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You are going to put 50-Ton guns on Mechs?
Because that requires a whole other branch of science I don't want to write about in this Quest. The Vibes are AI and Some Funky Tech, not Biotech and Transhumanism.
Fair enough and @HeroCooky I'm sorry if i annoyed you and if I pushing too much.

And i hope we will make loads more funky tech and automated robot armies to the chagrin of everyone else especially comstar and the great houses. giant robotic melee mechs that can cut armour like butter, warp capable aerospace fighter, energy shields, more thing to do with the gravity plates, and much more funky stuff and more drone armies we will reject the kill the meat save the metal philosophy on its entirety. and @HeroCooky will our furry cowgirl AGI helped with TAUBUNMUTTER personhood i can imagine it to be a heart warming moment and a cute one at that the daughter helping her mother.

Why bother? Just get your onboard-(dumb) AI to do it for you. In space, all warfare is automated or doomed.
Well in my mind the dropship/warship is a giant command centre directing a fleet of remotely controlled droneships who will make the critical decisions.

But you're right we will fully embraced automation the caspar fleet will looked like a bunch of leopards when we're done.
 
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If QM replies it like that, you should really take a hint of what's to happen. :V

Still, looks like we might end up yeeting the Fusion Plant in Gunhallow unless a few votes for the iteration of said Plan. @_@;
 
It really depends how much an action point will speed up said production, though I'm inclined to leave it be and wait until 7 years/turns has passed for AD/KF Viability to finish up before spamming actions on it just so we don't overcommit aka go decide what happens from there, and that's assuming no happenings of import occur around our general area. :X
 
If QM replies it like that, you should really take a hint of what's to happen. :V

Still, looks like we might end up yeeting the Fusion Plant in Gunhallow unless a few votes for the iteration of said Plan. @_@;
I know I'm just joking.

But still waiting for the AGI and to see what her name will be and here's some suggestions.

SWEETBESSIE. (To mimic TAUBENMUTTER)
AMANDA. (Feel like this is a wildwest name)l
JADE. (Named from the planet export of jade)
SAPPHIRE/RUBY/DIAMOND/ECT. (From gemstones and the fact she is an artificial being)

And it be really funny if the Furry Cowgirl AGI was incredibly good at FPS to the chagrin of TAUBENMUTTER who is kept being destroyed by her.
 
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after this turn i think we should try and get both the spacers and the church systems after which we go hard on developing our nation.

also more mechs

Super Trooper S-TRP-MT2
Mass: 100 tons
Chassis: Sandies Iron Works (Sigar Department) 100ton Frame
Power Plant: Michels engine Workshop (Sigar Department) 200 fusion engine
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Achibals Surply store (Sigar Department) 10KG Steel Sheets
Armament:
2 Missile tubes
Manufacturer: The Fontaine Mech Design Club
Primary Factory: Arcanum (Planed Sigar)
Communication System: Shaphs Electronic Store (Sigar department) Mil-Spec-Com-9999
Targeting & Tracking System: Oxy's Optics DigiCam stabiliser-5037
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 7,468,667 C-bills

Overview
Utilizing the same technology as the TRP, the Super Trooper can 'hotswap' between 'variants.'

Capabilities
Designed as a fire support mech, the Super Trooper -MT2 carries two missile tubes typically found on capital ships. Alongside its 19.5 tons of armor, it can even be deployed to the front line in an emergency.

Type: Super Trooper
Technology Base: Inner Sphere (Standard)
Tonnage: 100
Battle Value: 1,671


Equipment Mass
Internal Structure
10​
Engine
200 Fusion​
8.5​
Walking MP:
2​
Running MP:
3​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
2​
Cockpit:
3​
Armor Factor (Heavy Industrial): 307
19.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
31​
47​
Center Torso (rear)
15​
R/L Torso
21​
32​
R/L Torso (rear)
10​
R/L Arm
17​
34​
R/L Leg
21​
42​


Weapons
and Ammo​
Location Critical Tonnage
Heat Sink
RT​
1​
1​
CASE
RT​
1​
0.5​
Missile Tube Ammo (5)
RT​
5​
5​
Missile Tube
LA​
10​
25​
Heat Sink
LT​
1​
1​
CASE
LT​
1​
0.5​
Missile Tube Ammo (5)
LT​
5​
5​
Missile Tube
RA​
10​
25​

Features the following design quirks: Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype

Super Trooper S-TRP-FG1
Mass: 100 tons
Chassis: Sandies Iron Works (Sigar Department) 100ton Frame
Power Plant: Michels engine Workshop (Sigar Department) 200 fusion engine
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Achibals Surply store (Sigar Department) 10KG Steel Sheets
Armament:
1 Flak Gun
Manufacturer: The Fontaine Mech Design Club
Primary Factory: Arcanum (Planed Sigar)
Communication System: Shaphs Electronic Store (Sigar department) Mil-Spec-Com-9999
Targeting & Tracking System: Oxy's Optics DigiCam stabiliser-5037
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 6,868,667 C-bills

Overview
Utilizing the same technology as the TRP, the Super Trooper can 'hotswap' between 'variants.'

Capabilities
Designed as a fire support mech, the Super Trooper -FG1 carries a Flak Gun typically found on capital ships. Alongside its 19.5 tons of armor, it can even be deployed to the front line in an emergency.

