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Author Topic: Mechanized Warfare: Embral Thread / Final Phase, 1941 Cold Season  (Read 24904 times)

Strider03

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Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
« Reply #195 on: March 18, 2020, 02:51:06 pm »


Quote
Kekari Armored Personnel Carrier Mk1:

Designed to safely ferry our troops through the cold plains and tundra of northern Harren. Our engineers were quick to realize that the significant change in climate upon crossing over would cause significant issues for designs that did not incorporate this fact. The APC is built around an advanced cold start 12 piston, 500 HP diesel engine. In cold temperatures, the diesel may be agitated using small resonators. Electricity drives the creation of intense focused vibrations, and this agitation of the fuel helps in the initial cycling of the engine as it warms up.

This engine drives a system of two extra wide treads, meant to aid mobility in muddy and icy terrains. These are driven by a forward located drive sprocket, and non overlapping wheels are used within the tread. Ideally this will prevent ice from clogging the treads in some scenarios.

In terms of armament, we mount a Musakila machinegun on top, to pose a threat to small groups of enemy units. Beyond this, the vehicle is unarmed. The cabin is meant to house 12 troops, for a total of 14 troops when considering the driver and gunner spot. Armament consists of 25 mm steel plate around the vehicle, and bullet proof glass for the cockpit.

A simple, cheap vehicle meant to assist in the mobility of our forces.


Katarani Medium Tank Mk1:

The choice to pursue a medium tank arrived from a need for balance between mobility in the northern peaks and significant armor to stop our enemy's powerful refocyte rounds. The tank is built around an advanced cold start 12 piston, 500 HP diesel engine. In cold temperatures, the diesel may be agitated using small well material resonators. Electricity drives the creation of intense focused vibrations, and this agitation of the fuel helps in the initial cycling of the engine as it warms up.

This engine drives a system of two extra wide treads, meant to aid mobility in muddy and icy terrains. These are driven by a rear located drive sprocket, and non overlapping wheels are used within the tread. Ideally this will prevent ice from clogging the treads in some scenarios. An armored skirt covers the top part of the treads, to hopefully defuse refocyte rounds before impact with the treads.

The tank is armed with a 70mm main gun, and storage space for 35 rounds. On top is mounted a Musakila machinegun. Forward armor consists of a protective skirt over thick, fairly sloped plates. Wellsap damping in the hull reduces shockwaves and muffles the engines. Spaces are left in the design for the addition of a sonic defense system.
The turret is manned by three, a commander, a gunner and a loader. One person can man the machinegun, and there is a spot for a driver. 

This tank is designed to serve as a compromise between the need for speed, and for an armored mobile weapons platform that can shrug off hits from refocyte arms.
« Last Edit: March 18, 2020, 07:05:47 pm by Strider03 »
Logged
Within that world, she was God. But here, outside of it, her name was Yoake o-Shiri. That was unimportant. She was a Godslayer. That too was unimportant. But what was important, was that she had a motherfucking boat.
And by God, was she going to use it.

"But deceleration is for pansies. We're headed for the stars. Bye, Burnsie. Bye, Mission Control. Bye, Sol. See you at heat death" -Blindsight

NUKE9.13

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Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
« Reply #196 on: March 18, 2020, 04:28:41 pm »

Quote from: Box o' votes
Designs (pick two)
Earsplitter Sonic Grenade:
Autoresonant Siege Horn (with Research Credit): (1) NUKE9.13
Kekari Armored Personnel Carrier Mk1:
Katarani Medium Tank Mk1: (1) NUKE9.13

Espionage Credit
Steal Pact SMG: (1) NUKE9.13
Do not use:
Logged
Long Live United Forenia!

Strider03

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Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
« Reply #197 on: March 18, 2020, 04:30:06 pm »

Quote from: Box o' votes
Designs (pick two)
Earsplitter Sonic Grenade:
Autoresonant Siege Horn (with Research Credit): (2) NUKE9.13, Strider
Kekari Armored Personnel Carrier Mk1:
Katarani Medium Tank Mk1: (2) NUKE9.13, Strider

Espionage Credit
Steal Pact SMG: (2) NUKE9.13, Strider
Do not use:
Logged
Within that world, she was God. But here, outside of it, her name was Yoake o-Shiri. That was unimportant. She was a Godslayer. That too was unimportant. But what was important, was that she had a motherfucking boat.
And by God, was she going to use it.

