Year 1914 AC Hot Season, Design Phase
Proposal: "Avalanche" Armored Lifting Suit
Avalanche Armored Lifting Suit
The Mountain Myomer Lifting Suit was a triumph of engineering and proved what can be done if we combine the unique resources of our island. However, it is not fit for combat deployment due to it's exposed power supply and other factors. This must be remedied, as the potential applications are vast.
The basis of the Avalanche is, obviously, the Mountain. No need to reinvent the wheel. It is from this point that we begin to change things, starting with general adjustments to make the suit more suited to the stresses and mobility required of combat over backline logistics. The "Armored" part of "Armored Lifting Suit" comes in the form of Caelium Steel armor. Plate armor covers most of the body, thick and well constructed enough to provide strong resistance to bullets or even outright deflect them if they hit at the wrong angle. The plating is thicker around the vulnerable parts (the chest, and the engine, mostly) besides the joints, so as to ensure that it won't be easily penetrated. There are adjustments made to the engine and heating system so that it will not freeze the metal or the occupant of the suit during extended use. The suit can either be worn with a full helm for maximum protection at the cost of vision, or a open face helm for lesser protection but unobstructed vision.
Avalanche-armored men will make for strong pointmen when we enter Harren, able to clear buildings and assault enemy entrenchments fearlessly compared to unarmored men and capable of carrying even heavy weaponry on their own to support their squads, as the need arises. They will be able to go places that our armored sleds cannot go or that we cannot bring heavy weaponry to with speed, providing a strong advantage in close combat. When we beat Abbera past Harren, they will serve to provide mobile covering fire for assaults or lead the charge in trench clearing as we take the fight to them. Should we be put on the defensive they can still provide strong support. Alternatively, if a heavily fortified position must be taken (and not shelled into dust), a team of these armored men ought to be a strong spearhead.
Difficulty: Hard
Result: 9 (6+4-1) 9 (6+4-1) =
Above AverageOur engineers have successfully redesigned the frame taken from the
Mountain to allow a greater range of movement, though some raw power was lost in the exchange. Even after the Caelium Steel Plate Armor is attached to the frame, range of motion is only truly limited by the wearer. There was an effective 10% loss in lifting power, but the protection of 20mm Caelium Steel Plates more than makes up for it. The chest and engine both have 25mm armor plating for some added protection.The helmet has a visor that can be locked in place with a pin in either a closed or flipped up position.
While their potential on the point of the spear cannot be understated, they also see use manning the various
Sleds as well as defensive positions and emplacements.
Avalanches provide much needed protection for our infantry, though there are some complaints of comfort on longer shifts in an
Avalanche suit. But really, who
would be comfortable standing in a trench night and day?
The
"Avalanche" Armored Lifting Suit costs
5 Ore,
2 Gavrillium,
3 Caelium, and
2 Myomer, making it
(EXPENSIVE) at this time.
----------------
Our forces will be engaging the Abberans imminently. In our final moments leading up to full-scale conflict you have
one Revision this Revision Phase to fix any last minute issues. Also remember to continue working on
your reason to fight and the
recruitment posters.
IT IS NOW THE REVISION PHASE.Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (VERY EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (EXPENSIVE)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (EXPENSIVE)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (EXPENSIVE)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (EXPENSIVE)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (EXPENSIVE)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Specialty Resource
Gavrillium: A wondermaterial with many unknown qualities. So far we know that low applied heat produces a slow burn with results similar to coal, electromagnetic energy can be drawn from it, and depleted gavrilium has a dangerously low temperature.
Caelium: A metallic substance capable of affecting gravitational fields. When a current is applied it rises above the ground at a level proportional to the strength of the current, and will move if tilted. Can be used to make alloys with other metals.
Myomer: A synthetic fiber that mimics biological muscle, but with a much greater power-to-weight ratio.
Chemical Compounds: Represents the industry required to maintain a high demand of chemicals.
Salvios: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Gavrillium, 2 Myomer // 100% Control (Radio Coverage)
Lowlands: 1 Ent., 1 Ore, 1 Caelium (2/3 Resources) // 100% Control
Desert: 0 Ent., 1 Chemical Compounds (1/3 Resources) // 100% Control
Plateaus: 1 Ent., 1 Caelium (1/3 Resources) // 100% Control
Badlands: 0 Ent., (0/3 Resources) // 100% Control
Rolling Hills: 1 Ent., (0/3 Resources) // 100% Control
Volcanic Range: 0 Ent., (0/3 Resources) // 100% Control
South Peaks: 0 Ent., (0/3 Resources) // 100% Control
Savannah: 1 Ent., (0/3 Resources) // 100% Control
South Crossing: 0 Ent., (0/3 Resources) // 100% Control
Fortress-City Harren: 2 Ent., (0/? Resources) // 50% Control (Contested)
Ore: 3
Oil: 2
Wood: 2
Gavrillium: 2
Myomer:: 2
Caelium: 2
Chemical Compounds:: 1
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Enhanced Fortification: Due to advancements in Salvios a sector can be brought to max Entrenchment with a Revision. Max Entrenchment Level has also been raised to four (4).
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (EXPENSIVE)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (VERY EXPENSIVE) [complex]
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (NATIONAL EFFORT)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Wool. (EXPENSIVE)
Aircraft
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.