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Apologies. I just wanted to get it out there before I forget later. And I didn't have any real idea for the name.
If I might offer some inspirations, you could take names from historical infantry units. Things such as 'Grenadiers,' 'Rifleman,' or 'Skirmishers.' Something that helps differentiate it from other Infantry Kits you might create in the future.
 
[ ] Plan Area Denial
-[ ] [Main Weapon] Mars Battle Rifle Mk1
A model first developed for the harsher Martian climate, but since finding popularity as a long range infantry rifle.
-[ ] [Specialist Weapon] Seeker Anti-Air Launcher Mk1 Thermal sensors combined with visual guidance combine together to form a dangerously potent and reliable weapon against aerial targets.
-[ ] [Utility] Medic Company Mk1 Increase the number and training of medical personnel in the unit, with basic triage ability for every individual to at least stem the bleeding until a medic can see to it.
[ ] Plan Assault
-[ ] [Main Weapon] Terra Assault Rifle Mk1
A rugged assault rifle model that has ancient roots in Terran history, with incredible ruggedness and durability in majority of field conditions across the galaxy.
[ ] [Specialist Weapon] Pipe Anti-Tank Launcher Mk1 A simple tube quite reminiscent of a plumbing pipe can strike fear into armored foes.
-[ ] [Utility] Drop Pod Mk1 Have the unit undergo extensive training to have the confidence to use special pods mounted on Pelicans to effectively disembark mid-air, announcing their arrival to the battlefield with a bang.


One interesting note. It seems like battle rifle pairs well with AA, by discouraging any attempts to to drop off Assault Rifle troops close enough to enable the shorter range forces to start shooting back at the same time they start getting shot at, while at the same time, the AR can use the drop pods to ignore ground based anti-air and land as close as they like, anywhere they like until enemy aircraft decides to interfere.
 
[ ] Plan Area Denial
-[ ] [Main Weapon] Mars Battle Rifle Mk1
A model first developed for the harsher Martian climate, but since finding popularity as a long range infantry rifle.
-[ ] [Specialist Weapon] Seeker Anti-Air Launcher Mk1 Thermal sensors combined with visual guidance combine together to form a dangerously potent and reliable weapon against aerial targets.
-[ ] [Utility] Medic Company Mk1 Increase the number and training of medical personnel in the unit, with basic triage ability for every individual to at least stem the bleeding until a medic can see to it.
-[ ] [Name] Sentinel Infantry Kit

[ ] Plan Assault
-[ ] [Main Weapon] Terra Assault Rifle Mk1
A rugged assault rifle model that has ancient roots in Terran history, with incredible ruggedness and durability in majority of field conditions across the galaxy.
[ ] [Specialist Weapon] Pipe Anti-Tank Launcher Mk1 A simple tube quite reminiscent of a plumbing pipe can strike fear into armored foes.
-[ ] [Utility] Drop Pod Mk1 Have the unit undergo extensive training to have the confidence to use special pods mounted on Pelicans to effectively disembark mid-air, announcing their arrival to the battlefield with a bang.
-[ ] [Name] Shock Infantry Kit


Well, got kit names now for the two plans here. If I were to vote for one, i'd honestly go for the plan area denial, for the simple reason that plan assault forgone the medic in order to be able to reliably close the gap quickly against battle rifle forces.
 
I imagine we will want to get both eventually regardless the mobility option and the medic option are too good to not have both as possible options in future. Plus an anti armor and anti air are both gunna be needed eventually
 
I imagine we will want to get both eventually regardless the mobility option and the medic option are too good to not have both as possible options in future. Plus an anti armor and anti air are both gunna be needed eventually
I'll say it is an option but remember that just like how you have to dedicated a chain building for making Wisteria-class ships, you'll need to consider the fact that you'll likely need to dedicated a chain building to building/training each troop template. So the more types you want to deploy, the more you need to consider how you build and gauge if it's worth it.

Of course though, the easy solution is to just expand and take more land to further your growth which then furthers your expansion anddddddd we've created the military-industrial complex!
 
I like your Area Denial plan a lot Themarineguy! Anti-air in particular seems like the best specialist weapon for any kind of straight-on infantry duel. With this in mind, I would definitely recommend we focus on anti-tank when we make aircraft. I'm really just offering a different name for the kit and a manufacturer based on Dr Trench's account of Noatun. I imagine Lily & Lily as a homegrown terrestrial-arms manufacturer that gets confused with Lauritzen & Lauritzen a lot. Or any of the several Lauritzen & Lauritzen successors. And that's funny to me.

