Aircraft carrier mainly, like the Eagle Eye radar systems that has been utilized for both air search and naval search, but there is no need of sonar as of yet so it isn't installed. The Firecracker AA cannon placements attached to it and some miscellaneous autocannons in the front and back in case it has engage in visual-range fights with another ship. Another intriguing idea from our expedition in turboprop engines is to utilize three SynthOil electric turbine engines, but if we don't have enough time to install it than go with the normal oil-burning steam turbines instead. Final notes on seeing if we can perform naval-to-land bombardment with the new enhanced Hellfire missiles so that our missile boats can bombard infantry and ground forces from kilometers away.

Indeed a Guided Missile Destroyer that utilize the basis of our navy fleet and revised Hellfire missile to bombard against enemy boats and ground troops alike from kilometers alike, designed with functionality in mind.

Quote from: Vote Box
Iron Blood
Jaeger: (1) SC
« Last Edit: January 19, 2018, 04:20:16 am by Shadowclaw777 »
Logged

The Ensorceler

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #161 on: January 19, 2018, 05:33:10 am »

Design: Amphibious Landing Craft "Seahorse"
An amphibious vehicle derived from the Raider, the Seahorse is fully at home at sea, with several motorized fins and an oversized pair of impellers letting it travel significant distances even in unpleasant weather, given enough fuel. Providing this fuel via hose is an attached barge able to carry a variety of payloads, drawn by very strong metallized ropes.

As the Seahorse nears land, it engages its treads and climbs up a beach, pulls its barge onto land behind it before detonating explosive bolts to release the cables and hose, allowing any passengers on its barge freedom to debark.

Once separated or, indeed, if deployed on land, the Seahorse carries a fearsome armament of coil-boosted Can Shredders capable of accurately destroying almost any target from miles away to up close and personal in the blink of an eye. To accomplish this, the coil-boosters on the Seahorse's Can Shredders take inspiration from the Can Shredder's own reloading mechanism, in which recoil from one cannon reloads the other; when one booster is firing, the other's capacitors lie waiting to absorb excess energy, shortening its own charge cycle and increasing power efficiency.

Quote from: Vote Box
Iron Blood:
Jaeger: (1) SC
Seahorse: (1) The Ensorceler
Logged

Blood_Librarian

  • Bay Watcher
  • What is happening?
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #162 on: January 19, 2018, 02:32:18 pm »

Nordington Iron Works "Talon Exterminator Anti-materiel Rifle

Simply put, This is a cutting edge sniper rifle, with a custom machined receiver and personalized grips for its intended recipient. The barrel itself is has two variants, which can be easily switched in the time it would take to maintain the weapon, which allows the weapon to be used either in long-barrel configuration, where the scope and bipods can be used with impunity; Or a short barrel configuration where it can be toted around similarly to a regular assault weapon, Although it is against recommendations to fire the weapon without being in a stable emplacement, as the round is intended to be large enough to pierce enemy powered armor. Most notably, a red-dot sight has been placed in the scope, allowing for quick and rapid target acquisition compared to traditional scopes.

The Nordington is destined to be placed in the hands of our snipers and our Bright-Eyes, and the grips have been custom made for each soldier.
The weapon is designed to fire anti-tank rounds, however it comes with two types of munitions, LP, and HP (Low Power, High Power). High power is intended to be used for use in both assault rifle and sniper rifle configurations. HP is designed to be used either in a stable position, or in its sniper rifle configuration. Attachments of all times have been planned for, with the allowance of underbarrel, over barrel, side barrel, scope, and receiver modifications (with the varying skill required to customize the weapon.) Allowing for dozens of possible configurations without considering soldier-made pieces of equipment. Silencers has also been entertained, but very little engineering has been placed, and only a recoil compensator has been made available. (It shoots gas up and to the sides to reduce recoil to a negligible amount.)

It is theoretical on weather or not that the rifle could be accurate enough for a skilled soldier to be able to shoot down aircraft with this weapon.

Quote

Iron Blood:
Jaeger: (1) SC
Seahorse: (2) The Ensorceler, BLood_Librarian
Talon Exterminator: (1) Blood_Librarian
Logged
if you want something wacky
Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #163 on: January 19, 2018, 09:45:46 pm »

Quote
"Raptor" Electromagnetically Propelled Rail-Launched Missile Bombardment System; EPRL-GMB-61-S:
The Hellfire missile may serve a inadequate purpose as a aerial-to-aerial guided missile, it still can provide us with knowledge of ways to enhances a way for guided missile bombardment and providing a way to utilize our technology preferences inside the new missile launching system. In its simplicity it's a missile that takes inspiration from the Hellfire missile and than utilizes modernization of technology and other things to become a guided missile, first of all the Infrared Sensor system is integrated yet it performs a different maneuver where it will be launched into the sky and than wait until a radar sensor either in the truck or missile detects the proximity of the target is close enough and than performs Heat-Seeking Infrared protocol and begins to than launch itself onto the target. The way it utilizes both radar-proximity technology and it's infrared allow its bombard from kilometers away and way with uncanny precision.

The other piece that is implanted with this device and design is the electromagnetic propulsion system in which a missile is integrated with a "rail-launcher" that is outfitted on a truck or other sort of vehicle, and with SynthOil cool-based technology shoots out the missile with so much force that it gains a great initial burst of speed allowing for it to hit its target faster, however their may be notices that disturbing that the air resistance will slow down the missile. However it still provides potent force of velocity with this missile being shot out of a coil-based launcher. This is of course tracking that their is a radar-based telemetry control system in which a target is fracked with the radar, and than the rail-launchers will than launch the missiles at the destined target on the radar

A integration of many technology, old and new, to make a new more powerful and even accurate guided missile launch system for our forces

Quote from: Votebox
Iron Blood
Jaeger
Seahorse: (2) Blood_Librarian, The Ensorceler
Talon:
Raptor: (1) SC
Logged

The Ensorceler

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #164 on: January 20, 2018, 05:11:12 am »

Design: Goldeneye Enhancement and Alternative Testing Arena "The Seven Hells"
A vast multileveled structure, The Seven Hells are a series of labyrinths and arenas filled with traps and hazards, up to and including lethal force, although great care is taken to preserve its inhabitants to fight another day. Within, the citizens of Aratam are screened for aptitude in the Goldeneye program, then those admitted begin to face battery after battery of challenges designed to bring out the best of their abilities. Instead of the original, weeklong, procedure used to produce Goldeneyes, Seven Hells recruits undergo seven one day procedures in onsite CryoStat tanks, each corresponding to a floor of the Seven Hells and a challenge overcome. Most of the Seven Hells are refrigerated to prevent unnecessary Spice rejection from heatstroke.

The sensory processing abilities of Hellborn Goldeneyes are vastly superior even to first generation Goldeneyes, and so they can ensure their every word and deed promotes the glory of Aratam. Each and every one is able to make their surroundings, equipment, and subordinates act as an extension of their own body, so complete is their understanding of everything they experience. In practice this makes them unmatched small-unit commanders, even ignoring their personal abilities in hand to hand combat, with a gun, or operating a vehicle. While a Hellborn Goldeneye is able to maintain control of their unit, it is a rare thing indeed to see one of their soldiers fall in battle, or even miss a shot.
Logged
Pages: 1 ... 9 10 [11] 12 13 ... 51