"But deceleration is for pansies. We're headed for the stars. Bye, Burnsie. Bye, Mission Control. Bye, Sol. See you at heat death" -Blindsight

Madman198237

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Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
« Reply #198 on: March 18, 2020, 04:38:33 pm »

Quote from: Box o' votes
Designs (pick two)
Earsplitter Sonic Grenade:
Autoresonant Siege Horn (with Research Credit): (3) NUKE9.13, Strider, Madman
Kekari Armored Personnel Carrier Mk1:
Katarani Medium Tank Mk1: (3) NUKE9.13, Strider, Madman

Espionage Credit
Steal Pact SMG: (3) NUKE9.13, Strider, Madman
Do not use:
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

TheFantasticMsFox

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Re: Mechanized Warfare: Embral Thread / Design Phase, 1940 Hot Season
« Reply #199 on: March 18, 2020, 07:00:25 pm »

Quote from: Box o' votes
Designs (pick two)
Earsplitter Sonic Grenade:
Autoresonant Siege Horn (with Research Credit): (4) NUKE9.13, Strider, Madman, TFF
Kekari Armored Personnel Carrier Mk1:
Katarani Medium Tank Mk1: (4) NUKE9.13, Strider, Madman, TFF

Espionage Credit
Steal Pact SMG: (4) NUKE9.13, Strider, Madman, TFF
Do not use:
Logged


Man of Paper

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Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
« Reply #200 on: March 25, 2020, 01:28:55 am »

Design Phase, Hot Season 1940 AC

Proposal: Autoresonant Siege Horn
Quote
The Siege Horn is something that Embralish engineers have tried many times over the years, but they generally ran into problems: while the principle is sound- blasting a target with noise that matches its resonant frequency, causing it to shake itself apart despite a relatively low energy input-, they found that it was impractical due to the need to tune the horn to match the resonant frequency of the target, which takes time that is not often available. Industrial-era engineering saw the development of autoresonant instruments (in which the frequency played is modulated over a range, until the characteristic feedback of resonance is detected, locking in the frequency), but these proved impractical to mass-produce with the technology of the time.
Well, technology has moved on. The cost of precision engineering has dropped, and the use of advanced electronics (why, I saw a vacuum tube radio the other day that could fit in a woman's handbag!) simplifies the tuning mechanism, to the point where we are fairly certain that the Autoresonant Siege Horn is finally practical.

The Autoresonant Siege Horn is an infantry weapon, about 1.4 meters long- basically a long metal tube with a flared muzzle. It is made of lightweight materials for convenience, weighing less than five kilos. The majority of the weapon is taken up by the 'horn' part, which creates a highly-focused extreme-intensity blast of noise when 'played'. The horn is not played by the user blowing into it, but rather the ASH uses cartridges of compressed gas that are screwed into the end of the weapon, and unscrewed when spent (each cartridge weighing around 400g). As mentioned, the noise blast initially cycles rapidly through frequencies, until a microphone mounted towards the front of the weapon detects a sufficiently strong resonance feedback, at which point the cycling stops, and the frequency is automatically honed in for optimal destructiveness (to the returning resonant frequency, obviously).
The ASH has a moderately short effective range, with effects dropping off quickly when exceeding this range. However, within range, the effects can be devastating; it usually takes less than a second for the autoresonance to hone in (including the time it takes for the sound to get from the horn to the target and back again- the most distant of targets take more than a second for this reason), after which the destructive effects will be felt, growing in intensity as the attack continues (which can last up to 8 seconds, though most targets will only require 4-5 to be destroyed). The weapon can shake down concrete walls, shatter armoured vehicles (even if the armour itself survives, the more delicate internal machinery will be hopelessly damaged), and generally wreak havoc on any solid structure. More flexible objects- such as human beings- are less vulnerable, so the ASH is not recommended for anti-personnel use, but in a pinch, it can knock people unconscious (and leave them permanently deaf).
Operators are obviously provided with potent ear protection, as even though the blast is highly constrained into a narrow cone, there is still a somewhat dangerous amount of 'splashback' noise.

