[OUR] (SF) <Relentless> Gen A.4.0[Time: 3 Progress: 2 Cost: 5]
There is a mold that grows in deep spaces- dark places in the earth that are well hidden away from the sun and the elements. If a young hiver, carapace not yet fully formed to protect them from the harsh light, were to be infected with this mold through their too-soft carapace it would grow inside them and fester. While they might walk and act as a healthy unit, they would carry bomb inside them that would one day erupt and hurt others.
The Relentless, and its engineers, are like that mold infected youngling. It matters not whether the youngling be drone, prince, or princess, they must be [excised] for the good of the hive. Better to replace a dozen now than ten thousand in a year.
Relentless: 0/7 [2] | 40O + 80M + 55E | Rushed 0 Times | Nothing Invested
Prototype[Efficacy: 5]
The third generation of Relentless finally gets things
right. Her reaction thrusters are balanced, her structure competent, her missile systems are perfectly functional, and her lasers are capable of firing either rapid low power pulses or a heavier high-energy pulse to damage larger or hardened targets.
The psionic interlink has also been dramatically upgraded, allowing lateral psionic awareness between fighters. This shared awareness is also linked into the Relentless' computer system to provide hard numbers to distances and speeds, creating a system where fighter pilots can act as a single cohesive entity rather than individual drones. While the psychological effects are interesting to witness as the drones amalgamate psychologically, the do not appear to be deleterious.
The new generation of Relentless engineers were so eager to prove their worth that they even succeeded in optimizing her structural configuration, yielding small but significant decrease in unit cost and small but significant increases in the number of fighters that we can pack into a hangar. While these optimization benefits could be lost easily if major modifications are made, they still result in appreciable advantages.
[OUR] (SF) <Relentless> Gen A.4.0: Wing Size 7/25/80 | Wing Cost: (5O+10M+9E)*Wing Size | Capacity -6/-20/-65 | The third generation Relentless fighter, sleeker and deadlier than previous generations by a wide marge. Features a pair of fighter scale laser cannons, capable of deliver rapid low-intensity laser pulses assaulting light targets or draining its linked capacitors to fire a high-intensity pulse to assault armored targets. A pair of missile hardpoints carry an anti-fighter LRM by default, but can be refitted to carry other missile systems if available. A psionic interlink allows drone pilots to be directly aware of the position, status, and intent of other wing members, allowing for near perfect coordination in combat.
OUR (EBM) <Watcher> Gen A.10:[Time: 4 Progress: 3 Cost: 3]
Harnessing the light of a captive sun for power is an old achievement, and now [We] seek more- to harness its radiance to as a shield against our foes. It is no mean feat, but one that has the potential to bring us far beyond the durability of conventional protection.
Watcher: 0/15 [2] | 90T + 24O + 150M + 275E | Rushed 0 Times | Nothing Invested
Prototype[Efficacy:2]
The Watcher is a first step towards something grand, but it's a tentative and stumbling step. The generator itself is bulkier than our standard generator owing to the necessary conduits to redirect stable reactor flow to the streaming filaments embedded in the hull, and the filamentation itself requires considerable working space. When the reactor is engaged and channeling power, the streaming filaments are capable of curving and directing the reactor flow over the hull to generate an energy envelope. This energy screen is not directional, but the filaments allow the screen to be shaped in such a manner that it won't interfere with weapon firing.
The field itself is primarily effective against radiation and highly charged light particles, but a local section can be pierced by too much power too quickly, and the entire framework can be overloaded by too much energy input over a long period of time. Kinetic impacts have no chance of overloading the shield, but can penetrate much more easily. Small projectiles, either from debris or scattershot, have a decent chance of being vaporized or deflected, but larger massed objects will likely punch through the barrier.
Punching through the barrier is a significant problem as the filaments that direct the reactor streams are fragile and direct hull impacts likely to short out an area of shielding. There's sufficient redundancy to ensure that shorting out a section doesn't bring down the entire shield, but the hole in the shield will remain until the ship is serviced. The nature of the shield is also to be somewhat 'noisy' in operation, directed reactor flow that it is, and this may cause interference on ship-board sensors and slowdown (<10%) on bore drives.
OUR (EBM) <Watcher> Gen A.10: | 80T 50O 225M 250E 0S | Capacity -40 | Power -0 | A fusion reactor attached to a system of streaming filaments designed to direct high-energy reactor flow over a ship's hull. Best suited to redirection radiation or highly charged light particles, the shield can be penetrated by a focused energy weapon attack, and the reactor can be overloaded and the entire field destabilized by too much pressure from energy weapon fire. Kinetic attacks, unless lightly massed, will likely penetrate the shield. Attacks that penetrate the shield run a very high risk of damaging the filaments which direct the reactor flow, causing the shield to short out in the area of impact until the ship can be serviced. When engaged, the shield interferes slightly with sensors and bore drives. For full strength, a destroyer would require 1 generator, 2 for cruiser, 4 for a battleship, 8 for a dreadnought, 16 for a leviathan.
Queen's PathProgress: 22/25 (2+2+4+5) [Clean Rush]
SunbeamProgress: 14/16 (3+5) [Clean Rush]
Tremor Progress: 7/8 (3+2) [Bug Added, Minor]
The warrens of the engineers buzz with life and energy, a thrill of minds working towards a common goal. Some projects fall behind schedule and others rush ahead- a chaos of individuals if one fixates upon seeing a drone as an individual, but with natural order of wind and tide of one has the perspective to see the whole.
Tremor Rush Bug: Issues with new/old fuel mixture cause edge cases where fuel is not efficiently consumed in the reaction process. This results in decreasing jet velocity and decreases acceleration by a fifth, substantially increasing time-to-target.
You have regained 2 dice from salvaging the Relentless A.3.0
Queen's Path:
2 dice, 2 rush dice (100T, 200O,250M, 200E, 30S): (3) NUKE9.13, SC, eS
Sunbeam:
1 die, 1 rush die (100T, 200M, 125E): (3) NUKE9.13, SC, eS
Tremor:
1 die, 1 rush die (30T, 80M, 100E): (3) NUKE9.13, SC, eS
Revision Phase of Year 0 |
All contest entries are due, in the core thread, at the end of this phase. See the OP of this thread for details.ResourcesDice: 2
T: 14770 + 2500
O: 44800 + 7500
M: 44470 + 7500
E: 29575 + 5000
S: 2970 + 500
Belief Engine: 8/16 [2] | 150O + 100M + 75E + 20S | Rushed 0 Times | Nothing Invested
Takers: 6/8 [2] | 5T+120O+ 100M + 30E | Rushed 0 Times | Nothing Invested
Queen's Path: 22/25 [3] | 50T +100O + 125M + 100E + 15S | Rushed 2 Times | 2 dice and 100T, 200O,250M, 200E, 30S
Sun Beam: 14/16 [3] | 100T + 200M + 125E | Rushed 1 Times | 1 die and 100T, 200M, 125E
Queen's Freedom: 2/14 [1] | 30T + 150M + 50E +15S | Rushed 0 Times | Nothing Invested
Amplified Credulity Lab: 2/16 [2] | 80O +80M + 40 Synthetic | Rushed 0 Times | Nothing Invested
Penance: 3/9 [3] | 20O + 150M +75E | Rushed 0 Times | Nothing Invested
Tremor: 7/8 [2] | 30T + 80M +100E | Rushed 1 Times | 1 die and 30T, 80M
Relentless: 0/7 [2] | 40O + 80M + 55E | Rushed 0 Times | Nothing Invested
Watcher: 0/15 [2] | 90T + 24O + 150M + 275E | Rushed 0 Times | Nothing Invested
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