Turn 8: Year 4 of Project Knight (Codename: Bushfire)
New
Verisaimilitude
Meridian 'Mira' Visari
- Location
- Great Library of Verisaimilitude
- Pronouns
- She/Her
Project Knight - Mecha Design Bureau
Turn 8: Year 4 of Project Knight
Turn 8: Year 4 of Project Knight
[X] Plan: Front, Middle, and Back
-[X] Central Hull (Max: 10 Mounting Points in This Location)
--[X] Heavy Embedded Mount (6 MP)
-[X] Frontal Hull (Max: 8 Mounting Points in This Location)
--[X] Light Auto Turret (4 MP, +6 tons)
-[X] Rear Hull (Max: 8 Mounting Points in This Location)
--[X] Light External Mount (2 MP)
-[X] Central Hull (Max: 10 Mounting Points in This Location)
--[X] Heavy Embedded Mount (6 MP)
-[X] Frontal Hull (Max: 8 Mounting Points in This Location)
--[X] Light Auto Turret (4 MP, +6 tons)
-[X] Rear Hull (Max: 8 Mounting Points in This Location)
--[X] Light External Mount (2 MP)
Rolls for Chosen Upgrades:
Engineering Rolls: Your team will roll dice for each factor of the design they are trying to impact. The dice roll is a simple d20 modified by their level of training and experience in a given field, versus a difficulty target that must be met or exceeded. The degree of success/failure will then modify the final result accordingly.
Bonus: Well funded! Your engineers roll twice and choose the higher result.
[] Central Hull, Heavy Embedded Mount
Weapons Development (Hull Mounts): Trained (+2) vs. Extra Difficulty (+0)
[] Frontal Hull, Light Auto Turret
Weapons Development (Turrets): Trained (+2) vs. Extra Difficulty (+2)
[] Rear Hull, Light External Mount
Weapons Development (Hull Mounts): Trained (+2) vs. Extra Difficulty (+0)
Bonus: Well funded! Your engineers roll twice and choose the higher result.
[] Central Hull, Heavy Embedded Mount
Weapons Development (Hull Mounts): Trained (+2) vs. Extra Difficulty (+0)
Component Protection increases from E to D | 17 vs. 12 - minor success
Weapons Development (Hull Mounts): Trained (+2) vs. Extra Difficulty (+0)Tech Simplicity increases from D to C- | 16 vs. 17 - minor failure
[] Frontal Hull, Light Auto Turret
Weapons Development (Turrets): Trained (+2) vs. Extra Difficulty (+2)
Power Control increases from D to D+ | 18 vs. 17 - minor success
Structural Engineering (Turrets)): Trained (+2) vs. Extra Difficulty (+3)Component Protection does not increase. | 7 vs. 18 - major failure
Armour Development (Turrets): Trained (+2) vs. Extra Difficulty (+3)Armour Plating increases from F+ to E- | 17 vs. 13 - minor success
Structural Engineering (Turrets): Trained (+2) vs. Extra Difficulty (+2)Material Affordability decreases from B to B- | 15 vs. 14 - minor success
Weapons Development (Turrets): Trained (+2) vs. Extra Difficulty (+2)Tech Simplicity does not decrease. | 22* vs. 14 - minor critical success
[] Rear Hull, Light External Mount
Weapons Development (Hull Mounts): Trained (+2) vs. Extra Difficulty (+0)
Heat Management increases from D- to D | 21 vs. 14 - minor success
Weapons Development (Hull Mounts): Trained (+2) vs. Extra Difficulty (+0)Ease of Maintenance does not increase. | 13 vs. 17 - minor failure
Building and integrated weapons systems from scratch wasn't going to be easy. Broadly speaking there were two schools of thought in the team: one believed that the heavy lift capacity and gunboat configuration of the hull meant that it could mount much heavier weapons than others might expect. The other believed that the flat-top of the gunboat hull made it well suited for a turret mount in ways that other designs simply were not.
