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Author Topic: Wands Race 2: The Great War - Abbraccio  (Read 22645 times)

evictedSaint

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #165 on: January 13, 2019, 02:12:09 am »

Design Phase, Turn 0

Quote from: Boomstick
Trench Broomstick
Based on the Sava rifle, the Trench Broomstick is a magical modification that installs a couple enchantments on different parts of the rifle. First of all, the bolt is no longer worked by human hands. Instead, an enchantment holds closed a straight bolt (i.e., it doesn't get locked into vertical positions, simplifying the bolt travel but requiring a different source of force to keep the firing chamber closed during operation) during firing. This enchantment uses the force of recoil plus a little magical force redirection/force-providing to work the bolt. This enchantment is always active, triggered by firing the weapon (duh). It is expected to have a low enough draw to be near-constantly recharged by the Mage's own mana with minimal effects on the Mage's combat capability.

A second enchantment lies on the rifle itself. When activated by a Mage's will, it jerks the rifle's barrel to point directly at what the Mage is looking at, as a sort of adaptation of the motive power of Gauntlets of Force, the calculation and small-movements power of Rabbit's Foot, and the vision aspects of several of our other spells. This spell is only meant to work when the Mage's point of view and the rifle's sights are relatively closely aligned, as attempting to allow a Mage to "hipfire" their rifle using this spell to correct for the abysmal accuracy of such a shooting position would require additional components allowing the spell to do trigonometry. Regular trigonometry is bad enough, magical trigonometry is a truly horrifying concept. This spell is partly powered by stored Mana in the enchantment, but the primary source is expected to be the Mage's own mana, hence why this enchantment is meant mostly to be used in emergencies, or for the last little bit of adjustment on an extremely long-ranged shot.

The only thing this gun doesn't do is fire itself, the perfect weapon for lazy mages.



Design: Trench Broomstick (2) [Normal]

The Sava '00 was named after King Gioffre II's father (glory to his name, King Sava Gioffre I), and during its unveiling the young King made a rather...impulsive decree in order to preserve the sanctity of the weapon. 

Technically it's treason to modify an Abbraccio Sava '00.

Thanks to our valuable contribution to Abbraccio (i.e. the flag), King Gioffre II has decided to turn a blind eye to our little foray into illegal weapon modifications and design work goes underway.  The Trench Broomstick (or 'Boomstick', as some Mages have taken to calling it) features two key differences from a standard Sava '00. 

The first is a modified bolt, which features engravings filled in with copper and the bolt handle filed off.  A small enchantment borrowing knowledge gained from the Gauntlets of Force applies force to the bolt, holding it in place during firing.  After firing, the bolt automagically cycles, ejecting the shell casing and chambering a new round.  Without the bolt handle it can be a little difficult to work the action outside of firing, such as to clear a jam or for cleaning.  The enchanted bolt essentially turns the Sava '00 into a semi-automatic carbine.

The second difference is to the tip of the barrel, to which an additional copper-filled engraving is applied.  The enchantment automagically aligns the sights with the focus of the users eye by mapping a Mana Tracer down the iron sights and applying a small amount of force to get it to line up.  This proves to be a bit of a disaster - mapping the focus of an eye is not terribly precise, and the barrel can only get into the rough ball-park of where the user is looking.  Even worse, the human eye tends to twitch quite often - especially when under stress.  In combat conditions the barrel will be snapping to every thing the user glances at; an explosion, a nearby ally's movement, a glance downward, etc.  The movement is so frustrating Mages typically don't bother refreshing the enchantment and deliberately letting it run down.  Users report an enchantment to stabilize the barrel would be more useful, or perhaps one that could make a glowing dot appear on whatever you're pointed at - a ridiculous fantasy, of course, but everything's possible with magic.

Thankfully, the modifications don't add too much more expense to the gun beyond what a typical Sava '00 costs, and they're not too difficult to develop.

Progress: (0/7) (3 per turn)
Cost: [6]
Skill Level: [Rookie]
Type: Enchantment



Progress Advancement

Fulcrum Armor V2: [2] We get a supplier for decent quality steel wire at reasonable prices who can deliver sooner than we expected.  At the current rate of progress, it should now complete 1 turn sooner. (3 Turns)



It is now the Revision Phase, Turn 0.

