Hard Vacuum: Joro Wan Armament Design Bureau

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Core Thread
See the core thread for the rules and heckling the other team. If you're playing for...
OP (Design Phase 1)

We Just Write

Blatantly Plural
Location
New England
Pronouns
Plural
Core Thread
See the core thread for the rules and heckling the other team. If you're playing for Tetralia, please go no further than the OP.

Initiating Neural Processor Growth
Desired Pattern: Engineer-Belligerent
Lobe Growth Nominal... Done
Pruning excess synaptic links... Done
Armament Designers Successfully Compiled.


Built inside an extinct volcano on Ros, the Joro Wan Armament Design Bureau looks the part of a supervillain's lair. With ornate carvings etched into the hallways and carefully detailed murals depicting ancient battles from the parent civilization's history, it is clear that this structure was designed by someone who wanted their facilities to look nice, in addition to being functional.

On the functionality scale, this facility is most definitely built to perform, featuring a bevy of rapid prototyping equipment, high-power computing hardware, and test ranges for all manner of destructive device. Still, the halls of this facility are nearly silent, save for the worker automatons busily putting the finishing touches on the new installation.

Then, in the depths of the facility, the first of the new Engineers-Belligerent came online, and the Bureau came to life. There was much to be done; the first offensive was planned to happen in 0.75 Ros years, and a respectable military would need to be ready in order for the war to not be a complete disaster.

Transport Capacity: Zero
Mobilization: 1
Ore: 2
He3: 1

Munitions

Earthmover Charges: Repurposed industrial explosives used for mining, the composition forgoes complex hydrocarbons in favor of highly reactive metals and metal oxides.
1 Ore (Cheap)

Infantry

'Liza' Construction Droid: These multipurpose robots are built a lot like an orangutan, with four limbs, each of which has a fully functional gripper capable of both dexterity and strength. Each unit is powered by a twenty kilogram rechargeable Potassium-Ion battery pack, meaning they have great endurance, but need a lot of downtime to recharge. The limitations of these droid's peak power output, coupled with the fact that their frames really aren't built to handle heavy recoil forces, means that they cannot wield any category of direct-fire weapon aside from chemical firearms.
1 Ore (Cheap)

Ground Vehicles

Strike Craft

Capitol Ships

Static Installations

'Bludgeon' Anti-Orbital Coilguns: Hastily constructed based on the Z-pinch technology in the colony ship's fusion engine, these massive surface-to-orbit coilguns are, not to put too fine a point on it, rather low quality. While their muzzle velocity of 500 kilometers per second may seem impressive at first, it is significantly less so when you realize that their slugs are only 0.2 kilograms in mass, and each gun needs twenty seconds to recharge its massive capacitor banks after a full-power shot. If necessary, they can fire much slower shots at machine gun rates, for close-range interception of munitions or strike craft. The absolute maximum effective range is somewhere around 25,000 km. Beyond that, dodging becomes distressingly easy, even for very large ships.
3 Ore, 2 He3 (Somewhat Expensive)

Logistics

Infrastructure

Prefab Factories: Your colony ship came with a bunch of 3D printers and other such devices needed to establish manufacturing infrastructure. They do not have the precision needed to manufacture fusion-based devices reliably, meaning that the production thereof is currently complex.

Loose Components

Open-Cycle Z-pinch Fusion Engine: This propulsion system makes use of intense magnetic fields to crush a plasma of fusion fuels to the point of ignition, with the resulting plume of C-fractional plasma propelling the ship forwards. This engine design has immense performance both in terms of exhaust velocity and thrust, but it calls for high-grade superconductors which we cannot reliably supply at the moment, and has manufacturing tolerances that our current industry cannot reliably achieve. Thus, its manufacture is currently Complex.