Both options were explored in detail, but as time forced a commitment, you decided to go with a heavy main weapon mounted in the inner central turret, with an auto-turret in front and a simple external mount in back. This should provide a good balance of options when allowing you to approach your requirements. Now it was time to decide what to do next…
Sub-Project 'Heavy Fireside Crawler' (Codename: Bushfire):
Current Prototype (Rough Draft, Slice View w/o Outer Hull):
![](https://i.imgur.com/itjF4vw.png)
Displayed above is a Rough Draft Profile of your Heavy Fireside Crawler standing at full height (maximum line of sight for weaponry.) A slice view is used to expose the internals as you outfit it, the exterior hull will be displayed later.
Project Requirements & Ratings:
Basic Requirements:
- ❌ Combat Potential: average D or higher
- ✅ Logistical Values: average D or higher
- ✅ Material Affordability: C or higher
- ✅ Build & Repair Speeds: D or higher
- ✅ Ease of Maintenance: D or higher
- Kingdom of Kadiri:
- ✅ Build & Repair Speeds: C- or higher
- ✅ Ease of Maintenance: C- or higher
- Bethnar Republic:
- ✅ Tech Simplicity C+ or lower
- ✅ Material Affordability B- or higher
- ✅ Ease of Maintenance C- or higher
- Sahel Alliance:
- ✅ Skeletal Agility E- or higher
- ❌ Heat Management C- or higher
- Sagittarian Colonial Coalition:
- ✅ Weapon Hardpoints C- or higher
- ❌ Power Control C- or higher
- ❌ Armour Plating C- or higher
NOTE: I made an unnoticed copypaste error in the previous customer requirements page - you don't have enough Heat Management for the Sahel Alliance requirements to be met yet.
Tech Specs & Ratings:
Dimensions:
Height: ~3.67m
Length: ~6.72m
Breadth: ~2.96m
Tonnage:
Max Tonnage: 71 tons
Chassis Weight: 38 tons (base estimates for cockpit and engine included)
Usable Tonnage: 27 tons (no weapons, subsystems, or external armour plates equipped)
Technical Specifications:
Weapon Mounts:
Heavy Embedded Mount (Size 6, ICT)
Light Auto Turret Mount (Size 2, FCT)
Light External Mount (Size 2, RCT)
Skeletal Design (E+)
Height: ~3.67m
Length: ~6.72m
Breadth: ~2.96m
Tonnage:
Max Tonnage: 71 tons
Chassis Weight: 38 tons (base estimates for cockpit and engine included)
Usable Tonnage: 27 tons (no weapons, subsystems, or external armour plates equipped)
Technical Specifications:
Weapon Mounts:
Heavy Embedded Mount (Size 6, ICT)
Light Auto Turret Mount (Size 2, FCT)
Light External Mount (Size 2, RCT)
Skeletal Design (E+)
- D | S-EFF Structural Efficiency
- E+ | S-DUR - Skeletal Durability
- E | S-AGI - Skeletal Agility
- D+ | S-STB - Skeletal Stability
- F+ | S-ACT - Actuator Precision
- C- | C-WPN - Weapons Hardpoints
- E- | C-ARM - Armour Plating
- F | C-PTP - Pilot Protection
- E+ | C-PTJ - Joint Protection
- D | C-PTC - Component Protection
- X | T-WPN - Armour Penetration
- X | T-ARM - Damage Output
- X | T-PTP - Effective Range
- E- | T-PTJ - Rate of Fire
- F+ | T-PTC - Weapons Control
- D | P-PWC - Power Control
- C- | P-LMB - Limb Drive Speed
- D | P-HTM - Heat Management
- B- | L-CST - Material Affordability
- C- | L-TCH - Tech Simplicity
- C | L-BNR - Build & Repair Speeds
- C- | L-EOM - Ease of Maintenance
NOTE: A new ratings category has been added - weapon effectiveness. This determines how dangerous the Mech's weapon systems are expected to be. Rate of Fire has an initial rating offered by your Mech's Heat Management and Power Control, while Weapons Control has an initial rating offered by your choice of chassis design, Skeletal agility/Stability, Actuator Precision, and weapon mount selection. Armour Penetration, Damage Output and Effective Range will be determined primarily by your choice of weapons.
Most of these values start empty at X, except for Weapons Control (which has a baseline value determined by your chassis' maneuverability and initial weapon mount choices).
Note that these ratings are not perfect simulations of the machine's capabilities and do not reflect the specializations of different weapons, and thus will not be a perfect indicator of actual battlefield performance.
