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Author Topic: Mad Arms Race - Aratam Design Bureau (Fall 1965 - Final Design Phase)  (Read 60734 times)

Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Design Phase)
« Reply #510 on: January 18, 2019, 08:06:40 pm »

BLACKWELL TECHNIQUE - MIND RAIDERS
The first truly offensive technique that can be used by SEEM, developed by the Black Chamber Facility to manipulate the Astral to create physical manifestations of “anomalous events” The primary focus of this research is into its weaponization. These manifestations can be fabricated from a range of up to 20 feet and can be sustained through non-shielded materials, but the creation of Killsigns require line of site.

These anomalies are useful as anathema to thinking minds as general demoralizers, or true to its namesake, a “Kill sign”.

In layman's terms, A Kill sign occurs when the air or an object distort in such a way to be dangerous to visually process for a pre-targeted individual’s mind and can aggravate mental conditions and cause paranoia, full-sensory hallucinations or in worst cases cause serious brain damage, training has been made to specifically disable the functions of pilots and snipers. A killsign can be effective with even a split second exposure, but longer exposure is preferred for more effect. To witnesses not especially targetted, it merely manifests as a shimmer in the air or on the “engraved” object, that may cause a headache. Some individuals may have similar cognitions then the targeted individual, and it is advised for all Aratamite military personnel to not directly stare at any shimmers or Anomalies.

If a general area hazard is preferred, a generalized “kill-sign” can be created, affecting all individuals in the area who perceive the anomaly, causing visual artifacts in one's visual cortex, along with a slew of minor, but noticeable effects on the mind that decrease a soldiers effectiveness. It is to be noted that such anomalies are not targeted and effect all individuals, and long-term contact can have an equivalent effect to a Kill Sign.

These distortions can be deployed against aircraft and tank crews to a lesser effect, an observation (through sight or some cases hearing) is all that is required for its effect to occur.

It is unknown whether such anomalies can target Merethian thinking machines. However, one theorized method of preventing air superiority is to “place” a Kill-Sign of an engaged enemy Pilot onto one's own Torch, requiring the enemy pilot to not look at the aircraft for fear of mental degradation.

Care is to be taken, as anomalous effects may occur if an individual sustaining a kill-sign perishes.

All individuals trained in the utilization of this Blackwell technique will be referred to as MIND RAIDERS.

Tl;Dr: Trained soldiers who can use the astral to make "anomalous" emissions of visible light on a chosen object, in the air or otherwise in the physical world that causes mental harm on either 1 specific chosen person, or any sapient/sentient being who observes the active anomaly.
Design: Blackwell Technique - Mind Raiders
(Very Hard) (7)-2 = 5: Average

The first iteration of the Blackwell Technique ended in failure. Surprisingly for Aratamite standards, this failure did not include any scientists being driven to insanity, so it was a good failure as far as failures go.
We theorized that we could short circuit the brain via an extremely specific pattern of light, and that we could create these patterns of light via distorting the air. This encountered two problems. Problem number one is that it is impossible with our current level of technology and understanding to create such specific patterns in air. Problem number two is that it turns out our theory was incorrect -- the human brain cannot be "short circuited" via light patterns.

So we took a trip down to The Black Chamber. Our top Astral Physicists looked at the initial theories and came up with one of their own: that while mundane light cannot accomplish what we seek, the Astral can. Seeing the Astral is, as we've discovered since the very beginning of our research, an extremely traumatic experience for those unprepared.
Conventional windows -- holes -- between the world outside and the Astral have yet to be created. But we think we came up with the next best thing. Through use of an Astral Operative as a conduit, enough astral energy can be channeled into a specific point in space to make something akin to a reflection of the Astral. This, plus some choice configuration of the reflection based on the target individual's own latent Astral connection, allows for the Blackwell Technique.

Maintaining a "kill sign" is extremely hard work, as it requires continuously channeling the energy as long as the sign exists. It takes great concentration and the extent of one's Astral abilities. So anyone maintaining it could probably not do anything particularly intense (especially not fly a plane), or otherwise be effective in combat outside of the kill sign.

Any untrained individual upon seeing a Kill Sign (or "Reflection") not meant for them can suffer a number of temporary effects, from brief hallucinations to fainting to extreme disgust to convulsion -- all of these stop as soon as the Reflection is out of the victim's sight. Observers with Astral training will get anything from an extremely severe headache to no symptoms, depending on their skill. The victim intended for by a Reflection will likely experience severe symptoms that subsist even after vision of the Reflection is lost. Death can happen in rare cases, severe brain damage rare but less-so. More likely is extreme full-sensory hallucinations, seizures, complete short-term memory loss, extreme paranoia, and other symptoms one may expect in a brain-damaged individual. Most victims end up surviving in the long run with minimal permanent damage as long as they don't look upon the Reflection for too long.