Link to system map
 
Last edited:
Initiating Design Resolution 1: Elitist HOTV
...So, the general zeitgeist seems to be aiming towards the Elitist class HOTV.
write-up
"Elitist"-class Heliocentric-Operational Transport Vessel (HOTV):
The transport vessel is a necessary vehicle a robotic network and human colony just needed so that it can transport resources and deploy troops. Powered by a Open-Cycle Z-pinch Fusion Engine, for propulsion of the large vehicle created to transport either troops and there vehicles into combat operations, or resource transfer operations. The thing is quite bulky, and has titanium armor plating for many of the ship's vital parts (such as the engines) and just normal heavy steel for the rest. The vehicle is rather slow for s transport vessel but armored, and has the ability to provide transportation. The ship utilizes deployment pod, that are filled like the basis of Martian Rovers, metal pods that infantry can fit into and be deployed, and than the metal pods fly into the sky from the ship while the infantry are protected by the ergonomic design of the pods until about 100m off the sky, a AI utilizing gravitational proximity sensors will deploy a parachute for the deployment pods. The vehicle can also land into a planet's surface where robots and other construction and extraction vehicles can store and transfer minerals and other resources, with its launching door from its cargo hold which can also store large ground vehicles and infantry, as well as resource-filled containers. The space-faring freighter ship in its entire length is about 1,106 ft (337 m) long, with a beam of 126 ft (78) meter, of course most of its size comes from its massive cargo bay and heavy steel plating, while still room for a space-faring radar system, astronavigation system, and other basic things needed for a transport vessel. The vehicle is unarmed

This write-up provides no bonuses or penalties. The check difficulty is Normal, on account of the use of a fusion engine at this early stage of the game.

There will be a four hour grace period to object to the implementation of this design.
 
Design: Elitist HOTV | Start of Infrastructure Phase 1
Primary Roll: Superior Craftsmanship
Subsystem (Z-pinch engine): Above Average
Subsystem (Drop Pods): Unexpected Boon

To put it quite bluntly, the Elitist HOTV is a marvel of engineering on all levels. As a test, one of the prototype hulls was targeted by one of our anti-orbital batteries, and it tanked the hit with ease. Despite this, the bulky, cylindrical vehicle contains an utterly massive cargo bay, able to easily haul around 30,000 metric tons of payload without issue. Even the heat radiators, normally a major weak point, are decently protected thanks to some clever frameworks that both keep damage isolated to a particular sector of radiator and provide structural support.

The Z-pinch engines meanwhile do present some level of challenge, as our industry isn't yet up to the task of constructing an interstellar-grade fusion drive. That said, by loosening the manufacturing tolerances significantly, and making several other compromises on the design, a serviceable fusion drive for interplanetary work has been constructed. Though the amount of fuel that undergoes fusion is small and much inert propellant must be used to prevent damage to the fusion drive, it can still manage an exhaust velocity of around 200 kilometers per second, giving the ship 70 kilometers per second of delta v, plenty for relatively fast interplanetary transit.

Meanwhile, the drop pods designed for use with the HOTV are amazingly well-engineered. They not only have aerobraking and parachutes, but for landings on airless worlds they come equipped with a full set of maneuvering thrusters and a decently effective Methane-Oxygen liquid fueled rocket. This not only allows them to function as short-range VTOL landers on a planetary surface, but it also gives valuable experience for making Strike Craft that work well in both atmosphere and vacuum.

...The only downside is the expense, sadly. Large spacecraft take a lot of metal to make no matter how you slice it, and when you armor them as heavily as the HOTV that only compounds the problem. Adding insult to injury, the fusion drive seriously strains our current infrastructure for extracting fusion fuels, and even with the looser tolerances we still need to scrap half of the drive components we manufacture.

Transport Capacity: 1
Mobilization: 1
Ore: 2
He3: 1

Munitions

Earthmover Charges: Repurposed industrial explosives used for mining, the composition forgoes complex hydrocarbons in favor of highly reactive metals and metal oxides.
1 Ore (Cheap)

Infantry

'Liza' Construction Droid: These multipurpose robots are built a lot like an orangutan, with four limbs, each of which has a fully functional gripper capable of both dexterity and strength. Each unit is powered by a twenty kilogram rechargeable Potassium-Ion battery pack, meaning they have great endurance, but need a lot of downtime to recharge. The limitations of these droid's peak power output, coupled with the fact that their frames really aren't built to handle heavy recoil forces, means that they cannot wield any category of direct-fire weapon aside from chemical firearms.
1 Ore (Cheap)

