[OUR] (SF) <Relentless> Gen A.3.0[Time: 3 Progress: 4 Cost: 3]
It is with determination that the new Relentless is made, with the flaws in the original carefully noted and designed around. While this care induces slightly more expense than our previous iterations, [We] believe that the cost will be worth the benefit.
Relentless: 0/8 [3] | 55O + 100M + 65E | Rushed 0 Times | Nothing Invested
Prototype[Efficacy: 1]
Perhaps its time to retire some of the Princes, and make way for newer blood. The Relentless 3 is an improvement, but it's a thin one. Structural reinforcement is made so that she can stand up to her own engines, the weight increase isn't accounted for in the RCS. The deficiency makes her a bit more sluggish to respond, which is at least a more minor problem than breaking up during maneuver. The weapons system is similarly plagued with minor problems in the improvements. The maximum power of the lasers is significantly improved, but the subsystem responsible for power routing is unreliable. Fighters may produce a high power burst when they want a low power one, and vice versa. The doubled missile mountings are cheap and distribute weight (though it's recommended to fire both torpedoes at the same time), but the frequently fail to disengage fully and clip ordinance on the wait out. Only one such incident in testing resulted in premature detonation, but it's often enough to damage control surfaces. The missiles themselves are serviceable, with good range and fair tracking, but their limited warhead yield may be insufficient to destroy armored fighters.
As for the psionic integration, it isn't much to write home about. The systems involved were minimized in scale to make room for potential future components (which will either have to be peculiarly shaped or quite small) and the psionic link generated is weak and frequently conveys insufficient information for synchronous maneuvers. Its existence provides some small benefit to our pilots in the vague awareness of their wing- but it's not at all what [We] had desired.
[OUR] (SF) <Relentless> Gen A.3.0: Wing Size 8/20/50 | Wing Cost: (5O+12M+10E)*Wing Size | Capacity -8/-20/-50 A second generation fighter, technically. The Relentless 3 features and upgraded pair of built in laser cannons, running off internal capacitor banks kept topped off by chemical engines. In addition, she can mount a pair of reduced size pod of missiles that would fit in a small slot- however this attachment must by paid for separately. The Relentless, however, (Relentlessly) remains a beast of many flaws. She's fragile to the point of hazard, incapable of taking a hit, and has somewhat soggier RCS handling than expected. Her lasers technically have the ability to swap between high and low power modes, but it's an unreliable subsystem to say the least. Lastly, her missile pods tend to clip their ordinance on the way out, damaging control services and introducing the chance of a critical malfunction. A nascent psychic interconnection gives fighter wings the ability to sense one another, but the weakness of the link makes the bonus to coordination quite small.
[OUR] (WEB) <Sunbeam> Gen A.1.0[Time: 3 Progress: 4 Cost: 2]
A harsh sun beating down on a harsh world teaches many lessons to the strong. And [We] are strong. The Sunbeam shall be a divine sword, a weapon to split our foes asunder, to prove them unworthy of the very light we were born in. The price of such divine power is never small, but [We] have always paid that gladly.
Sun Beam: 0/16 [3] | 100T + 200M + 125E | Rushed 0 Times | Nothing Invested
Prototype[Efficacy: 4]
The Sun Beam is a weapon befitting the Wrath. Powerful, fast, and with range, the Sunbeam should provide an excellent defensive and offensive asset against enemy large vessels. The Maser beam itself is potent enough weapon, burning into enemy vessels like an invisible lance and chewing through their structure- but the gamma pulses are the truly destructive force. To the naked eye, the beam target appears to burn, and the burning point then seems to spontaneously explode with deadly rhythm. This wracks the target with shockwaves, plays hell with electrical systems, and adds its own wave of devastating energy to the attack.
However, the beam cannot be maintained for long periods with risking overheating damage, and the sensitive crystal internals require a sophisticated (and slow) turret assembly to maintain functionality. This same weakness means that the Sun Beam can be temporarily disabled more easily than other weapons when damaged, though field repairs will usually be sufficient to put it back into operation.