Now that we had our mounts, it was time to select a weapon style and configuration for the primary mount. The Heavy Embedded Mount could be largely built in two ways: either by mounting a system that runs from the interior of the hull along the spine before emerging out the front, or by emerging out of the back to provide indirect fire. Each option would come with its own pros and cons.
Once you had decided that, you would then need to look into your weapons options. Your organization had limited weapons production capability, but you were confident you'd be able to produce the basics if you needed to. Alternatively, there were interested suppliers who saw this project as an opportunity to show what they're made of - weapons of the size you were looking to mount weren't typically seen on armoured vehicles, so this provided a unique opportunity for engineers and suits alike.
Now, what to choose for the main heavy weapon?
Weapon Option Details:
Weapon Mount Style:
The core of your weapon will be located in the central hull, but you will need to decide exactly where it will emerge from the hull, which will impact both the design of your mech's internals and its combat style.
[Direct Back Mounted]
[Indirect Back Mounted]
[Nose Mounted]
This mount is positioned deep in the interior of the Mech and emerges from the nose of the Mech. This protects the weapon from enemy fire and is optimal for precision aim of the weapon, but takes up a lot of space and will make it harder to build around it.
[Belly Mounted]
This is the easiest system to build, as we'll simply mount the system forward-facing it on top of the spine and extend the hull up a little to cover and protect it. Cheap, easy, and it'll suit any weapon type we want to use and allow for easy venting of heat.
[+1] Heat Management, [+1] Build & Repair Speed
[Indirect Back Mounted]
The weapon will be positioned in the rear of the center torso and emerge out of the back. This is optimized for indirect fire systems such as Ballistics and Rockets & Missiles and allows for greater control over the trajectory of your fire and thus its range.
[+1] Effective Range (unless energy weapons are selected).
[If chosen with Energy Weapons that lack the Anti-Air Tag, the next most popular mount will be chosen instead.]
[Spine Mounted][If chosen with Energy Weapons that lack the Anti-Air Tag, the next most popular mount will be chosen instead.]
Slightly more complicated, this will mount the weapon system just above the spine so that it emerges near the front of the hull. This location allows for the weapon to vent its excess heat more easily across the length of the hull while giving us the best access to the Electroneural system for efficient redirection of power to and from the weapon. Only long weapons with a lengthy profile (e.g. ballistic and energy weapons) can truly benefit from this.
[+1] Power Control, [+1] Heat Management
[If chosen with Rockets & Missiles or Drones, the next most popular mount will be chosen instead.]
[If chosen with Rockets & Missiles or Drones, the next most popular mount will be chosen instead.]
[Nose Mounted]
This mount is positioned deep in the interior of the Mech and emerges from the nose of the Mech. This protects the weapon from enemy fire and is optimal for precision aim of the weapon, but takes up a lot of space and will make it harder to build around it.
[+1] Component Protection, [+1] Weapons Control
[-1] Penalty applied to future rolls when building internal components in the Central Hull and Frontal Hull.
[-1] Penalty applied to future rolls when building internal components in the Central Hull and Frontal Hull.
[Belly Mounted]
This mount is not very efficient as a weapons location. The low position on the body emerges from the lower frontal hull - this position makes it more challenging to get shots on target, but it does make it very easy to access for maintenance, while also keeping the weapon in a hidden location that protects it from enemy fire.
[+1] Component Protection, [+1] Ease of Maintenance
[-1] Weapons Control
[If chosen with Drones, Anti-Air or Point Defence, the next most popular mount will be chosen instead.]
[-1] Weapons Control
[If chosen with Drones, Anti-Air or Point Defence, the next most popular mount will be chosen instead.]
Weapon Mount Modularity:You can customize the configuration of your weapon mounts, making them more or less restrictive to allow for customizable loadouts in the field. While it does not directly impact the effectiveness of the weapon, it will improve the number of reconfiguration options available to them, which may make them more appealing to customers.
[Fully Integrated Mount]
[Simple Modular Mount]
[Complex Modular Mount]
[Universal Modular Mount]
This system is built entirely as part of the chassis and cannot be removed or replaced without a complete overhaul. This is the simplest type of mount to implement, but makes it completely impractical to change the weapon in the mount.