Ground Vehicles

Strike Craft

'pancake' re-entry pod: These armored pods are designed to deploy ground forces from an orbiting spaceship. Each is equipped with both equipment for aerobraking and a full set of thrusters for landing on airless bodies. Notably, these pods can be used as short range VTOL transports on planetary surfaces. Each pod can move 120 tons of materiel.
1 Ore (Cheap)


Capitol Ships

"Elitist" HOTV: A heavily armored transport craft designed for fast hauls between planets, the Elitist can credit most of its performance to its downgraded (but still rather high-performance) fusion engine. It is able to easily manage 70 kilometers per second of delta v, and can carry 30,000 tons of war materiel, providing one Transport Capacity. The HOTV is designed to carry the 'pancake' re-entry pods, suitable for planetary landings on most bodies. Sadly, our current infrastructure is not up to the task of mass-producing these ships.
3 Ore, 2 He3 (Complex)(Expensive)


Static Installations

'Bludgeon' Anti-Orbital Coilguns: Hastily constructed based on the Z-pinch technology in the colony ship's fusion engine, these massive surface-to-orbit coilguns are, not to put too fine a point on it, rather low quality. While their muzzle velocity of 500 kilometers per second may seem impressive at first, it is significantly less so when you realize that their slugs are only 0.2 kilograms in mass, and each gun needs twenty seconds to recharge its massive capacitor banks after a full-power shot. If necessary, they can fire much slower shots at machine gun rates, for close-range interception of munitions or strike craft. The absolute maximum effective range is somewhere around 25,000 km. Beyond that, dodging becomes distressingly easy, even for very large ships.
3 Ore, 2 He3 (Somewhat Expensive)

Logistics

Infrastructure

Prefab Factories: Your colony ship came with a bunch of 3D printers and other such devices needed to establish manufacturing infrastructure. They do not have the precision needed to manufacture fusion-based devices reliably, meaning that the production thereof is currently complex.

Loose Components

Open-Cycle Z-pinch Fusion Engine: This propulsion system makes use of intense magnetic fields to crush a plasma of fusion fuels to the point of ignition, with the resulting plume of C-fractional plasma propelling the ship forwards. This engine design has immense performance both in terms of exhaust velocity and thrust, but it calls for high-grade superconductors which we cannot reliably supply at the moment, and has manufacturing tolerances that our current industry cannot reliably achieve. Thus, its manufacture is currently Complex.
 
Last edited:
Infrastructure: ID-1 Processing Block | Start of Revision Phase 1
+1 for a well-engineered write-up

Average

ID-1 Processing Block
This modular manufacturing unit is quite effective at its design goal of refining raw matter into high-grade materials and simple components. Furthermore, the standardization of the design allows for it to be very easily mass-produced and put into large scale use. Though it doesn't much help with mining, meaning the design does not provide Ore, the ID-1 does effectively do its job of ending the superconductor shortage, meaning that fusion drives are no longer Complex. Notably, this has almost immediately improved the performance of the engines on the HOTV by nearly tenfold, meaning it can now afford to spend delta v like crazy as it gallivants all over the system. Further improvements are expected once the engine is adjusted to make full use of the newly available high-grade materials.

Transport Capacity: 1
Mobilization: 1
Ore: 2
He3: 1

Munitions

Earthmover Charges: Repurposed industrial explosives used for mining, the composition forgoes complex hydrocarbons in favor of highly reactive metals and metal oxides.
1 Ore (Cheap)

Infantry

'Liza' Construction Droid: These multipurpose robots are built a lot like an orangutan, with four limbs, each of which has a fully functional gripper capable of both dexterity and strength. Each unit is powered by a twenty kilogram rechargeable Potassium-Ion battery pack, meaning they have great endurance, but need a lot of downtime to recharge. The limitations of these droid's peak power output, coupled with the fact that their frames really aren't built to handle heavy recoil forces, means that they cannot wield any category of direct-fire weapon aside from chemical firearms.
1 Ore (Cheap)

