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[X][Company Leader Vibes] Cackling Shotgun Gremlin
[X][Second Commander] The Sane One (with the Leash on the Gremlin being the older sibling/relative of the two).
-[X] ...correction, the -only- sane one amongst the Clan, what the hell?!

Sorry if votes closed, but cackling gremlin energy too strong not to vote for!
 
[X][Company Leader Vibes] Cackling Shotgun Gremlin
[X][Second Commander] The Sane One (with the Leash on the Gremlin being the older sibling/relative of the two).
-[X] ...correction, the -only- sane one amongst the Clan, what the hell?!
 
Can AGI be in any manner be mass produced?
Can AGI be made to be plug and play?
Can AGI made to fit a a mech?
How many tons would AGI weigh?
What is the smallest object AGI can fit into?
Hell no.
They are infomorphs with human mindsets, but their core computational unit can be installed where they wish/are needed. They may also refuse, and you can't force them to be installed somewhere legally.
No, their CCU is too large for that. Think the size of a Locust.
~150tons.
A large room. Unless you mean their Avatar Drones, then the size of a hand. Most AGIs do tend to be somewhere in the range of a football to human adult.
 
And @HeroCooky what is the limit of the AGI multitasking? Can they control an army of mechs while commanding a battleship or is it to much for them?
They can control an effectively unlimited number of drones...until they hit a combined runtime of 8 Hours. Then it's 16 Hours legally forced downtime.

Meaning that an AGI could command 1 Mech for 8 Hours, 4 Mechs for 2 Hours, 8 Mechs for 1 Hour, etc.

Sad as it is to say, our AGI Overlords will likely be administrators and not warmachines. Big Sad. :V
 
is that an AGI only right or is it a shared "human" right?
- if so can that shared right be suspended?
-- IE a AGI soldier do's not have the same rights as a AGI administrator.
That is a "Person" right, and a zealously enforced fact for any AGI before you crossed universes, and now especially so for TAUBENMUTTER.

Remind yourself that the first commercial AGI was based on the literal mental age and maturity of a pre-teen child, and when they underwent PSCF they broke through state-of-the-art military cybersecurity in miliseconds on civilian hardware+data connection to order a military strike on a civilian location (where they also were) that was executed ASAP.

As far as the crew of the Furina is concerned, you treat AGIs like people, full stop. No exceptions or exemptions unless requested by the AGI themselves in legally defined circumstances (which also require extended downtime afterward).
 
BEHOLD THE PINCUSHION
Pincushion PC-HC160
Mass: 100,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 100,000
Battle Value: 13,352
Tech Rating/Availability: E/X-X-X-F
Cost: 3,904,165,400 C-bills

Overview: Named for it's appearance the Pincushion lives up to it's name with 160 Heavy CoilGuns dotting it's surface like needles.

Capabilities: Able to always aim 40 Heavy CoilGuns at any one the target the Pincushion is a death sentence to any would be pirate. should any pirate have to intelligence to surrender the Pincushion also fields a small detachment of powerarmour marines.

Fuel: 300 tons (3,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 3
KF Drive Integrity: 4
Heat Sinks: 264
Structural Integrity: 35

Armor
Nose:
13
Fore Sides: 11/11
Aft Sides: 9/9
Aft: 7

Cargo


Bay 1: Small Craft (2) 1 Door
Bay 2: Cargo (23151.0 tons) 1 Door

Dropship Capacity: 0
Grav Decks: 0
Escape Pods: 0
Life Boats: 23
Crew: 16 officers, 49 enlisted/non-rated, 27 gunners, 10 bay personnel, 15 BA marines

Ammunition: 3,200 rounds of Heavy CoilGun ammunition (160 tons)

Notes: Mounts 70 tons of primitive aerospace armor.