2 Dice Available.

Spoiler: Projects (click to show/hide)
« Last Edit: January 13, 2019, 02:21:38 am by evictedSaint »
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NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #166 on: January 13, 2019, 04:01:34 am »

Fulcrum Armour, V4:
As our understanding of force manipulation grows, we have come to realise that our initial efforts to redirect force using Fulcrum Armour were a tad crude, and inefficient. Therefore, we shall attempt to streamline the relevant enchantments, improving mana efficiency by a small but not insignificant amount. Also very (indeed, more) important is adding a 'standby' function, so the coat doesn't drain (too much) mana when not in use.


Trench Broomstick, V2:
Okay, so the sight-alignment enchantment didn't quite work out as planned. Probably best to scrap it, and, as suggested, replace it with an enchantment that simply stabilises the barrel, holding it steady in the face of minor disturbances, improving accuracy in almost all situations. Oh, and add a way to cycle the bolt without using magic. Just add the handle back and carve a straight path for it.
« Last Edit: January 13, 2019, 11:32:17 am by NUKE9.13 »
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Doubloon-Seven

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #167 on: January 13, 2019, 10:40:48 am »

I mean, there's no real reason to do that. I'm honestly of the opinion that we should start investing everything into advancing our projects.
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Chiefwaffles

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #168 on: January 13, 2019, 11:07:44 am »

Revision: Soaring Memory of the Crystal Mind, Version 4
Those who created the last iteration of this spell were lazy. The eye is a horrible place to put pictures. People use those things. And unfortunately morale tends to go down if we want to send the picture to somewhere else without taking the whole soldier with them.

Prepared paper with dyes pre-placed on it can be made quite simply. The spell is adjusted to adjust the dyes on the paper when held adjacent to the eye without obscuring vision (as to avoid us having to notably increase range of the spell) rather than the pigment in the eye.

The picture can then be much more easily interpreted, and sent to wherever it's needed without having to take the whole soldier. And the mage doesn't have to have their vision obscured until the photo is analyzed. A soldier can cast the spell and send the picture back by courier (or hold onto it if needed) then continue their operation, without having to spend time returning with the picture intact or copying the picture from vision onto paper or interpret it to a courier or whatever.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #169 on: January 13, 2019, 11:37:09 am »

Yeah, actually, a Crystal Mind revision is important for our spotters, who right now will probably have the greatest effect. I think we do Fulcrum Armour v4 (adding an off switch is critical) and SMCM v4. My plan for next turn is to spend a die on both FA and TB, rush both, and then depending on whether both get bugs, either do support and combat class loadouts, or just the support one.

E: Proposed plan for next turn:
Quote from: Design phase
Project Progress
1 die to Fulcrum Armour, +1 rush die
1 die to Trench Broomstick, +1 rush die

Dice spent
Two
Quote from: Revision phase
Revisions
FA (to fix rush bug if needed)
TB (to fix rush bug if needed)
If both FA and TB suffer rush bugs, then only fix the worst one
If neither FA nor TB got rush bugs, then a revision to improve TB

Dice spent
1
Quote from: Strategy phase
New Loadouts
'Artillery Spotter':
 -Galilei Lensing (4)
 -Thaumic Radio (8*1.5=12)
 -Crystal Mind (1, possibly 2 if the revision increases cost)
 -Pavle Sidearm (1)
 Total cost: 18 (possibly 19)

'Footsoldier':
 -Fulcrum Armour (6)
 -Trench Broomstick (6)
 -Lucky Rabbit's Foot (4)
 -Pavle Sidearm (1)
 Total cost: 17

In the unlikely event that one of FA or TB is not complete (ie, we roll a 3 or lower on 2d6), they can still be included in the Footsoldier loadout, as a prototype of either would only increase the cost by 3. If both are incomplete... then I'd say we save the final die.