Ground Vehicles

Strike Craft

'pancake' re-entry pod: These armored pods are designed to deploy ground forces from an orbiting spaceship. Each is equipped with both equipment for aerobraking and a full set of thrusters for landing on airless bodies. Notably, these pods can be used as short range VTOL transports on planetary surfaces. Each pod can move 120 tons of materiel.
1 Ore (Cheap)


Capitol Ships

"Elitist" HOTV: A heavily armored transport craft designed for fast hauls between planets, the Elitist can credit most of its performance to its downgraded (but still rather high-performance) fusion engine. It is able to easily manage 700 kilometers per second of delta v, and can carry 30,000 tons of war materiel, providing one Transport Capacity. The HOTV is designed to carry the 'pancake' re-entry pods, suitable for planetary landings on most bodies. Recent upgrades to manufacturing infrastructure have allowed the engines for these ships to be more easily acquired than previously, and greatly improved performance.
3 Ore, 2 He3 (Somewhat Expensive)


Static Installations

'Bludgeon' Anti-Orbital Coilguns: Hastily constructed based on the Z-pinch technology in the colony ship's fusion engine, these massive surface-to-orbit coilguns are, not to put too fine a point on it, rather low quality. While their muzzle velocity of 500 kilometers per second may seem impressive at first, it is significantly less so when you realize that their slugs are only 0.2 kilograms in mass, and each gun needs twenty seconds to recharge its massive capacitor banks after a full-power shot. If necessary, they can fire much slower shots at machine gun rates, for close-range interception of munitions or strike craft. The absolute maximum effective range is somewhere around 25,000 km. Beyond that, dodging becomes distressingly easy, even for very large ships.
3 Ore, 2 He3 (Somewhat Expensive)

Logistics

Infrastructure

Prefab Factories: Your colony ship came with a bunch of 3D printers and other such devices needed to establish manufacturing infrastructure. They do not have the precision needed to manufacture fusion-based devices reliably, but you have other things to do that now.

ID-1 Processing Block: A modular industrial installation intended to produce high grade materials and form them into simple components. This effectively ends the superconductor shortage that led to difficulties producing fusion-based equipment previously.

Loose Components

Open-Cycle Z-pinch Fusion Engine: This propulsion system makes use of intense magnetic fields to crush a plasma of fusion fuels to the point of ignition, with the resulting plume of C-fractional plasma propelling the ship forwards. This engine design has immense performance both in terms of exhaust velocity and thrust. Recent developments now mean they can be manufactured reliably and affordably.
 
Revision: Improved Prefab Factories | Start of Turn 2| Start of Design Phase 2
Superior Craftsmanship

Shifting from the prefabricated industrial bootstrap you entered the system with to a more developed industrial base is going quite smoothly, considering that you're on a completely different planet from the one you had originally intended to land on. Very quickly, changes are made; droid labor is largely phased out in favor of better printers, more specialized machinery, and various other methods. Primary manufacturing is still achieved by 3d printers in most cases, but methods to connect printed parts together into a cohesive whole have been significantly improved.

Further, this newly improved infrastructure is largely buried beneath the surface of Ros or otherwise hardened against attack. This means that if those other robots on Agua somehow manage to get close enough for orbital bombardment, your infrastructure isn't likely to suffer too terribly.

All in all, the new upgrades have increased Mobilization by 1

Transport Capacity: 1
Mobilization: 2
Ore: 2
He3: 1

Munitions

Earthmover Charges: Repurposed industrial explosives used for mining, the composition forgoes complex hydrocarbons in favor of highly reactive metals and metal oxides.
1 Ore (Cheap)

Infantry

'Liza' Construction Droid: These multipurpose robots are built a lot like an orangutan, with four limbs, each of which has a fully functional gripper capable of both dexterity and strength. Each unit is powered by a twenty kilogram rechargeable Potassium-Ion battery pack, meaning they have great endurance, but need a lot of downtime to recharge. The limitations of these droid's peak power output, coupled with the fact that their frames really aren't built to handle heavy recoil forces, means that they cannot wield any category of direct-fire weapon aside from chemical firearms.
1 Ore (Cheap)