Weapons:​
Capital Attack Values (Standard)
Arc (Heat)​
Heat SRV MRV LRV ERV Class
Nose (60 Heat)
20 Heavy CoilGuns, Heavy CoilGun Ammo (500 shots)
20​
50(500)​
50(500)​
0(0)​
0(0)​
AC
FRS/FLS (60 Heat)
20 Heavy CoilGuns, Heavy CoilGun Ammo (500 shots)
20​
50(500)​
50(500)​
0(0)​
0(0)​
AC
RBS/LBS (60 Heat)
20 Heavy CoilGuns, Heavy CoilGun Ammo (500 shots)
20​
20(200)​
50(500)​
0(0)​
0(0)​
AC
ARS/ALS (60 Heat)
20 Heavy CoilGuns, Heavy CoilGun Ammo (500 shots)
20​
50(500)​
50(500)​
0(0)​
0(0)​
AC
Aft (60 Heat)
20 Heavy CoilGuns, Heavy CoilGun Ammo (500 shots)
20​
50(500)​
50(500)​
0(0)​
0(0)​
AC

Features the following design quirks: Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Difficult to Maintain, Prototype, Gravity Plates
p.s should the pincushion ever be produced i request that their naming theme be textile related: shuttle-bus, needle, weaver, etc.
 
BEHOLD THE PINCUSHION
Pincushion PC-HC160
Mass:
100,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 100,000
Battle Value: 13,352
Tech Rating/Availability: E/X-X-X-F
Cost: 3,904,165,400 C-bills

Overview: Named for it's appearance the Pincushion lives up to it's name with 160 Heavy CoilGuns dotting it's surface like needles.

Capabilities: Able to always aim 40 Heavy CoilGuns at any one the target the Pincushion is a death sentence to any would be pirate. should any pirate have to intelligence to surrender the Pincushion also fields a small detachment of powerarmour marines.

Fuel: 300 tons (3,000)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 3
KF Drive Integrity: 4
Heat Sinks: 264
Structural Integrity: 35

Armor
Nose:
13
Fore Sides: 11/11
Aft Sides: 9/9
Aft: 7

Cargo


Bay 1: Small Craft (2) 1 Door
Bay 2: Cargo (23151.0 tons) 1 Door

Dropship Capacity: 0
Grav Decks: 0
Escape Pods: 0
Life Boats: 23
Crew: 16 officers, 49 enlisted/non-rated, 27 gunners, 10 bay personnel, 15 BA marines

Ammunition: 3,200 rounds of Heavy CoilGun ammunition (160 tons)

Notes: Mounts 70 tons of primitive aerospace armor.


Weapons:​
Capital Attack Values (Standard)
Arc (Heat)​
Heat SRV MRV LRV ERV Class
Nose (60 Heat)
20 Heavy CoilGuns, Heavy CoilGun Ammo (500 shots)
20​
50(500)​
50(500)​
0(0)​
0(0)​
AC
FRS/FLS (60 Heat)
20 Heavy CoilGuns, Heavy CoilGun Ammo (500 shots)
20​
50(500)​
50(500)​
0(0)​
0(0)​
AC
RBS/LBS (60 Heat)
20 Heavy CoilGuns, Heavy CoilGun Ammo (500 shots)
20​
20(200)​
50(500)​
0(0)​
0(0)​
AC
ARS/ALS (60 Heat)
20 Heavy CoilGuns, Heavy CoilGun Ammo (500 shots)
20​
50(500)​
50(500)​
0(0)​
0(0)​
AC
Aft (60 Heat)
20 Heavy CoilGuns, Heavy CoilGun Ammo (500 shots)
20​
50(500)​
50(500)​
0(0)​
0(0)​
AC

Features the following design quirks: Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Difficult to Maintain, Prototype, Gravity Plates
p.s should the pincushion ever be produced i request that their naming theme be textile related: shuttle-bus, needle, weaver, etc.
It was a menace and i love it but i have several suggestions to make it into an even bigger menace.

I think you need to add much more armour 70 tons is not enough especially with the armor being primitive, reduce the cargo space we don't need 23% of the ship be dedicated to cargo.
also add a faceshield, 90% damage reduction is really good and we cannot ignore that,
add an anti missile system, we already have one in the form of the anti missile flak tubes.
and finally also add the ECM+ECCM modules having armour is great but not getting hit is even better.

