Okay i guess we are hard committing to the Amazon Contract now, since that is the only way this pays off. Which means we have to hope the rolls for Build and Repair speed don't tank super hard so we can focus on skeletal agility for the contract as well as what utility we are willing to give up making the tech simple enough to hit that contact. We also still need to work on Armor plating and Heat control too assuming people want to try and reach those projects as well.
Okay i guess we are hard committing to the Amazon Contract now, since that is the only way this pays off. Which means we have to hope the rolls for Build and Repair speed don't tank super hard so we can focus on skeletal agility for the contract as well as what utility we are willing to give up making the tech simple enough to hit that contact. We also still need to work on Armor plating and Heat control too assuming people want to try and reach those projects as well.
So it seems. I'm not certain of how we're going to hit those targets but it will be at least in interesting challenge. If we fail it will be a learning experience.
We are going to have to find another plus one agility. That is assuming that we roll well on the improvement and do not roll poorly on the negative. That's probably going to be something that consumes one of the two points of budget we have left.
Hopefully simplicity will be similar. I'd be surprised if subsystems allowed us to improve that. If the armour gives us that option I'm concerned about the potential costs to take it.
Armor plating we want to get as high as possible. Even if only one contract explicitly lists armour having good protection is probably going to be a selling point for anybody who wants to actually use the Mech in combat.
I'm really not sure how people expect us to get a whole extra point of agility considering we're coming up to armor, maybe the way we lay it out could do something? But I really think this is going to be an Icarus moment for the project.
Here's the thing though, even if we hit c- armor we still may not get them because we have been told that they really don't like the drone hatch in the back as that makes it a noticeable weak point in the armor.
The QM has stressed that just because we hit those targets does NOT mean that we get the clients. That's just what we have to hit before they would be willing to take a serious look at our product.
I'm really not sure how people expect us to get a whole extra point of agility considering we're coming up to armor, maybe the way we lay it out could do something? But I really think this is going to be an Icarus moment for the project.
I don't want to point figures or make accusations, but I will say that the last two votes didn't go the way I was hoping. I'm just going to try to get the best mech we can with the decisions that have been made.
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.
Extended Life Support
Structural Engineering (Cockpit): Experienced (+3) vs. Extra Difficulty (+3)
[-1.0] Build & Repair Speed decreases from A+ to B+ | 20 vs. 25 - minor success
Central Hull - Belly Embedded
Neuro-Electrical Engineering (Neural Link): Experienced (+2) vs. Extra Difficulty (+5)
[-0.33] Skeletal Agility does not decrease | 19 vs. 17 - minor success
Neuro-Electrical Engineering (Neural Link): Experienced (+2) vs. Extra Difficulty (+5)
[-0.33] Skeletal Stability decreases from C to C- | 21 vs. 22 - minor failure
Twin-Seat Style
Neuro-Electrical Engineering (Neural Link): Experienced (+2) vs. Extra Difficulty (+5)
[+1.0] Skeletal Agility increases from E to D (while twin-piloted) | 18 vs. 17 - minor success
Neuro-Electrical Engineering (Neural Link): Experienced (+2) vs. Extra Difficulty (+5)
[+1.0] Skeletal Stability increases from C- to C+ (while twin-piloted) | 18 vs. 21 - minor failure
Neuro-Electrical Engineering (Neural Link): Experienced (+2) vs. Extra Difficulty (+5)
[+1.0] Weapons Control increases from D+ to C (while twin-piloted) | 19 vs. 21 - minor failure
Structural Engineering (Cockpit): Experienced (+3) vs. Extra Difficulty (+3)
[-1.0] Build & Repair Speed decreases from B+ to B | 23* vs. 22 - minor critical success
Your design solution for the cockpit seemed a little crazy at first. The choice of an interior engine was limiting in terms of where and how you could place components, but the more you looked back at the requirements for your mech, the more you wanted something with a lot of endurance and redundancy - and the Amazon Republic contract was looming over your head. No way you'll get that if you can't squeeze a little more performance out of this machine. But how?
That's when it struck you - the twin-seat design. Sure, it'll be hard to fit in - especially since you were adamant on maintaining the extended life support features that provide long range - but if you got it working, the separation of duties in the Mech would surely pay off.
Your engineers complained that it was a little crazy, but they got the job done. Access hatches on both sides of the chassis, with a seat on each side of the engine. Apparently this ended up feeling a little odd to pilot - green pilots reported feeling lopsided while possessing the mech and complained of stiff joints - but once they got used to it, being able to focus fully on the locomotion of the Mech meant they were outperforming older versions of the system.
