Maelstrom Launcher[Time: 2 Progress: 3 Cost: 3]
The Maelstrom is a project created and progressed with great reserve, as several senior weavers question the decision to create even more of the same kind of malformed minds that power the spine launcher. They do not balk, they understand the gravity of their actions, but there is little enthusiasm in their work.
Maelstrom Launcher: 0/15 [2] | 45T + 230O + 95M + 65E | Rushed 0 Times | Nothing Invested
Prototype[Efficacy: 2]
The primary issue with the Maelstrom is one of timing. The basic functionality of the weapon is in place. The Launcher is capable of holding a small set of projectiles in reserve, and slowly regenerating more as needed. The launch system, while a little underpowered even relative to projections, is serviceable in its role. The raw strength of the maelstrom field generated by the projectiles, again while slightly undershooting the target in both range and raw power, is still more than capable of shredding missiles, torpedoes, and small craft. Unfortunately, the round has some issues with sensing and grasping higher velocity targets, and has greatly reduced capability against solid-state munitions and high-velocity projectiles.
The massive issue with the Maelstrom is the very limited duration of the field, and the fact that the projectiles aren't mentally capable of biding their time. Once fired, a projectile will activate with full force regardless of target availability, and burn out within a second or two. This flaw, combined with the time it takes to regenerate a projectile once the reserve is expended, means that while the Maelstrom can intercept a wave of projectiles when they are on closest approach, extended barrages will rapidly overwhelm its capacity. Currently, it's not well suited to sustained barrages, but could be used in a pinch to take the punch out of missile attacks at key moments.
Maelstrom Launcher: | 80T 575O 230M 250E 0S | Native to Large Mount | -30 Capacity | -25 Power | A large point defense area cannon, rail-launching a cluster of psionic minds that rip and tear everything in their area of effect. Unfortunately flawed, with a very long delay in regenerating new projectiles after the reserve has been expended, lower than expected power, area of effect, and velocity, as well as cripplingly limited duration of psionic effect and no ability for the minds to conserve their energy when there are no targets in their range. Can take the teeth out of burst barrages or heavy strikes when kept in the back pocket, but unsuitable for baseline point defense.
Veil Piercer Progress: 12/15 (3+3) - Clean Rush!
Revision Phase of Year 4 ResourcesDice: 2
T: 19322 + 2602
O: 1624+ 10044
M: 53155 + 9125
E: 30009 + 5379
S: 3902 + 500
Your black market bid of 10,000 is currently leading!
Veil Piercer: 12/15 [3] | 50T +350O + 25M + 100E + 20S | Rushed 0 Times | Nothing Invested
Ygg'Dra'Saal Devourer module: 3/12 [3] | 125T + 125O + 50M + 0E + 0S | Rushed 0 Times | 1 Die invested
Liiran Technology ListLiiran Empire Planner
Echo
Fleets
- 1st Fleet, 27/35
1 Herd leader Cruiser (Jerol) Moderately Damaged, 15% of ship cost to repair
1 Undying (Adrax) Moderately Damaged, 15% of ship cost to repair
3 Val'Den'Bal
- 2nd Fleet, 24/35
1 Herd leader Cruiser
1 transport cruiser 3x notes
Ground
---
Hotel
Fleets
- 3rd Fleet, 39/43
1 Herd leader Cruiser
1 transport cruiser
1 Undying cruiser
3x Val'den'Bal
Ground - 10/10
2x Note Regiments
---
Foxtrot
Fleets
- 5th Fleet
1 transport cruiser
Ground - 10/10
3x Note Regiments
---
Juliett
Fleets
- 4th Fleet, 29/35
1 Herd leader Cruiser
1 transport cruiser
5 Val'Den'Bal
Ground - 6/10 Gaian Regime 4/10
4x Note Regiments