[OUR] (WEB) <Sunbeam> Gen A.1.0: |75T 150M 125E 0S | Native to Large Mount | Capacity: -18 | Power: -55 | A continuous Maser beam entangled with a pulsed gamma emitter via Hiver crystal technology. The maser beam provides continuous damage, while the gamma pulses wrack the target with rhythmic and ruinous explosions. Powerful, but requires enormous energy. The advanced turret required to direct the beam only provides relatively slow tracking, and continuous firing will rapidly cause the weapon to overheat and require an extended cooling and re-calibration. Fragile nature of the entanglement crystals means that direct damage to the weapon can force the crew to perform field repairs before risking another shot.
[OUR] (GSD) <Queen's Freedom> Gen B.1.0[Time: 3 Progress: 1 Cost:4]
This a difficult problem, and one that bears much deliberation. The intricacies of gravitic manipulation involved are complex, and a small mistake in the conception of this project could lead to grave misfortune later.
Queen's Freedom: 0/14 [1] | 30T + 150M + 50E +15S | Rushed 0 Times | Nothing Invested
Prototype[Efficacy: 5]
Yet, with a good foundation, much is possible. The Queen's Freedom is a significant step forward, allowing both terminus and genesis to be generated and destroyed internally, but allowing the space-time anomalies thus generated to be channeled several meters distant. Field reclamation is surprisingly successful in reducing input energy, defraying input needs when operating near a gravity well. The primary issue with the system is that the short range of the anomaly makes it difficult to smoothly or rapidly accelerate with this technology. Combined with atmospheric resistances, we can't expect a maximal in-atmosphere acceleration of more than 6 m/s^2 at best, and that will sharply taper as we increase our speed. Likewise, the limited range the field means that, unless carefully balanced with the ship's geometry and center of mass, a single drive will cause a ship to tip unless aligned with the ship's center of mass. However, these sins can all be covered by the addition of thrusters designed for in-atmosphere operation- which is likely where this piece of technology will shine.
Ships equipped with this will be able to slowly enter and escape atmosphere, though larger vessels may need several carefully spaced units, but it will truly shine when incorporated into our ground forces as an assistive technology.
[OUR] (GSD) <Queen's Freedom> Gen B.1.0: | 100T 0O 100M 75E 20S | Capacity: -20 | Power: -20 | A second generation reactionless drive, specifically designed to allow a spacefaring vessel to make a controlled descent into a gravity well. It's unique placement requirements increase its space needs over a standard drive, but energy reclamation allows it to be extremely efficient when operating in a gravity well. In space, it's capable of a sustained max acceleration of 6 m/s^2, but that strength increases proportionally to an antagonistic gravity well- up to doubling its initial power. That is, if a ship is experiencing 9.8 m/s^2 of planetary gravity, this drive can exert 12 m/s^2 to resist it. The bores used in this gravity drive are entirely self-contained. Larger vessels (Cruiser+) will likely need several of these drives to maintain even flight, unless specifically designed otherwise.
You have regained 1 die from salvaging the Relentless A.2.0
Revision Phase of Year -2ResourcesDice: 2
T: 10000 + 2500
O: 30000 + 7500
M: 30000 + 7500
E: 20000 + 5000
S: 2000 + 500
Wrath: 12/19 [4] | 70T + 150O + 450M + 200E | Rushed 0 Times | Nothing Invested
Deliverance: 9/14 [3] | 35T + 100O + 150M + 50E | Rushed 0 Times | Nothing Invested
Queen's Directive: 6/10 [3] | 50T + 75O + 100M + 75E + 5S | Rushed 0 Times | Nothing Invested
Belief Engine: 4/16 [2] | 150O + 100M + 75E + 20S | Rushed 0 Times | Nothing Invested
Takers: 2/8 [2] | 5T+120O+ 100M + 30E | Rushed 0 Times | Nothing Invested
Queen's Path: 3/25 [3] | 50T +100O + 125M + 100E + 15S | Rushed 0 Times | Nothing Invested
Relentless: 0/8 [3] | 55O + 100M + 65E | Rushed 0 Times | Nothing Invested
Sun Beam: 0/16 [3] | 100T + 200M + 125E | Rushed 0 Times | Nothing Invested
Queen's Freedom: 0/14 [1] | 30T + 150M + 50E +15S | Rushed 0 Times | Nothing Invested