Several kinds of Well-materials are used to achieve the intense effects, including small amounts of Wellbronze in the sensor, and a variety of Wellwoods in the horn.

Compared to more conventional explosive solutions (eg a Bazooka), the ASH is, on the one hand: lighter, and more thorough in its destructiveness; and on the other has a shorter max range (though the effective range is only slightly less) and longer firing time.

Difficulty: Very Hard
Result: (4+1) (6+6)-2=10, Superior


The ASH has been a concept mulled over by the greatest Embralish minds for years, but delays in it's development (one of it's engineers struggled with a bout of tuberculosis) led to it's introduction being put off until now.

It is a tube just shy of 1.4 meters long constructed of a combination of aluminum, Wellwood, and Wellbronze for a relatively light weight of 4.8kg. Threading in the rear of the tube allows quick installation of the compressed air canister which serve as the weapon's ammunition. The weapon itself works by leaking small but not insignificant amounts of air into the ASH, "playing" the weapon and emitting sound directed forward (though there is a little bleeding of noise around the weapon, but it's largely harmless). A Wellbronze receiver microphone also directed forward (and otherwise coated in Wellsap to prevent unwanted interference) is used to detect feedback from targeted objects. A small dial on the side of the weapon can be set to freely adjust, where the ASH will automatically attempt to detect the resonance frequency of targeted objects, but can also be set manually if the user is confident in their prior experience with or knowledge of the target. While it only takes a second or two for the ASH to find it's target's frequency, being able to fire immediately could certainly come in handy (especially as it can be transported "loaded" with minimal to no risk past rupturing of the air tank).

When the ASH fires it unloads the entire canister of air through the tube at once, playing at the frequency on the tuner and launching a wave (or more accurately, ball) of sound that, while not visible, certainly makes itself known on impact. Solid targets struck by this controlled burst of sound find themselves broken and battered, shattered so long as the frequency is within effective tonal range. Softer objects, like flesh and organs, tend to rupture if the ASH is keyed into a human target, and effects such as ringing in the ears, perforated eardrums, and intense vertigo can be felt if close enough to an impact site regardless of frequency. The range, as in distance, of the ASH is somewhat short at 100 meters, but it's ability to reliably "rapidly disassemble" targets cannot be understated.

Targeting itself is done utilizing a simple flip-up sight on the side of the tube. A small rail on each side allows the user to position the sight based on left- or right-handed firing preference. Weapons teams consist of the gunner, who carries the tube and a couple of air tanks alongside their standard kit, and the loader who installs and replaces the air canisters and hauls up to a dozen of the air tanks based on personal strength and preference. A notepad and pencil is provided with every weapon for recording resonance frequencies of common targets.

The ASH's use of lightweight metals and reliance on Wellwood and Wellbronze sees it's production cost at 4 Ore and 5 Wellmaterials, making it (EXPENSIVE).


Proposal: Katarani Medium Tank Mk1
Quote
The choice to pursue a medium tank arrived from a need for balance between mobility in the northern peaks and significant armor to stop our enemy's powerful refocyte rounds. The tank is built around an advanced cold start 12 piston, 500 HP diesel engine. In cold temperatures, the diesel may be agitated using small well material resonators. Electricity drives the creation of intense focused vibrations, and this agitation of the fuel helps in the initial cycling of the engine as it warms up.

This engine drives a system of two extra wide treads, meant to aid mobility in muddy and icy terrains. These are driven by a rear located drive sprocket, and non overlapping wheels are used within the tread. Ideally this will prevent ice from clogging the treads in some scenarios. An armored skirt covers the top part of the treads, to hopefully defuse refocyte rounds before impact with the treads.