[ ] Plan Area-denial (fancy-schmancy names)
-[ ] [Main Weapon] Mars Battle Rifle Mk1
A model first developed for the harsher Martian climate, but since finding popularity as a long range infantry rifle.
-[ ] [Specialist Weapon] Seeker Anti-Air Launcher Mk1 Thermal sensors combined with visual guidance combine together to form a dangerously potent and reliable weapon against aerial targets.
-[ ] [Utility] Medic Company Mk1 Increase the number and training of medical personnel in the unit, with basic triage ability for every individual to at least stem the bleeding until a medic can see to it.
-[ ] [Name] Lily Guard
--[ ] Lily & Lily
 
Anti-air in particular seems like the best specialist weapon for any kind of straight-on infantry duel.
I bet we will find better later on. Like we might eventually get anti-entrenchment shotguns that excel against dug in forces. But really, it's power is more fundamental with this system, restricting the mobility of enemy forces by exerting an area of AA threat that can only be dealt with, by either having good aircraft and praying for luck, or spending the utility slot to ignore it. Which right now, is likely most useful in forcing enemy forces with assault rifles to either eat a round getting close enough to attack back, or sacrifice the utility slot to bypass the AA. It is pretty much a zone of control power that exists to limit enemy options at this point.
 
I bet we will find better later on. Like we might eventually get anti-entrenchment shotguns that excel against dug in forces. But really, it's power is more fundamental with this system, restricting the mobility of enemy forces by exerting an area of AA threat that can only be dealt with, by either having good aircraft and praying for luck, or spending the utility slot to ignore it. Which right now, is likely most useful in forcing enemy forces with assault rifles to either eat a round getting close enough to attack back, or sacrifice the utility slot to bypass the AA. It is pretty much a zone of control power that exists to limit enemy options at this point.
Aye, I've got a lineup of more specialist weapons and utilities already in mind, but there's definitely a method to having more unlock/added over time. I'd also like to actually see how the system actually plays out in practice so I can figure out if I need to tweak the basic numbers now before adding in new features. I'm very optimistic and excited though.

Also vote's now open!
 
[x] Plan: Semper Fi (Real)
-[x] [Main Weapon] Terra Assault Rifle Mk1
-[x] [Specialist Weapon] Pipe Anti-Tank Launcher Mk1
-[x] [Utility] Medic Company Mk1
-[x] Warden Infantry Kit
--[x] Lily & Lily


No idea if I have to do this now, or if the vote before was enough (haven't voted in a hot minute), but calling them the Wardens fits with the whole knightly vibe, as well as their objective to hold ground while better units do the real damage. They're warding off threats (heh.) Also fits with the Helmsmen's general view of the military as (ideally, anyway) chivalric protectors and guardians.
 
I'm not sure if editing in the X works so here is my vote. Thanks again to Themarineguy for his actual composition. These folks aren't hyper-deadly in a straight brawl but they should stave enemy infantry off from approaching an objective with distinction. At least insomuch as is possible for our current tech. I definitely think we will want improved body armour in our future, just from a cultural angle.


[X] Plan Area-denial (fancy-schmancy names)
-[X] [Main Weapon] Mars Battle Rifle Mk1
A model first developed for the harsher Martian climate, but since finding popularity as a long range infantry rifle.
-[X] [Specialist Weapon] Seeker Anti-Air Launcher Mk1 Thermal sensors combined with visual guidance combine together to form a dangerously potent and reliable weapon against aerial targets.
-[X] [Utility] Medic Company Mk1 Increase the number and training of medical personnel in the unit, with basic triage ability for every individual to at least stem the bleeding until a medic can see to it.
-[X] [Name] Lily Guard
--[X] Lily & Lily
 
[X] Plan Area-denial (fancy-schmancy names)
Man Celeshiro, you always make the most fun characters to read about huh? Thanks for the chapter!
 
While the question of what kit wins is still in the air, everybody seems in agreement about Lily & Lily being the design firm. I've already got a few ideas on the actual rifle name depending on what wins, something like the LAR (Lily Assault Rifle) or the L-AIV (Lily-Andernia IV). I'm open to other suggestions obviously.
 
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Huh, just realized that your cycle plan made a slight mistake. I suppose I should've made it clear I was asking for the specific class (Wisteria-class), not ship type (Destroyer) when building the Void Drydock. It works out cuz you only have one at the moment, but I'll try to keep an eye on that moving on (though I can probably get the gist of it given the discussion at hand).
 
A new important and vital question about your aesthetic, especially in relation to the ongoing design vote (because I'm already doing sketch breakdowns).

Standard or bullpup style for the arms of House Iris?
 
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