Full effects of the Blackwell Technique are experienced if a victim sees it through a direct visual feed, such as that provided by optic fiber. Seeing it artificially reproduced loses the effects of the Astral and only amounts to a headache in rare circumstances. Though anyone that has experienced the Blackwell Technique tends to go through the exact same symptoms they went through previously if they see an exact recreation (artificially reproduced, like through a television screen) of the exact Reflection they saw previously. Birdbrain pods seem to be unaffected.


All SEEMs are trained in the Blackwell Technique, but it takes seeing the intended victim (this can via line of sight or via seeing a recreation, such as an accurate drawing or on a screen) and about 10 seconds of concentration to create the Reflection, then concentration is required to maintain the Reflection.
We predict that the Blackwell Technique will be useful, but somewhat situational. Command worries that Mereth may attempt to circumvent it via redirecting images through screens and cameras in the future.

Spoiler: Designs (click to show/hide)

The Revision Phase of Winter 1963 has begun.
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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!

The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Revision Phase)
« Reply #511 on: January 19, 2019, 10:10:21 am »

'Lantern' A-7 Armored Jet
In response to the deployment of unavoidable weaponry on enemy planes, our design ethos must change. When our planes are destroyed so easily we may as well not be deploying them at all. All Torches will therefore be replaced with Lanterns, which carry recombinated armor plate all over, and do not have missile or bomb mounts. Other than this, the design is very similar to the Torch, so even with a hit to their top speed the Lantern will remain highly maneuverable. If it must be done to maintain similar costs to the Torch, internal radiation shielding will not be included. A life of rejuvenation therapies is better than death by laser, after all.
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Rockeater

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Revision Phase)
« Reply #512 on: January 20, 2019, 10:53:41 am »

Quote from: Votebox
Lantern: (1) Rockeater
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Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

brightfractal

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Revision Phase)
« Reply #513 on: January 21, 2019, 03:36:36 am »


"Bacchus"Summoner Spotter Vehicle
The Bacchus, named after the god of ritual madness, is a capable vehicle carrying MIND RAIDERS in the battlefield. Using a Glaive chassis as a base it removes the coilgun mount and replaces it with two alternating fire tesla cannons, the ammo compartments are gutted to make space for the personnel .Though one would think this vehicle would be somewhat mundane in nature but it conceals a much more sinister nature. Containing 4 reinforced"viewports" with wipers, one on each side and in the turret each port manning an MR trooper ensuring maximum field of vision and direct line of sight on all sides, allowing them to manifest anomalies with impunity, if need be each viewport has a hatch that opens outside if the viewports happen to be blocked. The chassis is sound dampened with foam and the silent running engine would ensure no distraction for the operators. Each MIND RAIDER is issued sensory filtering equipment usually earmuffs tied to a electric computer with filtering software. A single SEEM operator would be the driver and spotter for the crew. The vehicle can be enlarged if the size doesn't suffice.

Quote from: Votebox
Lantern: (1) Rockeater
"Bacchus"Summoner Spotter Vehicle: (1) brightfractal


« Last Edit: January 21, 2019, 03:38:09 am by brightfractal »
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Rockeater

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Revision Phase)
« Reply #514 on: January 21, 2019, 10:16:25 am »

Not arguing against this usefulness, but I prefer at least an attempt at nutrilasing their air supiriority.
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Revision Phase)
« Reply #515 on: January 23, 2019, 11:33:23 am »

Quote
Lantern: (2) Rockeater, BL
"Bacchus"Summoner Spotter Vehicle: (1) brightfractal
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if you want something wacky
Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Revision Phase)
« Reply #516 on: January 24, 2019, 05:31:05 am »

Quote
Lantern: (3) Rockeater, BL, The Ensorceler
"Bacchus"Summoner Spotter Vehicle: (1) brightfractal
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Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Revision Phase)
« Reply #517 on: February 15, 2019, 08:13:47 pm »

'Lantern' A-7 Armored Jet
In response to the deployment of unavoidable weaponry on enemy planes, our design ethos must change. When our planes are destroyed so easily we may as well not be deploying them at all. All Torches will therefore be replaced with Lanterns, which carry recombinated armor plate all over, and do not have missile or bomb mounts. Other than this, the design is very similar to the Torch, so even with a hit to their top speed the Lantern will remain highly maneuverable. If it must be done to maintain similar costs to the Torch, internal radiation shielding will not be included. A life of rejuvenation therapies is better than death by laser, after all.
Revision: 'Lantern' A-7 Armored Jet
(Easy) (5)+1 = 6: Above Average

First off: the Lantern has totally-cool red lighting lining the chassis that can be toggled on or off at will by the pilots, serving to inspire our troops and strike fear into the enemy. It can shine through the cloud cover on a Stormy day. This was deemed critical importance.
Moving on.