The tank is armed with a 70mm main gun, and storage space for 35 rounds. On top is mounted a Musakila machinegun. Forward armor consists of a protective skirt over thick, fairly sloped plates. Wellsap damping in the hull reduces shockwaves and muffles the engines. Spaces are left in the design for the addition of a sonic defense system.
The turret is manned by three, a commander, a gunner and a loader. One person can man the machinegun, and there is a spot for a driver.

This tank is designed to serve as a compromise between the need for speed, and for an armored mobile weapons platform that can shrug off hits from refocyte arms.

Difficulty: Hard
Result: (4+2)-1=5, Below Average


First, what we got right (which is admittedly most of it). The "medium" tank is relatively lightly armed and small for it's designation, utilizing a 70mm gun with relatively small ammo stores for it's class at 35 rounds. 80mm armor protects the front and turret and 50mm armor protects the sides, and spaced armor at the front and over the treads in the form of fairly thin plates mounted a few centimeters from the hull act to trigger Refocyte munitions, but offer little additional protection otherwise.

With it's smaller gun and ammo stores than most medium tanks, the vehicle does see a good increase in speed thanks to it's powerful diesel engine. The tank can reach speeds of 55km/h, and is projected to reliably run even in the extreme cold of the Initharian-held territories thanks to wellmaterial agitators installed throughout the fueling system to prevent fuel freezing. That said, the material in use is Wellbronze, which requires the engine to start of it's own accord before it begins to vibrate from the sound generated from it and fed into the material. The engines can be manually started with a hand crank, but must be done from outside the vehicle and can require a couple crewmembers to accomplish. The Wellbronze further reduces reliability of the engine due to the nature of it's constant vibrations - extended consistent use of the Katarani can see engine damage resulting in failure as Wellbronze mountings loosen, break, and wreak havoc within the engine itself. Wellsap coating the interior of the vehicle is meant to protect the five-man crew from shockwaves, while a coating in the engine compartment nullifies the noise created by the loud engine.

A single Musakila mounted on the turret can be accessed from the hatch.

The Katarani Medium Tank Mk1 costs 7 Ore, 4 Oil, and 5 Wellmaterials, making it (VERY EXPENSIVE).

----------------

As we move to the next phase, I will remind you all of the lore contest at the end of this turn. You must write/draw/sing/act or otherwise create in some form something representing what happens to Xilmal after the results of last combat phase. Due to a reduction in budgetary restrictions you are also being given two revisions during the revision phases of this game until I decide to take your happiness away.

IT IS NOW THE REVISION PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)


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NUKE9.13

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Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
« Reply #201 on: March 25, 2020, 07:59:18 am »

!!IMPORTANT!!
MoP may have accidentally forgotten about our espionage action. As compensation, I guess, he mentioned that the Pact's SMG is not the same one they had 20 years ago. Rather, it will have been upgraded over the years. Crucially, it will have been upgraded to fire gavpowder rounds (that are also explosive, but it's the gavpowder part that's the big problem). Without access to Gavrilium, in other words, it will very hard to deploy.
So, we have a choice.
-We can abort the mission, and not spend the Espionage Credit.
-We can modify the mission to do/steal something else.
-We can choose to nick the SMG anyway. This is my preferred option, as I was planning on using a revision to fix any issues with it anyway, and fixing it to fire regular bullets instead of super bullets shouldn't be that hard. Right?

Quote from: Emergency Votebox
Abort:
Steal SMG anyway: (1) NUKE9.13
(insert other option here):
Logged
Long Live United Forenia!

Strider03

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Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
« Reply #202 on: March 25, 2020, 08:01:30 am »

I understand the reasoning, but my vote is delay, come up with a different espionage mission in the future.
Quote from: Emergency Votebox
Abort: (1) Strider
Steal SMG anyway: (1) NUKE9.13
(insert other option here):
Logged
Within that world, she was God. But here, outside of it, her name was Yoake o-Shiri. That was unimportant. She was a Godslayer. That too was unimportant. But what was important, was that she had a motherfucking boat.
And by God, was she going to use it.