[+1] Material Affordability, [+1] Tech Simplicity, [+1] Build & Repair Speeds
[-1] Weapon Hardpoints
[No Weapon Swaps Allowed]
[-1] Weapon Hardpoints
[No Weapon Swaps Allowed]
[Simple Modular Mount]
This system is set up to enable easy removal and replacement of the weapons system with other weapon systems of the same type (e.g. rockets with rockets, missiles with missiles). Adds a small amount of customizability and makes maintenance easier.
[+1] Ease of Maintenance
[Same Type Weapon Swaps Allowed]
[Same Type Weapon Swaps Allowed]
[Complex Modular Mount]
This system goes a step further, allowing for easy module swaps for weapons of the same category (e.g. rockets with missiles, missiles with rockets). Adds greater customizability at a premium price.
[+1] Weapon Hardpoints, [+1] Ease of Maintenance
[-1] Tech Simplicity, [-1] Material Affordability
[Same Category Weapon Swaps Allowed]
[-1] Tech Simplicity, [-1] Material Affordability
[Same Category Weapon Swaps Allowed]
[Universal Modular Mount]
This complex system is designed to allow for the easy replacement and install of any weapon type. This is a very difficult and complex system to implement, so while it provides great flexibility, it also comes at great cost.
[+2] Weapon Hardpoints, [+1] Ease of Maintenance
[-2] Tech Simplicity, [-1] Material Affordability, [-1] Build & Repair Speeds
[Any Weapon Swaps Allowed]
[-2] Tech Simplicity, [-1] Material Affordability, [-1] Build & Repair Speeds
[Any Weapon Swaps Allowed]
Heavy Weapon Systems:
This weapon mount sacrifices your pilot's control of the relevant weapon systems in exchange for a dedicated autonomous gunner and an excellent range of fire. It is not recommended to build more than one turret as they will limit each others' arcs of fire.
[152mm Battle Cannon]
[In-House Build]
[70mm Multiple Rocket Pod Array]
[In-House Build]
[148mm Rifled Cannon]
[Built By: Tama Industries, Mali, Sahel Alliance]
[Surface-to-Ground Missile Battery]
[Built By: Vanderbright Unlimited, Posoga, North Atlantea]
[High Energy Heavy Laser Cannon]
[Built By: Wuhan Armouries, Hubei, Ning Dynasty]
[Charged Particle Beam Weapon]
[Built By: Excalibur Systems, Logria, Brythonic Commonwealth
[Heavy Drone Dock]
[Built By: Chennai Aerodrome, Worker's Union of Bharat]
[In-House Build]
Our weapons engineers have proposed a 150mm cannon which we believe will be more than capable of taking out the enemy up close or from a distance. It's simple, easy to build, easy to service, and militaries around the world are already familiar with systems of this type of weapon and will be able to source parts locally.
[5 tons, size 4. 1x Attack. Average range. Average accuracy. Average damage. Average reload. Versatile ammo types. 25 ammo capacity).]
[+2] Armour Penetration, [+2] Damage Output, [+2] Effective Range, [+1] Rate of Fire, [+1] Weapons Control
[+1] Heat Management, [+1] Build & Repair Speeds, [+1] Ease of Maintenance
[+2] Armour Penetration, [+2] Damage Output, [+2] Effective Range, [+1] Rate of Fire, [+1] Weapons Control
[+1] Heat Management, [+1] Build & Repair Speeds, [+1] Ease of Maintenance
[70mm Multiple Rocket Pod Array]
[In-House Build]
The other weapon system our engineers are confident in engineering themselves is an array of mid-range rocket pods. Once fired, rockets are unable to alter their trajectory mid-flight, making them inaccurate. On the flipside, they are extremely cheap and easy to build - the whole system is idiot-proof and basically any industrialized state should be able to produce, customize, and maintain these with ease. Their ability to penetrate armour and damage targets is poor individually, but the sheer volume of fire can saturate a target area or overwhelm targets at close range.
[4 tons, size 6. 20x Attacks. Average range. Low accuracy. Low damage. Very Slow reload. 100 ammo capacity). Weak vs. Point Defence.]