Ground Vehicles

Strike Craft

'pancake' re-entry pod: These armored pods are designed to deploy ground forces from an orbiting spaceship. Each is equipped with both equipment for aerobraking and a full set of thrusters for landing on airless bodies. Notably, these pods can be used as short range VTOL transports on planetary surfaces. Each pod can move 120 tons of materiel.
1 Ore (Cheap)


Capitol Ships

"Elitist" HOTV: A heavily armored transport craft designed for fast hauls between planets, the Elitist can credit most of its performance to its downgraded (but still rather high-performance) fusion engine. It is able to easily manage 700 kilometers per second of delta v, and can carry 30,000 tons of war materiel, providing one Transport Capacity. The HOTV is designed to carry the 'pancake' re-entry pods, suitable for planetary landings on most bodies. Recent upgrades to manufacturing infrastructure have allowed the engines for these ships to be more easily acquired than previously, and greatly improved performance.
3 Ore, 2 He3 (Somewhat Expensive)


Static Installations

'Bludgeon' Anti-Orbital Coilguns: Hastily constructed based on the Z-pinch technology in the colony ship's fusion engine, these massive surface-to-orbit coilguns are, not to put too fine a point on it, rather low quality. While their muzzle velocity of 500 kilometers per second may seem impressive at first, it is significantly less so when you realize that their slugs are only 0.2 kilograms in mass, and each gun needs twenty seconds to recharge its massive capacitor banks after a full-power shot. If necessary, they can fire much slower shots at machine gun rates, for close-range interception of munitions or strike craft. The absolute maximum effective range is somewhere around 25,000 km. Beyond that, dodging becomes distressingly easy, even for very large ships.
3 Ore, 2 He3 (Somewhat Expensive)

Logistics

Infrastructure

Prefab Factories: Your colony ship came with a bunch of 3D printers and other such devices needed to establish manufacturing infrastructure. They do not have the precision needed to manufacture fusion-based devices reliably, but you have other things to do that now.
Improved Prefab Factories: Several efficiency improvements have recently been made involving assembly lines and specialized machinery, greatly improving industrial output. Further, Ros's manufacturing infrastructure has been significantly hardened against bombardment.​

ID-1 Processing Block: A modular industrial installation intended to produce high grade materials and form them into simple components. This effectively ends the superconductor shortage that led to difficulties producing fusion-based equipment previously.

Loose Components

Open-Cycle Z-pinch Fusion Engine: This propulsion system makes use of intense magnetic fields to crush a plasma of fusion fuels to the point of ignition, with the resulting plume of C-fractional plasma propelling the ship forwards. This engine design has immense performance both in terms of exhaust velocity and thrust. Recent developments now mean they can be manufactured reliably and affordably.

It is now Turn 2. War starts in four turns.

It is now the Design phase.
 
Last edited:
Design "Dagger" missiles | Start of Infrastructure Phase 2
M-2 "Dagger" missiles
Below Average

The first thing that needs to be said is that the Dagger missiles, in the strictest sense, work quite well. They are quite capable of accelerating at dozens of gees with around 30 kilometers per second of Delta V, and their shrapnel warheads should be quite effective against any target they can score a hit on. It's just that cramming all that performance into such a small platform has damn near stretched your mastery of nuclear fusion to the breaking point.

The first problem, of course, is power consumption. A Z-pinch engine requires a fairly substantial amount of power to function, several megawatts at the very least. While larger versions can include systems to recover some of the energy nuclear fusion unleashes, the miniaturized version you stuffed in the Dagger can't do that with the space available to it, and batteries or capacitors didn't have anywhere near the required energy density to jump-start the drive. This means that you needed to somehow cram a fully-functioning nuclear reactor into the missile's frame, and it had to be fission to avoid making the 'jump-start' problem even worse. This necessitated large retractable radiators to be included in the design, in order to diffuse the waste heat that the reactor would produce.

All this extra mass left relatively little room available for propellant, resulting in the relatively low amount of Delta-V the Dagger has available to it. Adding insult to injury, deploying this missile en-masse also looks to be a challenge, as it is highly demanding of rare fissile materials and scarce artificial Tritium.

In the end, you're left with an over engineered radiation-spewing missile guaranteed to light up every infra-red sensor in the system. But more importantly, it is a functional over engineered radiation-spewing missile guaranteed to light up every infra-red sensor in the system.