"But deceleration is for pansies. We're headed for the stars. Bye, Burnsie. Bye, Mission Control. Bye, Sol. See you at heat death" -Blindsight

TheFantasticMsFox

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Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
« Reply #203 on: March 25, 2020, 10:56:44 pm »

Quote from: Emergency Votebox
Abort: (1) Strider
Steal SMG anyway: (2) NUKE9.13, TFF
(insert other option here):
Logged


Madman198237

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Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
« Reply #204 on: March 26, 2020, 09:01:16 am »

Quote from: Emergency Votebox
Abort: (1) Strider
Steal SMG anyway: (3) NUKE9.13, TFF, Madman
(insert other option here):
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Man of Paper

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Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
« Reply #205 on: March 27, 2020, 12:07:01 pm »

SUPERSECRET ESPIONAGE PHASE, Hot Season 1940 AC
https://www.youtube.com/watch?v=2T7Wx1cUDoU

Roll: 12

It's interesting. Our scouts in The Mesas kept an eye on the sprawling Caelium Mining and Processing facility dug practically squarely into the middle of the sector. Day and night they weathered the dangerous heat to ensure their report was going to be accurate, because it was going to be a game-changer.

Through the entire duration of their observation not a single Pact soldier was spotted entering or leaving the facility. There was no sign of enemy presence as there had been in the early days when Embral was still trying to figure out how not to die from the environment let alone armor-clad flying soldiers with exploding bullets.

Still, even after the scouting reports came in, a Sikari team sent to infiltrate the facility exercised an abundance of caution, and did so during the day to ensure they'd be able to spot Pact soldiers from a distance and react accordingly. A chain-link fence ran the perimeter of the facility, with one massive dirt road cutting the facility in half. The approach to the Caelium facility was worryingly exposed, but the team met no resistance whatsoever as they sidled up to the fence. A section had some damage - seemingly smashed, with a shallow trench dug into the ground across it ending in the scattered debris of some sort of loosely aircraft-looking vehicle. A canopy over the aircraft was blasted inward, and no body remained within the blood-spattered cockpit. The team continued onward, moving deeper into the oppressive silence of the facility.

A few buildings stood out to the team for investigation - a hangar, some sort of office building, and a pair of buildings resembling barracks. The barracks were smaller so the team moved to clear them first.

They were empty, a layer of dust coating everything. Everything but a single pair of bootprints that disturbed the dust relatively recently, within the past few days at most. The scouts had surely missed something. The Sikari had begun to relax after finding nobody, but now tension rose to a peak once more. As the Sikari searched the one barracks more thoroughly they found relics of previous inhabitants, family pictures, heirlooms, a pair of skivvies, a few old Salviosi dress uniforms, but nothing really useful. The bootprints led to a single footlocker which had been left open and rummaged through. Nothing within it was notable, and there was no indication that the person who'd searched it had found what they were looking for. The Sikari moved on to the next barracks, noting the bootprints trailing outside went in the direction of the hangar. The second barracks was about as useful as the first.

The Sikari headed off to the office building. The front door was chained and padlocked from the outside, and each window was reinforced with iron bars. The building was practically a miniature fortress on it's own upon closer inspection. Still, with nobody attempting to defend a fort it's fairly easy for infiltrators to do their job and infiltrate. One window had been blown open and the bars melted to slag. The Sikari used this opening to enter and investigate the premises. There was a lot of paperwork throughout the building, but most notably the Sikari cam across a folder of detailed information on a Pact weapon. While a more accurate translation would be done once the team returned, the schematics clearly outlined a slightly oversized SMG. Even better, a series of papers dated for 1938 were left out in the open, and even the Sikari, who were poor translators of the local languages at best, could see it detailed a general withdrawal of forces from the furthest facilities from the Pact capital. While they could not discern the reasoning, they could clearly see the orders affected The Mesas, Badlands, and Desert.

A small team was left to secure the intel should anything happen to the rest of the unit while they moved on to investigate the hangar. It's massive front doors were closed, but the trail of bootprints led to a small side door that was left ajar. The Sikari cautiously followed, and when they entered they were greeted with a building just packed with Caelium ore. Large crates littered the facility, full of ore packed and ready for transport, and some still sat on a static conveyor belt that descended below the hangar parallel to a set of wide steps. Both the belt and stairs were clearly added onto the facility well after it's original construction, the stone was still rough from being dug out save for where footfalls had worn it down. Surely this stockpile could support Embralish efforts for a long time should it be properly rationed out (GM Note: Meaning the stockpile is what will provide 1 Caelium/turn, clarifying before you read into it). The team made their way down and through a series of underground halls and rooms, following the belt - and bootprints - towards one final chamber.