Dice spent
2



E2: Added votebox
E3:
Quote from: Discord
Nuke9.13, the Good-Times Ruiner Today at 8:53 PM
Anyway, I edited a votebox into my latest post.
Even though I'm guessing the reason Kolubaria is done so fast is them having spent all their dice in the design phase, it still feels bad to be behind them.
Chiefwaffles Today at 8:57 PM
Mind adding my votes for what you’ve voted for to your vote box?

Quote from: V(oteb)ox Populi
Revisions
Fulcrum Armour, V4: (2) NUKE9.13, Chiefwaffles
Soaring Memory of the Crystal Mind, Version 4: (2) NUKE9.13, Chiefwaffles

Dice to spend
Two: (2) NUKE9.13, Chiefwaffles
« Last Edit: January 13, 2019, 03:02:21 pm by NUKE9.13 »
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Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #170 on: January 13, 2019, 06:36:34 pm »

Quote from: V(oteb)ox Populi
Revisions
Fulcrum Armour, V4: (3) NUKE9.13, Chiefwaffles, Madman
Soaring Memory of the Crystal Mind, Version 4: (3) NUKE9.13, Chiefwaffles, Madman

Dice to spend
Two: (3) NUKE9.13, Chiefwaffles, Madman

Oh hey look, even more unanimity.
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Jerick

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #171 on: January 13, 2019, 06:37:34 pm »

Quote from: V(oteb)ox Populi
Revisions
Fulcrum Armour, V4: (4) NUKE9.13, Chiefwaffles, Madman, Jerick
Soaring Memory of the Crystal Mind, Version 4: (4) NUKE9.13, Chiefwaffles, Madman, Jerick

Dice to spend
Two: (4) NUKE9.13, Chiefwaffles, Madman, Jerick

Oh hey look, even more unanimity.
[/quote]
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evictedSaint

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #172 on: January 13, 2019, 07:33:04 pm »

Revision Phase, Turn 0

Fulcrum Armour, V4:
As our understanding of force manipulation grows, we have come to realise that our initial efforts to redirect force using Fulcrum Armour were a tad crude, and inefficient. Therefore, we shall attempt to streamline the relevant enchantments, improving mana efficiency by a small but not insignificant amount. Also very (indeed, more) important is adding a 'standby' function, so the coat doesn't drain (too much) mana when not in use.

Revision: Fulcrum Armor V4 (2) [Easy]

We implement a small weave into the fabric which controls whether the spell is active or inactive.  When charged with a Mage's will, the protective force-redirecting mechanism will become active.  A coat of Fulcrum Armor can maintain its enchantment for more than 48 hours when on standby mode, and run down a Rookie's Mana Pool in 8 hours when active.



Revision: Soaring Memory of the Crystal Mind, Version 4
Those who created the last iteration of this spell were lazy. The eye is a horrible place to put pictures. People use those things. And unfortunately morale tends to go down if we want to send the picture to somewhere else without taking the whole soldier with them.

Prepared paper with dyes pre-placed on it can be made quite simply. The spell is adjusted to adjust the dyes on the paper when held adjacent to the eye without obscuring vision (as to avoid us having to notably increase range of the spell) rather than the pigment in the eye.

The picture can then be much more easily interpreted, and sent to wherever it's needed without having to take the whole soldier. And the mage doesn't have to have their vision obscured until the photo is analyzed. A soldier can cast the spell and send the picture back by courier (or hold onto it if needed) then continue their operation, without having to spend time returning with the picture intact or copying the picture from vision onto paper or interpret it to a courier or whatever.

Revision: Soaring Memory of the Crystal Mind, Version 4 (2) [Normal]

We modify the SMCM spell to affect a sheet of paper pre-loaded with pigments, rather than the users eyeball.  The sheet is to be inserted into a holder over the monocle when the spell is being cast, causing the pigments in that area to shift to match what would have been seen through that monocle.  The pictures tend to be only 1.5" diameter circles, but in acceptable resolution.  Despite being small in size, SMCM V4 represents a distinct advantage over traditional cameras by being small, light-weight, decent resolution, and not requiring a noticeable flash.  Simple paper coated in black ink will produce black and white photos.  With the new components relatively easy to come by, SMCM V4 does not increase in cost.