[+1] Armour Penetration, [+3] Damage Output, [+2] Effective Range
[-1] Rate of Fire
[+1] Material Affordability, [+1] Tech Simplicity, [+1] Build & Repair Speeds, [+1] Ease of Maintenance
[+1] Armour Penetration, [+3] Damage Output, [+2] Effective Range
[-1] Rate of Fire
[+1] Material Affordability, [+1] Tech Simplicity, [+1] Build & Repair Speeds, [+1] Ease of Maintenance
[148mm Rifled Cannon]
[Built By: Tama Industries, Mali, Sahel Alliance]
We have been approached by the Sahel Alliance. Even though they have lingering concerns about our Mech's ability to manage its heat in high-temperature environments, they are still interested. They're offering us cheap access to their locally-produced rifled anti-tank guns. They're not as easy to maintain and are limited to older, simpler types of munitions, but that might suit our potential customers - and it might convince the Sahelians to buy the mech.
[4.5 tons, size 4. 1x Attack. Average range. Average accuracy. Average damage. Average reload. 25 ammo capacity).]
[+2] Armour Penetration, [+2] Damage Output, [+2] Effective Range, [+1] Rate of Fire, [+1] Weapons Control
[+1] Heat Management, [+1] Material Affordability, [+1] Build & Repair Speeds
[If chosen, the Sahel Coalition will buy this Mech even if we don't meet their full requirements.]
[+2] Armour Penetration, [+2] Damage Output, [+2] Effective Range, [+1] Rate of Fire, [+1] Weapons Control
[+1] Heat Management, [+1] Material Affordability, [+1] Build & Repair Speeds
[If chosen, the Sahel Coalition will buy this Mech even if we don't meet their full requirements.]
[Surface-to-Ground Missile Battery]
[Built By: Vanderbright Unlimited, Posoga, North Atlantea]
Go figure, wherever a weapon's being made, the Atlanteans are going to stick their nose in it. They'll sell weapons to just about anyone who isn't closely allied with the Chinese - and to their credit, they're good at it. Vanderbright is the leading weapons developer in the Federation, and their SGMs are accurate and deadly. Unfortunately, they also charge a premium for their systems - and the Atlanteans will place restrictive export controls on who we can sell to. They promise they'll find alternative clients for us - but will they keep that promise?
[3 tons, size 5. 6x Attacks. High range. High accuracy. Average damage. Slow reload. 48 ammo capacity). Weak vs. Point Defence & EWS. Must be at least Short Range to fire.]
[+3] Armour Penetration, [+2] Damage Output, [+3] Effective Range, [+1] Weapons Control
[-1] Material Affordability
[If chosen, you cannot sell this system to the Kingdom of Kadiri, but the NAF promise to find you a replacement client before the end of the project.]
[+3] Armour Penetration, [+2] Damage Output, [+3] Effective Range, [+1] Weapons Control
[-1] Material Affordability
[If chosen, you cannot sell this system to the Kingdom of Kadiri, but the NAF promise to find you a replacement client before the end of the project.]
[High Energy Heavy Laser Cannon]
[Built By: Wuhan Armouries, Hubei, Ning Dynasty]
Leave it to the Imperial Court to sniff out the Atlantean interest. The day after we received the offer from Vanderbright, the state-owned Wuhan Armoury contacted us. The Ning produce plenty of effective weapons in our price range, and they'd be interested in selling us the Type 22c, the budget version of their latest heavy laser cannon. It's a lightweight and effective overall system - a little more expensive than a battle cannon, but the lack of ammunition is a big plus. On the flipside, it runs pretty hot and needs a lot of juice to fire - it's more dependent on your Power Control rating than other weapons, and generates a lot more heat than other weapon types.
[3 tons, size 3. 1x Attack. Average range. High accuracy. Average damage. Average recharge. High power draw.]
[+2] Armour Penetration, [+2] Damage Output, [+2] Effective Range, [+1] Rate of Fire, [+2] Weapons Control
[-1] Heat Management
[+2] Armour Penetration, [+2] Damage Output, [+2] Effective Range, [+1] Rate of Fire, [+2] Weapons Control
[-1] Heat Management
[Charged Particle Beam Weapon]
[Built By: Excalibur Systems, Logria, Brythonic Commonwealth
If we're feeling a little more experimental, our contacts in Logria suggest the Commonwealth could be convinced to supply us with their latest directed energy weapon - the Charged Particle Beam. This complex system launches a condensed beam of highly charged particles at the speed of light - these can be highly destructive, but scatter and lose cohesion across even short distances. Unfortunately, the system is still relatively new and prone to shorts and breakdowns.