Multiple voices echoed out of this chamber as the Sikari closed in with an abundance of caution. The language was foreign, likely local, and the first time it'd actually been heard. One of the Sikari peered into the chamber and saw a man in a labcoat standing in front of an ovoid construction that appeared to reflect the room. But it was no reflection. The person on the other side of this device was moving independently of the man in the chamber, and the two were in a seemingly heated discussion. Before the Sikari could pull his head back the Man in the Reflection pointed and exclaimed in alarm. The Sikari had no time to respond as the Man in the Labcoat quickly grabbed a set of folders on the table at his side and fell into the device. The image projecting within it disappeared and was replaced with a shimmering silver surface - one that actually reflected the chamber. A large number of tools and devices were left behind, and in particular one device looking a lot like a radio remained on, emitting a singular constant high pitched tone. Surely once this facility is secured and made operational someone would want to investigate the signal.

----------------

The Sikari gathered an abundance of intelligence in regard to Pact movements relatively recently, but most importantly handed us the schematics for a Pact weapon referred to as the SMG-32a.

The SMG-32a is a 12.5mm submachine gun designed for use with the Pact's Full Metal Jacket/Gavrillium-Explosive Rounds. It uses Caelium to lighten the weapon as well as propel rounds at high speeds without the need for propellant. Without recoil due the strange properties of the Caelium the large rounds and seemingly hefty weapon are easily handled by the standard Embralish soldier, though it does weigh slightly more than an SMG we'd design ourselves. The SMG-32a fires at a rate of 1200 RPM with a 30-round bottom-loaded stick magazine. It uses entirely metal construction, again, lightened significantly enough by the use of Caelium to make it easier to carry and wield. Production costs 4 Ore, 3 Caelium, and 3 Gavrillium, making it a (NATIONAL EFFORT). However, with no access presently to Caelium and Gavrillium the design is [Very Complex] and rests firmly in the (THEORETICAL) category - as we should probably expect new experimental weaponry to be until we can work with it.

----------------

OK NOW IT IS ACTUALLY THE REVISION PHASE. You got two. Get to it, you're totally the ones holding up the game!

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)


« Last Edit: March 27, 2020, 10:48:07 pm by Man of Paper »
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NUKE9.13

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Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
« Reply #206 on: March 27, 2020, 01:46:40 pm »

Quote
Katarani Medium Tank Mk.I-B:
While it is good to be prepared for the icy hell of northern Harren, the 'belt' regions do not strictly require the Katarani's anti-freezing technology. And since said technology is causing the Katarani to suffer from reliability issues while raising the cost, it actually makes more sense to develop a version without it- while keeping the version with it on the books, for when we inevitably reach more northern regions.
Thus, the Katarani Mk.I-B; simply the Katarani with the Wellbronze fuel agitators removed (with any necessary tweaks to accomodate this included). This is intended to increase reliability and reduce the Wellmaterial cost.

Quote
Wellshrubbery Mk.II:
It is somewhat odd to speak of a Mk.II version of a plant, but here we are. Wellshrubbery may work just fine in an egghead's lab, but out in the field it borders on useless. As usual, it falls to the Legion Engineers to fix what eccentric designers throw our way. Fortunately, Wellmoss/shrubbery has a very quick life cycle, allowing us to rapidly diversify, crossbreed, graft, and do all that other plant stuff necessary to develop a variant that is: sturdier, with deeper roots and thicker... branches? Does moss have branches? Whatever; dehydration-resistant, capable of storing excess water to keep itself healthy for a few days at least; and easier to grow, due to increased sensitivity to noise.
Special thanks go to Centurion Malik, whose textbook on plant breeding we borrowed for this project. It, uh, may have fallen victim to a particularly aggressive strain of Wellmoss. Sorry, Malik. In our defence, what sort of centurion reads a book about breeding plants for entertainment?
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Long Live United Forenia!