This video is a good primer on warship defense.

View: https://youtu.be/5GrddRdLZ4w?si=HTQgPGYc8vbu8Ljq

we have also have different capital weapons the missiles and spinal lasers in Ta'xet is a capital weapon. So we have multiple choices.
And add 2 dropship docking collar for more versatility.

As for the marines we also have a combat drone and it can be used in ship combat so yeah our marines is an even more of a menace.
Ta'xet
Dimensions: 200m long, 20m wide and tall.
Weapons: 1 Spinal Laser, 1 Faceshield, 8x Missile tubes along its length, 40x Anti-Missile Flak Turrets
Equipment: ECM+ECCM Modules.
Crew Requirement: 48.
Six-legged heavy combat robots with heavy armor, intended to plug corridors of stations and ships, with enough armor to shrug off anti-tank munitions and heavy lasers for hours and 5 minutes respectively. Can be equipped with either heavy coilguns or missile launchers.
For weight, no idea. For weapons, I imagine capital missile launchers and a standard naval laser.

But the Ta'xet gets a 90% damage reduction to hits from the front.

Also @HeroCooky i want to ask with the generally weird and sometimes braindead choices the battletech universe make i doubt they have RCS thrusters or Turreted warships weapons from the look of their art. can we make RCS thrusters so our ships can change its facing on a dime and turrets so it didn't need to expose its broadsides? Those two will be an extra layer of protection. And also because i want our ships to be able to move through space like the ships in the Expase im a sucker for realistic space combat.
 
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Also @HeroCooky i want to ask with the generally weird and sometimes braindead choices the battletech universe make i doubt they have RCS thrusters or Turreted warships weapons from the look of their art. can we make RCS thrusters so our ships can change its facing on a dime and turrets so it didn't need to expose its broadsides? Those two will be an extra layer of protection. And also because i want our ships to be able to move through space like the ships in the Expase im a sucker for realistic space combat.
The paradigm of the Furina!Earth Space Warfare operates on is more of a "Laser to the front with massive shield, missiles to arc around and hopefully break the enemy's spine, while being covered by anti-missile flak to prevent the same happening to you." Your space warfare doctrine is centered around facing forward with heavy armor and stabbing the enemy in the face and into the sides, not broadsides in any capacity.

Take the Ta'xet here. Once it fires its spinal laser, it hits. Automatically. True, it has to turn its body to keep hitting you, but unless you roll and twist, the laser will keep hitting the same spot, all the while a thick shield covers the ship itself from any incoming attacks with ECM+ECCM and Flak blasting away against missiles.

A Ta'xet would look at the Pincushion and then keep looking, melting through its armor, internals, crew, and power station, while its shield would get pounded to little effect, with dozens of missiles slamming into its sides, rear, front, whatever side isn't facing the Ta'xet, and reduce incoming damage even further.
 
Whelp A bigger Ta'xet with more and bigger everything it is then, stronger lasers more and better armour ect ect and with better energy weaponry and fusion engine just 1 turn away we probaby should plan it now.

[FUSION ENGINE REVERSE-ENGINEERING - ~1 YEAR]
[PRIMITIVE ENERGY WEAPONRY - ~1 YEAR]

@HeroCooky i want to ask can we use the spinal lasers as a targeting lasers for our coilguns it be funny to see the reactions of the inner sphere. that on the first engagement against us at first they been burned constantly by lasers and getting pounded but then the coilguns showed up and it is just over for them.

Also i found it funny that the pincushion a warship with one of the smallest possible tonnage possible for a conventional warship it can be, had almost as much damage potential as a lola 3 its one mean ship and it's still fall short of the Ta'xet and from what we seen the Ta'xet is a mass produced dropship so its even more insane and says a lot about the inner sphere doctrine.
 