Getting around was a little cramped, especially since they had to crawl under the engine to get to the toilet facilities in the rear, but that was a price to pay for performance - and at least they had plenty of elbow room once seated.
Now, you had to decide how much space and weight to allocate to additional support systems in the Mech. Honestly, you'd love to throw the kitchen sink at this thing, but every bit of weight counts at this stage - the closer you get to the limbs' maximum capacity, the harder it will be to add on adequate armour plating to protect the thing from enemy fire. You'd need at least 5 tons to get armour worthy of an armoured fighting vehicle, preferably twice that if you want to compete with a high-end enemy tank. This would require some careful planning.
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.
Dimensions:
Max Height: 4.21m Length: 7.41m (8.46m with weapons) Breadth: ~2.96m
Tonnage:
Max Tonnage: 71 tons Chassis Weight: 41 tons (cockpit and engine included) Usable Tonnage: 14.5 tons (no subsystems, or external armour plates equipped)
Technical Specifications:
Weapon Mounts:
Heavy Embedded Mount (Size 6, Simple Mod, ICT)
- 152mm Battle Cannon (5 tons)
Light Auto Turret Mount (Size 2, Simple Mod, FCT)
- Point Defence System (1.5 tons)
- 12mm Heavy Machine Gun (0.5 ton)
- 40mm Grenade Launcher (0.5 ton)
Light External Mount (Size 2, Integrated, RCT)
- Combat Drone Dock (2 tons)
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
Current Customer Requirements:
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
Amazon Republic:
❌ Skeletal Agility: C- or higher
✅ Ease of Maintenance: C- or higher
✅ Build & Repair Speeds: C- or higher
❌ Tech Simplicity: C- or higher
Skeletal Functionality (E+ / D-*)
D | S-EFF Structural Efficiency
E+ | S-DUR - Skeletal Durability
E / D* | S-AGI - Skeletal Agility
C- / C+* | S-STB - Skeletal Stability
F+ | S-ACT - Actuator Precision
Combat Potential (D-)
C- | C-WPN - Weapons Hardpoints
F+ | C-ARM - Armour Plating
E+ | C-PTP - Pilot Protection
E+ | C-PTJ - Joint Protection
D | C-PTC - Component Protection
Weapon Effectiveness (C- / C-*)
C- | W-PEN - Armour Penetration
C- | W-DMG - Damage Output
C- | W-RNG - Effective Range
C- | W-ROF - Rate of Fire
D+ / C* | W-CTR - Weapons Control
Power and Drive Effectiveness (C-)
C | P-PWC - Power Control
C- | P-LMB - Limb Drive Speed
D+ | P-HTM - Heat Management
D+ | P-SPD - Top Speed
C | P-ACC - Acceleration
Logistical Values (B-)
B- | L-CST - Material Affordability
D+ | L-TCH - Tech Simplicity
B | L-BNR - Build & Repair Speeds
B+ | L-EOM - Ease of Maintenance
* values marked are only valid when using two pilots
New Voting Options !! Plan voting is in effect !!
Usable Tonnage: 14.5 tons (no subsystems, or external armour plates equipped) Usable Space: 12.5
- Central Hull: 5.5
- Frontal Hull: 3.5
- Rear Hull: 3.5
NOTE: Using all available tonnage left will prevent you from placing armour - you will likely need at least 5 available tons to place additional extra armour plates. Additionally, if you leave unused space in the Mech, you may have options to streamline the Mech and reduce its overall size before completion - this would reduce the weight of the chassis and if reduced significantly enough, may reduce the weight cost of armour plates. Lastly, any unused tonnage isn't a waste - enough unused tonnage at the end may translate into an increase in the speed/acceleration of the Mech.
Power & Cooling Systems:
[Heatsink] (0.5 tons, size 1)
A simple system radiator system using heat conductive metals to draw heat out of the Mech's components to shunt it to the outside of the chassis where it can harmlessly disperse.
[+0.33] Heat Management
[Liquid Cooling System] (1 ton, size 2) Can only be placed in the Central Hull. Max install limit of 1.
By using a series of conductive fluids running through the Mech's vital components, we can directly cool components while transferring the excess heat to external radiators.
[+1] Heat Management
[Power Cell Bank] (1.5 tons, size 1)
One of the perks of the Power Cell Engine we're using is that it's easy to simply install more power cells to increase the range of the Mech - or to inject a little bit of extra oomph into the system when it needs it most.