[6 tons, size 6. 1x Attack. Very Short Range. Average Accuracy. Very High damage. Slow recharge. High power draw. Increased range in Void Environments.]
[+4] Armour Penetration, [+4] Damage Output, [+1] Weapons Control
[-1] Heat Management, [-1] Tech Simplicity, [-1] Ease of Maintenance
[+4] Armour Penetration, [+4] Damage Output, [+1] Weapons Control
[-1] Heat Management, [-1] Tech Simplicity, [-1] Ease of Maintenance
[Heavy Drone Dock]
[Built By: Chennai Aerodrome, Worker's Union of Bharat]
If we're looking for a good drone system, there's no one better qualified to produce it for us than India. Chennai Aerodrome has built more combat drones than anyone else over the last century and they have systems suited to our budget. The CM2 is a medium drone bomber designed to be launched from trucks and air carriers, but we could easily build a suitable drone dock for their systems on the flat top of our Gunship hull. Unfortunately, the large docking system is not only complex, but represents a lightly armoured weak spot across much of the hull.
[7 tons, size 6. 1x Drone w/ 2x Bombs. Long Range. Medium Accuracy. High Damage. Very Slow Reload. 4 ammo capacity. Vulnerable to EWS.]
[+3] Armour Penetration, [+3] Damage Output, [+3] Effective Range, [+1] Weapons Control
[-1] Rate of Fire
[-1] Armour Plating, [-1] Tech Simplicity
[+3] Armour Penetration, [+3] Damage Output, [+3] Effective Range, [+1] Weapons Control
[-1] Rate of Fire
[-1] Armour Plating, [-1] Tech Simplicity
New Vote: How are we configuring and outfitting the large Heavy Weapon mount?
Approval voting is used to represent some level of chaos and unpredictability in a large project like this - not everything is always going to come out perfect, and you'll have to do your best to make it work at each stage of development. There will be some time at the end of a project to refine and address flaws or contradictions in the design, depending on how much funding you receive for the project. The top vote from each category will win - ties will be resolved with a coin flip/die roll.
Usable Tonnage: 27 tons (no weapons, subsystems, or external armour plates equipped)
[] [Style] Direct Back Mounted
[] [Style] Indirect Back Mounted
[] [Style] Nose Mounted
[] [Style] Spine Mounted
[] [Style] Belly Mounted
[] [Modularity] Fully Integrated Mount
[] [Modularity] Simple Modular Mount
[] [Modularity] Complex Modular Mount
[] [Modularity] Universal Modular Mount
[] [Weapon] 152mm Battle Cannon (In-House Build)
[] [Weapon] 70mm Multiple Rocket Pod Array (In-House Build)
[] [Weapon] 148mm Rifled Cannon (Sahel Alliance)
[] [Weapon] Surface-to-Ground Missile Battery (North Atlantean Federation)
[] [Weapon] High Energy Laser Cannon (Ning Dynasty)
[] [Weapon] Charged Particle Beam Weapon (Brythonic Commonwealth)
[] [Weapon] Heavy Drone Dock (Worker's Union of Bharat)
Apologies for the long wait after the vote closed, this was a chunky one and I had a busy evening and energy crashed once I got back to my desk, so I didn't finish it before I absolutely needed some sleep. I'm likely to be busy Tuesday as well so I'm going to leave the vote open until .
The two light weapons will be done after the decision on the heavy weapon is made, since there are dependencies in play.
I'll go through and try to check I haven't missed answering any important questions in the comments, but regarding the questions around agility and how that can affect your ability to use certain weapons, I've tried to roughly model it in the new 'Weapon Effectiveness' ratings, as well as blocking off certain weapons from certain mount styles to prevent you from dead ending yourself. Low Weapons Control will mean you have trouble directing and aiming the weapon in question, some weapons and mount options will improve this (and you can invest in subsystems to try to help later), but the more accuracy the weapon requires (e.g. a cannon or laser) the more painful that will be.
Hopefully no critical mistakes in this as I'm up early and trying to get it out the door. Shout if you see something.
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