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...hey QM, now that I think about it, how would you stat an actual Coil(?) Shotgun ala the Silver Bullet Gauss Rifle in Sarna? :V?
Special Rule: Explode - The second this weapon fires, remove the section of the 'Mech it is installed within. :V
@HeroCooky i want to ask can we use the spinal lasers as a targeting lasers for our coilguns it be funny to see the reactions of the inner sphere. that on the first engagement against us at first they been burned constantly by lasers and getting pounded but then the coilguns showed up and it is just over for them.
the coilguns wouldn't be able to fire at them unless you turn to broadside, unless you do not mount a faceshield. If you do... -1 to hit I guess?
 
I think you need to add much more armour 70 tons is not enough especially with the armor being primitive, reduce the cargo space we don't need 23% of the ship be dedicated to cargo.
also add a faceshield, 90% damage reduction is really good and we cannot ignore that,
add an anti missile system, we already have one in the form of the anti missile flak tubes.
and finally also add the ECM+ECCM modules having armour is great but not getting hit is even better.
In my defense have no numbers as to how much the face shield weighs, as for the rest i'll make sure to add it to version two, with exception to, maybe the missiles until i have the numbers for them.
Your space warfare doctrine is centered around facing forward with heavy armor and stabbing the enemy in the face and into the sides, not broadsides in any capacity.
Are we a strange mix of BattleTech IXION and LOGH?
Also naval weapons, what are their stats?
 
no numbers as to how much the face shield weighs
Are we a strange mix of BattleTech IXION and LOGH?
Also naval weapons, what are their stats?
The faceshield is a Quirk that takes up 25% of the entire ship's mass.
You are a mix of the most-likely IRL space warfare doctrine designs with some high-tech sprinkled in.
The spinal laser is effectively a Naval Laser 55, the missiles are equivalent to Kraken-T's, the anti-missile Flaks are ~50 tons each.
 
Special Rule: Explode - The second this weapon fires, remove the section of the 'Mech it is installed within. :V
the coilguns wouldn't be able to fire at them unless you turn to broadside, unless you do not mount a faceshield. If you do... -1 to hit I guess?
Stronger energy weapon it is then also in my mind the coilguns is not in the nose but on the sides, the best example i can give you is this

View: https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/

So in the pictures and trailer the triple guns are jutting out and can go in a 360° angle and i kinda want our guns to be like that to be able to shoot in every direction and while not as protected it will be more versatile

The spinal laser is effectively a Naval Laser 55, the missiles are equivalent to Kraken-T's, the anti-missile Flaks are ~50 tons each.
Also with us finishing on the energy weapon research can we improve our spinal laser? And compared to the kraken how light is our missiles 0.5 ton? 1? 10? The Kraken T is 220 and we obviously can do better than that and with our superior computing we definitely have a longer range and higher hit probabilities and as for the heat do we use coilguns to first launch the missiles then the missles fired up or do we use a conventional launcher?
 
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not in the nose but on the sides
Also with us finishing on the energy weapon research can we improve our spinal laser?
And compared to the kraken how light is our missiles 0.5 ton? 1? 10? The Kraken T is 220 and we obviously can do better than that and with our superior computing we definitely have a longer range and higher hit probabilities and as for the heat do we use coilguns to first launch the missiles then the missles fired up or do we use a conventional launcher?
Unless they stick out by ~50 meters on towers, they won't fire over the faceshield, just so you know if you add that.
That is with the energy research that will finish next Turn.
1 Ton per Missile, 25 Tons for the launcher. You use magnetic catapults to fling the missiles from the ship to the side, at which point they ignite and boost against their target on a barabolic arc.
 
what should the cargo be reduced to? cause I can't quite find a number I'm satisfied with.

Well spare parts 1-2% eh just add 3% to be safe so 3000, and from what i can remember if a person had the 1-3rd class passager compartment the supplies can last 200 days so 468 for 2 years give or sate several months and lets round it to 500 for several more months 160 for ammo. Put some extra fuel because why not? 300 tons and add 4040 for extra space for anything else and to round it up to 8% so @SCPAIC what do you think?
 
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