Proposal: WR.Kaarsvlam Fusion EngineDifficulty: HardResult: (5+5)-1=9; Above AverageThe WR.Kaarsvlam is our first attempt at a mech-powering fusion engine without the assistance of the Okinasu engineers, and honestly we think they might have been holding us back a little bit.
Advanced magnetic coils and cleaner fuel improve the power production over the previous generation of fusion engines, providing much greater flexibility for any mechs we install it in in the future. A protective steel casing surrounds the generator assembly to provide additional protection beyond the mech's own armor and frame, and while it isn't a
large amount of protection, it should definitely impact the frequency of catastrophic kills.
The most interesting advancement in the field of fusion engines comes in the form of a Near Ignition Tritium Reagent One Use Substance tank attached to the engine. This fuel injector can be activated at-will by the mech pilot in order to provide a temporary but powerful increase in energy production. This extra power
does have some potential downsides, such as firing way too many weapons too frequently until the mech overheats and the pilot fries (admittedly something that can happen anyway), but that should all be mitigated with a little training.
The
WR.Kaarsvlam Fusion Engine is the next step forward in mech engine development and should be more than capable of powering any light mechs we produce and, theoretically, could work for a heavier class of mech as well. The
WR.Kaarsvlam Fusion Engine is
Cheap.
Proposal: "Hitteontruimingslichtwerper" Infrared Emitting Heat Sink ArrayDifficulty: HardResult: (2+2)-1=3; Buggy MessThe
"H-Word" turned out to be a real C-word during development. Producing an actual IR laser utilizing the heat produced by our mechs seemed pretty easy to do on paper, but reality proved to have opinions of its own.
We didn't manage to produce ourselves a mech-sized laser, but we did do a lot of work to make heat convert to light that is emitted away from the mech. These "H-Lamps" are components that can be fitted onto a mech and are wired into its heat dispersal system. The H-Lamps themselves are mounted externally. As the mech begins to heat up, the lights begin to "glow" with infrared light (if you have the capability to see IR). H-Lamps are a passive heat dispersal system much like our standard heat sink arrays but are
more efficient at higher temperatures.
The conversion of ambient heat within the mech to infrared light isn't necessarily the simplest of processes, requiring a number of costly components to make. The end result is the
"Hitteontruimingslichtwerper" Infrared Emitting Heat Lamps coming in at an
Expensive cost level.
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It is now the
Revision Phase! You have two revisions to modify or alter your existing weapons, components, and mechs as you see fit!
Small Weapons
Small Lasers: Low-power energy weapons that draw from a mech's power source. Low power draw, but low range and low damage as a result. Cheap
"Pinscher" 12.5mm Machine Gun: A 12.5mm machine gun that fires 300 rounds a minute. Effective against infantry and light armor. Cheap
Components
WO.Mk4 Fusion Engine: A fusion engine designed by the Weitraum Republic and Okinasu Empire. Functional, but can catastrophically explode if it takes a significant blow. Efficacy of this engine drops precipitously as mass and energy weapons are added to a chassis. Cheap
WR.Kaarsvlam Fusion Engine: A fusion engine designed solely by the Weitraum Republic. It has extra armoring and provides more power to the mech than previous generations of fusion engine. A Near Ignition Tritium Reagent One Use Substance fuel injector lets the pilot add extra oomph to the mech without drawbacks so long as they control themselves. Should have no problems with powering light mechs and is theoretically capable of handling heavier mechs.Cheap
Jump Jets: Jet boosters that allow a mech to subject itself to a loosely controlled launch in a parabolic arc and subsequent loosely controlled landing. A larger number of jump jets are needed for higher mass chassis. Cheap
Subpar Heat Sink Bank: A collection of heat sinks meant to release excess thermal energy produced by a mech in order to keep the meat inside from cooking beyond medium. Slightly more effective than putting a fan in the cockpit. Cheap
"Hitteontruimingslichtwerper" Infrared Emitting Heat Lamps: Large lamps mounted on the outside of a mech that convert internal heat into external IR light. H-Lamps are more efficient at higher temperatures than a typical heat sink bank. Expensive
Standard Steel Armor: A basic, cheap form of protection. Can stop small arms and lighter vehicle-based weaponry, and can resist smaller mech-sized weapons with some regularity. Cheap
HTM-1 "Hitman": A 30 ton bipedal mech with a cubed torso and a fixed domed head holding the cockpit. The torso can rotate up to 90 degrees in either direction. The HTM-1 has a Small Mount in the center of the torso housing an "Pinscher" 12.5mm Machine Gun with its ammo and a Small Mount on each side of the torso for a pair of Small Lasers. The side mounts have limited horizontal traversal but can be adjusted vertically +/-60 degrees. The torso mount has a greater freedom of movement, allowing it to fire on close targets much smaller than itself. The HTM-1 utilizes a WO.Mk4 Fusion Engine to provide power throughout. Jump Jets in the upper legs provide some ability to get airborne and control descents. The HTM-1 runs fairly hot during prolonged combat tests due to an inefficient pair of Subpar Heat Sink Banks in the torso flanking the "spine". The HTM-1 uses Standard Steel Armor for protection against smaller weaponry and some defense against an equivalent mech. Cheap