It is now the Design Phase, Turn 1.

This is the last Design Phase before the first Battle Report!!!

5 Dice Available.

Galilei Lensing has [COMPLETED].

Spoiler: Projects (click to show/hide)
« Last Edit: January 13, 2019, 07:36:12 pm by evictedSaint »
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NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #173 on: January 13, 2019, 07:53:51 pm »

Quote from: Votes
Project Progress
1 die to Fulcrum Armour, +1 rush die: (1) NUKE9.13
1 die to Trench Broomstick, +1 rush die: (1) NUKE9.13

Dice spent
Two: (1) NUKE9.13
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Doubloon-Seven

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #174 on: January 13, 2019, 08:21:52 pm »

Quote from: Votes
Project Progress
1 die to Fulcrum Armour, +1 rush die: (2) NUKE9.13, D7
1 die to Trench Broomstick, +1 rush die: (2) NUKE9.13, D7

Dice spent
Two: (2) NUKE9.13, D7
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Avanti!

helmacon

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #175 on: January 13, 2019, 09:36:30 pm »

Do we really need the rush dice here? If it's that important, just use an extra regular dice.
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NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #176 on: January 13, 2019, 09:52:10 pm »

Can’t afford that. Or rather, we can’t afford to do that for both. Besides, it’s a fairly safe bet- 50% chance each doesn’t even get rolled, 50% that if they get rolled there are 0 bugs, and only a relatively small chance of a Major bug that might take more than 1 die to fix. It makes more sense here than in Spires Race, where adding bugs is guaranteed.

...although, come to think, I did say we could afford one to be incomplete. Maybe we should only rush one. The rifle, I think, since it’d be easier to fix.

E: wait, in that case, there’s no need to do any FA progress. Which is good, cos we need to work on the radio to get it to prototype.

Quote from: Votes
Project Progress
1 die to Fulcrum Armour, +1 rush die: (1) D7
1 die to Thaumic Radio: (1) NUKE9.13
1 die to Trench Broomstick, +1 rush die: (2) NUKE9.13, D7

Dice spent
Two: (2) NUKE9.13, D7
« Last Edit: January 13, 2019, 10:41:25 pm by NUKE9.13 »
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Rockeater

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #177 on: January 14, 2019, 03:54:31 am »

There is no point at getting the radio faster.

Quote from: Votes
Project Progress
1 die to Fulcrum Armour, +1 rush die: (2) D7, Rockeater
1 die to Thaumic Radio: (1) NUKE9.13
1 die to Trench Broomstick, +1 rush die: (3) NUKE9.13, D7, Rockeater

Dice spent
Two: (2) NUKE9.13, D7
[/quote]
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Jilladilla

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #178 on: January 14, 2019, 04:21:33 am »

There is no point at getting the radio faster.
Actually? There is. If we roll a 2 we can make loadouts with the radio included. While our forces cannot use them yet; they will eventually; and as such we'll be able to save a die when that day comes instead of having to spend another if we want to have the radios fielded.
In the spotter role the fulcrum armor isn't too needed; and we don't really have enough direct combat stuff for the extra cost of prototype magic trenchcoats to really hurt us at all. At the moment, at least. The future doesn't really matter as we'll need at least a loadout this turn, and we'd need to spend another die anyway to make a loadout to accommodate the new stuff.

Quote from: Votes
Project Progress
1 die to Fulcrum Armour, +1 rush die: (2) D7, Rockeater
1 die to Thaumic Radio: (2) NUKE9.13, Jilladilla
1 die to Trench Broomstick, +1 rush die: (4) NUKE9.13, D7, Rockeater, Jilladilla

Dice spent
Two: (3) NUKE9.13, D7, Jilladilla
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Rockeater

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #179 on: January 14, 2019, 04:40:36 am »

We could make loadout with the radio next round anyway, so unless we will somehow get one of our crews level up in until then, we can save the die we planned to use for that loadout this revision phase and use it in the next one, leaving the advancement die to do something else, and I support the armour because I want to get our team experience faster so them not getting killed is useful.
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.
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