Madman198237

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Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
« Reply #207 on: March 27, 2020, 11:35:56 pm »

Quote
Hetham Pressure Hull Reinforcement
In order to protect our submarines against enemy attack and make them more capable, they need to be able to survive depth charge attacks more reliably. There is a relatively simple solution for this, and that is to simply reinforce the pressure hull. This deepens the crush depth, allowing the submarine to dive deeper to escape depth charge attack, and it also makes the submarines more durable to near misses with depth charges. A hit must be closer to the submarine in order to actually damage the pressure hull and sink the sub.
The reinforcement is done with the simple addition of braces and thickened walls for the pressure vessel wherever appropriate. Most importantly, a central bulkhead is installed to divide the submarine into two watertight compartments. This bulkhead vastly increases the strength of the pressure vessel (by providing a huge amount of structural support to the center of it) and also increases the survivability of the submarine by allowing the crew to quickly contain flooding as much as possible, even if the sections might not quite be big enough in the Hetham to float the submarine if the ballast tanks should be flooded.

Quote
Sharak Oxygen-Enriched Submarine Torpedo
Based on the torpedoes presently deployed on our Hethams, the new Sharak (which is apparently what "shark" translates to in Punjabi) is substantially faster, longer ranged, and deadlier, all thanks to a shift to a new oxidizer: oxygen-enriched air. Now, I know you're all thinking "but isn't that highly explosive and thus turn torpedoes into a serious safety hazard should they suffer even minor damage to the fuel system?". And yes, it does, and yes, these sorts of things sink ships. BUT, we have outsmarted the safety problems by deploying them only on submarines, where they are unlikely to explode since submarines rarely take the sorts of damage that result in fires and if they do, well, the submarine was dead anyway so it's all good!
Oxygen-enriched air is much more efficient when burned (with an appropriate propellant like kerosene) than regular air, on account of it containing more oxygen. Wizardry, I know. This allows us to either save weight and tank space for the oxidizer, OR to just bring more oxidizer and have a more powerful engine run for longer on a comparable size of propellant storage. This more powerful engine is installed in our existing torpedo body and gives us a torpedo that is both faster and longer ranged. With the additional power, we can also stretch the warhead a little bit, to make it substantially deadlier.

Based on some Discord discussion. Since we're looking at pushing Pact positions right now I imagine this might actually be a good time to reinforce the navy, just to make it hard for the enemy to bother us while we try and exploit our espionage.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

NUKE9.13

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Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
« Reply #208 on: March 28, 2020, 04:33:21 pm »

At this point, I am satisfied with this lore piece. But please, criticise it as harshly as you can- I'd really like the Espionage Credit for best entry.

E: Slight changes. Mainly to add more injuries.

Spoiler: Past and Present (click to show/hide)

Also, votebox.

Quote from: votebox
Wellshrubbery Mk.II: (1) NUKE9.13
Sharak Oxygen-Enriched Submarine Torpedo: (1) NUKE9.13
« Last Edit: May 16, 2020, 07:42:13 am by NUKE9.13 »
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Long Live United Forenia!

Strider03

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Re: Mechanized Warfare: Embral Thread / Revision Phase, 1940 Hot Season
« Reply #209 on: March 29, 2020, 07:52:38 am »

Quote from: votebox
Katarani Medium Tank Mk.I-B: (1) Strider
Wellshrubbery Mk.II: (1) NUKE9.13
Hetham Pressure Hull Reinforcement:
Sharak Oxygen-Enriched Submarine Torpedo: (2) NUKE9.13, Strider
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Within that world, she was God. But here, outside of it, her name was Yoake o-Shiri. That was unimportant. She was a Godslayer. That too was unimportant. But what was important, was that she had a motherfucking boat.
And by God, was she going to use it.

"But deceleration is for pansies. We're headed for the stars. Bye, Burnsie. Bye, Mission Control. Bye, Sol. See you at heat death" -Blindsight
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