Transport Capacity: 1
Mobilization: 2
Ore: 2
He3: 1

Munitions

Earthmover Charges: Repurposed industrial explosives used for mining, the composition forgoes complex hydrocarbons in favor of highly reactive metals and metal oxides.
1 Ore (Cheap)

Dagger Missiles: Propelled by a miniaturized fusion torch, these missiles have ludicrous acceleration, somewhat hampered by their limited delta V and complete inability to evade target locks.
1 Ore 2 He3 [Complex] (Somewhat Expensive)

Infantry

'Liza' Construction Droid: These multipurpose robots are built a lot like an orangutan, with four limbs, each of which has a fully functional gripper capable of both dexterity and strength. Each unit is powered by a twenty kilogram rechargeable Potassium-Ion battery pack, meaning they have great endurance, but need a lot of downtime to recharge. The limitations of these droid's peak power output, coupled with the fact that their frames really aren't built to handle heavy recoil forces, means that they cannot wield any category of direct-fire weapon aside from chemical firearms.
1 Ore (Cheap)

Ground Vehicles

Strike Craft

'pancake' re-entry pod: These armored pods are designed to deploy ground forces from an orbiting spaceship. Each is equipped with both equipment for aerobraking and a full set of thrusters for landing on airless bodies. Notably, these pods can be used as short range VTOL transports on planetary surfaces. Each pod can move 120 tons of materiel.
1 Ore (Cheap)


Capitol Ships

"Elitist" HOTV: A heavily armored transport craft designed for fast hauls between planets, the Elitist can credit most of its performance to its downgraded (but still rather high-performance) fusion engine. It is able to easily manage 700 kilometers per second of delta v, and can carry 30,000 tons of war materiel, providing one Transport Capacity. The HOTV is designed to carry the 'pancake' re-entry pods, suitable for planetary landings on most bodies. Recent upgrades to manufacturing infrastructure have allowed the engines for these ships to be more easily acquired than previously, and greatly improved performance.
3 Ore, 2 He3 (Somewhat Expensive)


Static Installations

'Bludgeon' Anti-Orbital Coilguns: Hastily constructed based on the Z-pinch technology in the colony ship's fusion engine, these massive surface-to-orbit coilguns are, not to put too fine a point on it, rather low quality. While their muzzle velocity of 500 kilometers per second may seem impressive at first, it is significantly less so when you realize that their slugs are only 0.2 kilograms in mass, and each gun needs twenty seconds to recharge its massive capacitor banks after a full-power shot. If necessary, they can fire much slower shots at machine gun rates, for close-range interception of munitions or strike craft. The absolute maximum effective range is somewhere around 25,000 km. Beyond that, dodging becomes distressingly easy, even for very large ships.
3 Ore, 2 He3 (Somewhat Expensive)

Logistics

Infrastructure

Prefab Factories: Your colony ship came with a bunch of 3D printers and other such devices needed to establish manufacturing infrastructure. They do not have the precision needed to manufacture fusion-based devices reliably, but you have other things to do that now.
Improved Prefab Factories: Several efficiency improvements have recently been made involving assembly lines and specialized machinery, greatly improving industrial output. Further, Ros's manufacturing infrastructure has been significantly hardened against bombardment.​

ID-1 Processing Block: A modular industrial installation intended to produce high grade materials and form them into simple components. This effectively ends the superconductor shortage that led to difficulties producing fusion-based equipment previously.

Loose Components

Open-Cycle Z-pinch Fusion Engine: This propulsion system makes use of intense magnetic fields to crush a plasma of fusion fuels to the point of ignition, with the resulting plume of C-fractional plasma propelling the ship forwards. This engine design has immense performance both in terms of exhaust velocity and thrust. Recent developments now mean they can be manufactured reliably and affordably.
 
Infrastructure: Tunnel Collapse | Start of Revision Phase 2
To say that the tunnel boring machine project failed would be a massive understatement. One problem after another kept cropping up, ranging from a flaky transmission for the drill head, a pressurization system prone to explosive failure, to the feed system for debris being removed from the rock face constantly clogging, to the automatic concrete lining system for the tunnels looking like it worked while only producing a layer one tenth as thick as it should have.