Pilots were actually excited by the removal of the bulky internal radiation shielding in the Torch. While yes, it does have a nasty tendency to cause cancer and/or radiation poisoning, the fact that pilots will now be given increased Cryostate budget and priority is well worth it for everyone involved. Because being clinically immortal is pretty cool. Except the technicians and maintenance workers. They won't be too happy about this whole "increased cancer risk" thing, even if they're not going to be spending too much time in proximity to an active reactor.
Missiles (which were intercepted by Merethan countermeasures) are gone, as are bombs (which never got to be used anyways). Instead we just have the two powered Ospreys. Some engineers have expressed worry in the effectiveness of these weapons, as while very powerful infantry weapons they're still originally designed as infantry weapons. But with current Merethan aircraft, they still have an edge.

This has freed up an extreme amount of weight. We then undid our weight loss by adding massive amounts of recombinated armor. Massive. Amounts. A lantern can now take a direct hit by a Shrike missile and still fly (though usually not nearly as well as before). Air-burst missiles' effectiveness are down greatly, and for a Merethan laser to get through the armor it'd have to focus on one spot for quite a while. The Lantern is veritably a flying tank now.
Unfortunately Mereth's Birdbrain, lasers, and missiles, still very much pose a threat. But the armor combined with our pilots' continued skill and maneuvering should give us a fighting chance in the skies now.


Expenses have not changed. In a way, we're lucky that we had so much readily available weight to remove. The reactor shielding alone is a huge portion of this -- we can just use the materials to create an equivalent amount of anti-weapon armor on the outside, instead of radiation shielding.
As a side-note, the Spearhead-B has been obsoleted. Even if made Cheap (which it isn't), it no longer posseses any potential effectiveness in battle.

Spoiler: Designs (click to show/hide)

The Combat Phase of Winter 1963 has begun. Please vote for the Stormcaller Circle action this coming combat report.
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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!

Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Combat Phase)
« Reply #518 on: February 16, 2019, 02:12:03 am »

Mountains, Lightning storms. Hail Storms
« Last Edit: February 17, 2019, 12:06:37 pm by Blood_Librarian »
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if you want something wacky
Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

Rockeater

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Combat Phase)
« Reply #519 on: February 16, 2019, 03:08:39 am »

I want to try something.
Mountains, Hail storms
Maybe it would effect their ground ears.
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Combat Phase)
« Reply #520 on: February 16, 2019, 07:57:28 pm »

I like the hailstorm idea.

Mountains, Hail storms

The flying tank is a good idea, but it seems to lack sufficient gun. Maybe an aircraft version Tesla?

We could also do a Glass Cannon version with none of that armor just aiming to outrun any trouble.
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Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Combat Phase)
« Reply #521 on: February 16, 2019, 09:28:18 pm »

I have a fairly decent idea I think, but I want to be at a computer to type it out. Namely I disagree with the type of storming, and also want to post somewhere to mess with Nemonole who keeps thinking I updated my AR when I post elsewhere for some reason.
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Rockeater

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Combat Phase)
« Reply #522 on: February 17, 2019, 12:30:33 am »

We could also do a Glass Cannon version with none of that armor just aiming to outrun any trouble.
I am not sure, but I think the touch have a decent speed, it's just it can't be faster then the laser
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Combat Phase)
« Reply #523 on: February 17, 2019, 11:34:55 am »

You don't have to outrun the laser. Just the guy aiming it.
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Proud Juraki/Cannalan/Kasgyr/Ertexite/Karikhitan/Nogranian/Aratam Engineer.

The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1963 - Combat Phase)
« Reply #524 on: February 18, 2019, 09:29:14 am »

The guy aiming it is a pretty good computer, and we're still missing the 'real' engine Torches are meant to run off if you're looking for less risky speed improvements.

Not sure about the storm choice. I think hail would work, but I'll need to think about whether denying Earth Ear intel is better than our other options.
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