[+0.33] Power Control
[Mileage] The Mech is able to travel further without needing to recharge its power cells.
Computer Systems:
[AI Core] (0.5 tons, size 0.5) Max install limit of 1.
The use of AGI in weapons of war is banned by the Treaty of Ceres, but advanced algorithm cores are perfectly acceptable substitutes and can squeeze a little bit of extra efficiency out of our Neural Link and Automated Systems. The only downside is they tend to suck up power and run a little hot.
[+0.33] Skeletal Agility, [+0.33] Skeletal Stability, [+0.33] Rate of Fire, [+0.33] Weapons Control
[-0.33] Power Control, [-0.33] Heat Management, [-0.66] Tech Simplicity
[Erratic AI] Algorithm-based AI cores are an effective force multiplier, but can exhibit erratic behaviour at times - we also only have a little data on how they interact with Neural Link systems, and the occultist faction are heavily opposed to using these systems.
[AGILE Drive Controller] (1 ton, size 2) Can only be placed in the Frontal Hull and Rear Hull. Max install limit of 1 per hull location.
The Advanced Gyroscopic Intelligence Limb Efficiency Drive, or AGILE Drive, is one of the recent breakthroughs our Skeletal Kinematics team has developed. By integrating Gyroscopic systems at the limbs and connecting their data to the Neural Link, we can squeeze a little bit of extra performance out of the Mech's limb system.
[+0.33] Skeletal Agility, [+0.33] Skeletal Stability
[-0.33] Tech Simplicity
[AI Synergy] If you install an AI Core, you will gain an extra reroll on your Skeletal Agility and Stability rolls.
[ECM Suite] (1 ton, size 1)
Electronic Countermeasures are designed to jam enemy signals, disrupt targeting locks, and both trace hostile signals while masking the Mech's own signals. They are particularly effective against guided weapons and drones.
[ECM] The Mech's ECM may disrupt enemy weapons locks, communications, and signal detection.
[AI Synergy] If you install an AI Core, your ECM will run more efficiently.
[EPM Suite] (1 ton, size 1)
Electronic Protective Measures are intended to counteract the effects of hostile ECM, increasing the likelihood of the Mech's weapons locks and comms remaining functional, and making it easier to identify and trace hostile signals.
[EPM] The Mech's EPM may counteract the effects of a hostile ECM system affecting it.
[AI Synergy] If you install an AI Core, your EPM will run more efficiently.
[Networked Targeting Computer] (0.5 ton, size 0.5)
All Mechs have an integrated targeting computer, but it is possible to create a networked targeting system whereby the Mech will automatically send and receive its own targeting data to other friendly Mecha, improving battlefield situational awareness and increasing the effectiveness of autonomous guided weapon systems such as missiles and drones.
[Networked Targeting] Target Awareness and Weapons Control increased while working alongside other Networked units.
[AI Synergy] If you install an AI Core, you gain a [+0.33] Weapons Control roll.
Sensors & Comms:
[Radar System] (0.5 tons, size 1) Will be built on the external hull of the chosen location.
A compact radar system designed to scan for both ground and air targets.
[Radar] Awareness of terrain and targets is increased, and the effectiveness of drones, missiles, air defence systems, and ECM/EPM systems are all improved.
[Loud Signals] While the Mech's radar system is active, it will be easy to trace its exact location.
[Seismic Sensors] (1 ton, size 1) Can only be placed in the Frontal Hull or Rear Hull.
Advanced sensor systems built to detect ground vibrations that travel up the ground through the legs of the Mech. These signals can only be reliably traced at short ranges, but they can detect targets underground or on the other side of obstacles that would block radar.
[Seismic Sensors] Improved Target Awareness in line of sight blocking terrain and against Mecha.
[Long-Range Comms Array] (1 tons, size 0) Will be built on the external hull of the chosen location.
A combined radio and satellite link, reinforced with powerful encryption systems which allow for highly secure and mostly untraceable communications over vast distances. Particularly useful for command and control units, or for systems that are reliant on networking with other units.
[Secure Comms] Your Mech's communication range is increased, and comm signals cannot be jammed or traced by conventional ECM/EPM systems.
Life Support:
[Cockpit Airlock System] (1 tons, size 2) Can only be placed in the Central Hull.
If you need to ensure the pilot is able to embark/disembark in highly dangerous environments such as void, toxic atmospheres, or underwater, then you can solve this by installing an external airlock system into the cockpit - this will require moving systems around a bit to fit the new doors and air storage.