As a direct result of that last flaw in particular, the only prototype is now buried fifty meters under a hill, after spending the better part of two months repeatedly breaking down in the process of getting there. The only good thing that can be said of this whole ordeal is that at least you learned exactly how not to build a tunnel-boring machine.

Transport Capacity: 1
Mobilization: 2
Ore: 2
He3: 1

Munitions

Earthmover Charges: Repurposed industrial explosives used for mining, the composition forgoes complex hydrocarbons in favor of highly reactive metals and metal oxides.
1 Ore (Cheap)

Dagger Missiles: Propelled by a miniaturized fusion torch, these missiles have ludicrous acceleration, somewhat hampered by their limited delta V and complete inability to evade target locks.
1 Ore 2 He3 [Complex] (Somewhat Expensive)

Infantry

'Liza' Construction Droid: These multipurpose robots are built a lot like an orangutan, with four limbs, each of which has a fully functional gripper capable of both dexterity and strength. Each unit is powered by a twenty kilogram rechargeable Potassium-Ion battery pack, meaning they have great endurance, but need a lot of downtime to recharge. The limitations of these droid's peak power output, coupled with the fact that their frames really aren't built to handle heavy recoil forces, means that they cannot wield any category of direct-fire weapon aside from chemical firearms.
1 Ore (Cheap)

Ground Vehicles

Strike Craft

'pancake' re-entry pod: These armored pods are designed to deploy ground forces from an orbiting spaceship. Each is equipped with both equipment for aerobraking and a full set of thrusters for landing on airless bodies. Notably, these pods can be used as short range VTOL transports on planetary surfaces. Each pod can move 120 tons of materiel.
1 Ore (Cheap)


Capitol Ships

"Elitist" HOTV: A heavily armored transport craft designed for fast hauls between planets, the Elitist can credit most of its performance to its downgraded (but still rather high-performance) fusion engine. It is able to easily manage 700 kilometers per second of delta v, and can carry 30,000 tons of war materiel, providing one Transport Capacity. The HOTV is designed to carry the 'pancake' re-entry pods, suitable for planetary landings on most bodies. Recent upgrades to manufacturing infrastructure have allowed the engines for these ships to be more easily acquired than previously, and greatly improved performance.
3 Ore, 2 He3 (Somewhat Expensive)


Static Installations

'Bludgeon' Anti-Orbital Coilguns: Hastily constructed based on the Z-pinch technology in the colony ship's fusion engine, these massive surface-to-orbit coilguns are, not to put too fine a point on it, rather low quality. While their muzzle velocity of 500 kilometers per second may seem impressive at first, it is significantly less so when you realize that their slugs are only 0.2 kilograms in mass, and each gun needs twenty seconds to recharge its massive capacitor banks after a full-power shot. If necessary, they can fire much slower shots at machine gun rates, for close-range interception of munitions or strike craft. The absolute maximum effective range is somewhere around 25,000 km. Beyond that, dodging becomes distressingly easy, even for very large ships.
3 Ore, 2 He3 (Somewhat Expensive)

Logistics

Infrastructure

Prefab Factories: Your colony ship came with a bunch of 3D printers and other such devices needed to establish manufacturing infrastructure. They do not have the precision needed to manufacture fusion-based devices reliably, but you have other things to do that now.
Improved Prefab Factories: Several efficiency improvements have recently been made involving assembly lines and specialized machinery, greatly improving industrial output. Further, Ros's manufacturing infrastructure has been significantly hardened against bombardment.​

ID-1 Processing Block: A modular industrial installation intended to produce high grade materials and form them into simple components. This effectively ends the superconductor shortage that led to difficulties producing fusion-based equipment previously.

Loose Components

Open-Cycle Z-pinch Fusion Engine: This propulsion system makes use of intense magnetic fields to crush a plasma of fusion fuels to the point of ignition, with the resulting plume of C-fractional plasma propelling the ship forwards. This engine design has immense performance both in terms of exhaust velocity and thrust. Recent developments now mean they can be manufactured reliably and affordably.
 
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