Year 1912 AC (After Colonization) Cold Season, Design Phase
Proposal: Abberan Royal Kinetic Sheep
Abberan Royal Kinetic Sheep:
These sheep have existed for as long as Abbera as a colony has existed, And are the result of a mutation that occured soon after a crossbreeding experiment of two types of sheep with a type of goat that made its home on the island.
The fur of these Sheep has a very special property indeed, and due to the cost of feed for these little monsters, the wool was only made available to the royal family as protection from assasination attempts. Recently Crossbreeding with another type fo newly discovered goat from the main land, and a change in the feed for these creatures has resulted in a population explosion with lessened strengh in the desired wool.
this wool is so special and coveted because of its strange ability to absorbe and disperse kinetic energy, Capable of protecting a man from the kinetic forces invoved with being hit by a sledge hammer if they were wearing it.
Its miraclous ability to absorb and somehow disperse kinetic energy is very impressive, and when combined with protection from any form of edges that might be capable of cutting the wool itself, can protect its wearer to a staggering degree.
There have been reports of a memeber of the royal family, clad in a full body suit of this wool, surving and walkinng away from being struck by a train going a full speed.
Such an ability to absorbe impact forces and Recoil cannot be underestimated, despite its Animalistic origins.
Result: The Abberan Kinetic Sheep are known for their spotty memory. And the ability of their wool to disperse the force of an impact across a large surface area. Herds of these sheep in the countryside have derailed a number of trains after deciding to graze on the tracks. The wool retains it's kinetic energy dispersing property when removed from the animal itself, allowing it to be used in a wide variety of designs.
We can now assign Kinetic Sheep to resource nodes, and 2 Kinetic Sheep appear at the capital.-----------
Proposal: ARA-MP-1912T "Faithful"
ARA-MP-1912T 'Faithful'A four wheeled petroleum powered truck. Its four cylinder engine should provide about 65 horsepower, and to prevent the driver from having to crank the engine, it is started electrically via a battery. Closed cab, it has a large cargo area that can be used to transport supplies or troops. This bed can be covered with a canvas tarp as roofing. For basic defense, a Scythe can be mounted on a truss looking over the cab.
Difficulty: Normal
Result: 8 (4+4+0) =
AverageThe
Faithful is exactly that. It's a fairly reliable four-wheeled truck powered by a conventional petroleum engine and started using a battery. The cab is closed, and the bed can be covered with a canvas tarp. A squared truss mounted at the back of the cab carries a
Scythe that can fire in a 120 degree arc forward. Eight men can sit comfortably in the back, though twelve men and gear can be squeezed in if the
Scythe is unmanned. The truck can get up to about 25 km/h without worrying about reliability, though the engine could stand to be a little more fuel-efficient.
Costs
3 Ore and
4 Oil, making it
(EXPENSIVE).
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Proposal: ARA Model-1912RAD "Courier Man"
ARA 1902RAD "Courier man"
The courier man radio is a rather large radio, created to enable commanders on the frontlines to communicate with the high command.
This radio is a massive breakthrough, capable of sending a persons voice, miles on miles and enabling communication. The courier man is bulky, immobile and a rather large pain to deploy due to its state of the art electronics. However, it is a lifesaver for military officers with the ability to communicate.
The courier man is designed to be transportable within the "Faithful" so that it can be deployed where ever static fortifications are to be created.
Difficulty: Hard
Result: 9 (6+4-1) =
Above AverageThe
CourierMan is a rather large radio system utilizing vacuum tubes that requires a connection to an antenna to send and receive wireless voice communications. The radio equipment takes multiple men to move. The radios can transmit up to 1.5km with runners filling in any gaps, though Radio Stations connected to a transmission tower can go much further.
The
CourierMan receiving equipment costs
6 Ore due to the complex internal parts, making it
(EXPENSIVE).
NONCOMBAT DESIGN BENEFIT: Any sector controlled by Abbera with an Entrenchment Level above 1 receives the "Radio Coverage" modifier, increasing overall effectiveness of Defending a sector as well as Counter-Attacking overrun positions (when Salvios controls a percentage of an Abberan sector without flipping control) based on the efficacy of the design. This rule will remain secret until first contact or Salvios makes a design that reveals this bonus.
Note: The radio will still come into play when attacking enemy territory, but they provide a greater benefit on (relatively) friendly territory.
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The advancements we've made this turn are sure to aid in our push forward towards Harren and Salvios. As both of our requests were met, you now have
Two Revisions and
One Design with a Research Credit to work on this Phase. Keep up the good work.
IT IS NOW THE REVISION PHASEInfantry
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, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (EXPENSIVE)
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-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. (EXPENSIVE)
Uniforms for the Massed Infantry: The Abberan uniform consists of cotton undergarments, grey gabardine wool pants and jacket, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. 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 and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets are standard issue, 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. (NATIONAL EFFORT)
Vehicles
ARA-MP-1912T "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)
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)
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. More research into this resource is necessary.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control (Radio Coverage)
Coniferous Forest: 1 Ent., 1 Ore (1/3 Resources) // 100% Control
Wooded Mountains: 0 Ent., (0/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Ore: 3
Oil: 2
Wood: 2
Caelium: 2
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrilium: 0