[+0.33] Pilot Protection
[Airlock] Pilots will be able to safely embark/disembark in hostile environments without compromising the cockpit's environment.
[Slow Exit] Pilots will not be able to board or disembark the Mech as quickly through an Airlock.
[Auto Fire Suppression System] (0.5 tons, size 0.5)
Fire Suppression Systems are an excellent way to shut down dangerous fires in your Mech's electrical systems, ammunition stores, and vital components. This can be the difference between a minor issue and a catastrophic loss of Mech functionality.
[+0.33] Component Protection
[Fire Control] Ammunition in the same location as a Fire Suppression System is less likely to cook off when damaged by enemy fire.
[Cockpit Synergy] The first Fire Suppression System installed in your Central Hull will add [+0.66] Pilot Protection.
Customizability:
[Variable Tech Slot]
Recognizing that specialist tech may need to be installed for differing mission loadouts or mini-variants, dedicated space for such systems is included in the Mech and compatible with any of the tech we might ship.
[Flexible] This mech can be loaded with different support systems depending on the customer's requirements.
[Installed Tech] The support systems installed in this slot can be up to size 1.5 and weigh up to 1 ton - if not installed, this slot's weight is reduced by the amount listed in the relevant support system.
Ammo:
[Extra 152mm Ammo] (0.5 tons, size 0.5) Can only be placed in the Central Hull or Rear Hull.
If we want this Mech to have endurance, some extra 152mm ammo would go a long way to achieving that.
[152mm Ammo] Storage increases by 10 (currently at 25).
[Extra Turret Ammo] (0.5 tons, size 0.5) Can only be placed in the Frontal Hull.
If we want to ensure the Turret can fire for a long time without running dry, this is a great way to do it.
[PDS Ammo] Storage increases by 4000 (currently at 2000).
[12mm Ammo] Storage increases by 2000 (currently at 1000).
[40mm Ammo] Storage increases by 200 (currently at 50).
[Extra Drone Ammo] (0.5 tons, size 0.5) Can only be placed in the Rear Hull.
We can equip Combat Drones with Light MGs or air-dropped grenades, this will increase our supply of such ammo.
[8mm Ammo] Storage increases by 8000 (currently at 1000).
[40mm Ammo] Storage increases by 200 (currently at 50.)
[Extended Drone Hangar] (1.5 tons, size 2) Can only be placed in the Rear Hull.
Our Combat Drone dock can deploy up to 3 drones at a time, but if we lose one our drone capability is immediately decreased. By building an extended hangar, we can quickly get another drone back into the fight.
[Combat Drones] Drone storage increases by 3 (currently at 3).
Power & Cooling:
--[] Heatsink (0.5 tons, size 1)
--[] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[] Power Cell Bank (1.5 tons, size 1)
Computer Systems:
--[] AI Core (0.5 tons, size 0.5, max 1)
--[] AGILE Drive Controller (0.5 tons, size 1, Front, Rear only - max 1 per location)
--[] ECM Suite (1 ton, size 1, max 1)
--[] EPM Suite (1 ton, size 1, max 1)
--[] Networked Targeting Computer (0.5 tons, size 0.5, max 1)
Ammo:
--[] Extra 152mm Ammo (0.5 tons, size 0.5, Central, Rear only)
--[] Extra Turret Ammo (0.5 tons, size 0.5, Front only)
--[] Extra Drone Ammo (0.5 tons, size 0.5, Rear only)
--[] Extended Drone Hangar (1.5 tons, size 1, Rear only)
This will be a Plan Vote, plans will be assembled by listing the locations and what subsystems you wish to install in those locations. An example plan is as follows:
[] Plan Endure & Protect
-[] Central Hull (available size: 5.5)
--[] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[] Power Cell Bank (1.5 tons, size 1)
-[] Frontal Hull (available size: 3.5)
--[] ECM Suite (1 ton, size 1, max 1)
--[] EPM Suite (1 ton, size 1, max 1)
-[] Rear Hull (available size: 3.5)
--[] Extra 152mm Ammo (0.5 tons, size 0.5, Central, Rear only)
--[] Extended Drone Hangar (1.5 tons, size 1, Rear only)
Rushing a tiny bit as I need to go out to dinner. Shout if there's any mistakes and I'll fix them before the voting opens.
There is a Voting Moratorium until
to give people time to read and think about what they want, then voting will be open until
.
I'm now up to the date with the Quest, and I must say, this is the exact amount of design crunch I find appealing. I especially appreciate the fact that we've got clients who have different expectations.
As for the overall design itself, it's pretty good at what it does. The choices for four-leg locomotion and basic main gun are sort of uninspired, but I can see why they were made. My major objection would be the drone mount, for which I don't see much use. Why waste space for drones on the mech itself where there would be cheaper platforms for them? Anyways, it's a minor issue.
I'm not quite sure how the rolls work though. From what I understand, if our design choice is going to impact something there is always a roll to either enhance the benefit or the reduce the trade-off. But, how do I know what is the expected value of change if the roll is in the middle, how do I know what happens on the lowest roll and what happens on the highest roll? Also, how can I estimate the amount of rolls left in the category?
As for the current voting, cooling systems and long-range comms seem like the most important things to include.
At a glance, The networked targeting computer, Seismic sensors and Long ranged comms system all look great. After that is 2 More tons of gear, So I would say fire suppresion, Radar and liquid cooling to round it out.
EPM could be worth slotting in, But on first pass, Thats what I think we should pick up.
Anything that reduces Tech Simplicity is right out, so No AI. That's Right out. We are really going to want the Power and Colling items to boost our mission longevity we took and to boost Heat Control. Auto Fire suppression also helps with pilot safety. Networked comms might help us with getting flanked.
I have a Prototypical plan
[]Plan for long missions and sundry
-[]Front Hull
--[] Heatsink (0.5 tons, size 1)
-[]Central Hull
--[] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
--[] Long-Range Comms Array (1 ton, size 0 - externally mounted)
--[] Networked Targeting Computer (0.5 tons, size 0.5, max 1)
--[] Extra 152mm Ammo (0.5 tons, size 0.5, Central, Rear only)
-[]Rear Hull
--[] Extra Drone Ammo (0.5 tons, size 0.5, Rear only)
It makes the slots
3
2
3 in terms of slots left and leaves us 10 tons for armor.
At a glance, The networked targeting computer, Seismic sensors and Long ranged comms system all look great. After that is 2 More tons of gear, So I would say fire suppresion, Radar and liquid cooling to round it out.
EPM could be worth slotting in, But on first pass, Thats what I think we should pick up.
Issue is we don't have enough armor. Wog is 10 tons for armor and you are WELL under that limit. Your plan costs 7.5 Tons and leaves only 7 tons for armor which is anemic. Also it straight up murders any chance of getting the Amazon contract with the AGILE system.
The thing that immediately jump out to me, I want Liquid Cooling and Fire Suppression in the center. I'm willing to negotiate for the rest. We don't need heatsinks to get heat management up to par.
I'm really not sure how people expect us to get a whole extra point of agility considering we're coming up to armor, maybe the way we lay it out could do something? But I really think this is going to be an Icarus moment for the project.
I really have no idea how we are going to get Skeletal Agility up, but my current goals is fulfilling as many of the requirements as possible and fixing our heat management as the dice really decided to screw us over there.
[ ] Plan Leave Room for Armour and Streamlining
-[ ] Central Hull (available size: 5.5)
--[ ] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[ ] Networked Targeting Computer (0.5 tons, size 0.5, max 1)
-[ ] Rear Hull (available size: 3.5)
--[ ] Long-Range Comms Array (1 ton, size 0 - externally mounted)
Here I'm cutting things to the bone, but I think it doesn't cut into core functionalities. It leaves room for more armour, but what I'm actually interested in is making it lighter for a bit better engine performance and ease of transport.
That's IF we roll well and IF the Armor doesn't muck with the heat dissipation. I'd rather bad the stat and go over a little than under and have lady luck bite us.
[ ] Plan Leave Room for Armour and Streamlining
-[ ] Central Hull (available size: 5.5)
--[ ] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[ ] Networked Targeting Computer (0.5 tons, size 0.5, max 1)
-[ ] Rear Hull (available size: 3.5)
--[ ] Long-Range Comms Array (1 ton, size 0 - externally mounted)
Here I'm cutting things to the bone, but I think it doesn't cut into core functionalities. It leaves room for more armour, but what I'm actually interested in is making it lighter for a bit better engine performance and ease of transport.
If you're going for no extra ammo load, could I at least interest you in a fire supression system? It's Light, reduces chance of ammo cook off and add to pilot safety. It's an amazing pick by any metric and it's only .5 tons and .5 slots.
Issue is we don't have enough armor. Wog is 10 tons for armor and you are WELL under that limit. Your plan costs 7.5 Tons and leaves only 7 tons for armor which is anemic. Also it straight up murders any chance of getting the Amazon contract with the AGILE system.