Type: Super Trooper
Technology Base: Inner Sphere (Standard)
Tonnage: 100
Battle Value: 1,501


Equipment Mass
Internal Structure
10​
Engine
200 Fusion​
8.5​
Walking MP:
2​
Running MP:
3​
Jumping MP:
0​
Heat Sink:
10​
0​
Gyro:
2​
Cockpit:
3​
Armor Factor (Heavy Industrial): 307
19.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
31​
47​
Center Torso (rear)
15​
R/L Torso
21​
32​
R/L Torso (rear)
10​
R/L Arm
17​
34​
R/L Leg
21​
42​


Weapons
and Ammo​
Location Critical Tonnage
Heat Sink
RT​
1​
1​
CASE
RT​
1​
0.5​
Flak Gun Ammo (?)
RT​
5​
5​
Heat Sink
LT​
1​
1​
CASE
LT​
1​
0.5​
Flak Gun Ammo (?)
LT​
5​
4​
Flak Gun
RA​
?​
50​

Features the following design quirks: Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Difficult to Maintain, Prototype
Sadly i can't create a proper laser variant... YET, hahahahaha

Edit: removed one ton of ammo from the FG1

Edit: fun fact while designing the super trooper, I was listing to ABBAs super trouper looping for at least an hour.
 
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Spoiler: Super Trooper S-TRP-FG1
For this one its total weight is 101 not 100
10+8.5+2+3+19.5+1+0.5+5+1+0.5+5+45(50)=101
But aside from that it is a good mech and if we made them can wait to see the reactions of people encountering the mech.

The first one had the mech destroying capabilities of YES (but i think two missile launchers is a bit excessive and wastle too much ammo 1 is probably enough and utterly destroying 1 mech/vehicle/a regiment per turn is beyond incredible) and the second one they think its some weird mech then boom no Missiles and Air support for you.
 
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fixed

also i just realised how hard it is going to be to take our planets if we decide to fortify them, the automated turrets alone brrrr.

Edit:
but i think two missile launchers is a bit excessive
it is supposed to be a support/artillery mech. also note: i found out that while i could put the missile tubes on a tank it is either going to have armor or speed but not both, which i'm bit miffed about.

Edit: I just thought up a alternative name for our mercs; Confederate Bureau of Infomation
 
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it is supposed to be a support/artillery mech. also note: i found out that while i could put the missile tubes on a tank it is either going to have armor or speed but not both, which i'm bit miffed about.
Thinking about it more I feel like we shouldn't make the Super troopers.
It's too large being more than a dozen meters tall and it doesnt need to go on the front line heck it's probably several dozen kilometres away providing fire support so it doesnt even need to be armored. in real life the Patriot and the M109! Paladin had barely any armour.

Reflecting on it more our doctrine, weapon, tools, and vehicles are really suited to kill Mechs. The coil guns with its low heat and high ammo capacity, Our incredibly accurate targeting, vehicles like Lowe II, our Autonomous armies the exostrider and drone swarms, out 22nd century thinking, and finally Ortillery. I think we really need to Revaluate Battlemechs place in our armies because with our doctrine, our current mechs are Kinda redundant. So more funky and weird mech that have specialization and less mechs that its only purpose is to replace vehicles and be a jack of all trades.
 
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While yes, it is true that our current mainstay forces are very powerful, the mechs per ton can simply field more guns and armor. For example, our Exostriders can field either coilguns or missiles, while a mech of similar tonnage can field both. The same also goes for the Lowé II; it simply can't match a mech ton for ton. Our current situation is that we have one FTL ship available, the Fontaine, a ship that can carry a ludicrously large amount, enough to carry our entire army with room to spare—lots of room to spare. It alone can take planets, but it is just one ship and thus cannot be everywhere.
We need more FTL ships, not just to defend ourselves, but to trade, to explore, and to carry messages.
The KF-drive is the answer to that, but it can't carry entire nations, let alone armies.
To end my rant: we need jumpships, and because of their limited carrying capacity, we need mechs.

Also, if any of that sounded unhinged, it's because, like the QM, I too live in an awkward timezone when it comes to SV.
 
...I just noticed, but @SCPAIC , your Troopers are using Standard Fusion Engine 90, not Primitive Fusion Engine 110 which affects some of your design's loadouts. Not sure by how much but it's there. Might not matter since this is mostly narrative but QM might use it for stuff.

And the reason I know is because I'm yeeting another variant of it due to laser testing.

- - - - - -

After proceeding to once again, with Mother's help, artisan craft another Trooper, of which there seems some-sort of mistake in the papers as the Engine used is clearly rated-110 not a 90-rating but that's not their concern right now, the Laser Department, not to be computed with the Ion Department which hasn't made heads or tails yet on prototyping PPCs, of the Furina's Research Division, after getting the appropriate funds proceeded to install the newly crafted Primitive Large Laser, the latter of which is shaped like a sci-fi fiction laser rifle, Primitive Medium Laser and Primitive Small Laser to the BattleMech/Combat Mobile Suit. Within each of the laser weapons is the, yet to be proven but hopefully soon, Improved Cooling Jackets iteration 4 which helps mitigate the atrocious heat usage of said primitive laser weapons, whose heat consumption is double than the regular examples the UNSC has right now as stated below:

Regular Large Laser - 8 Heat.
Primitive Large Laser - from 16 Heat to 15 Heat courtesy of Improved Cooling Jacket.

Regular Medium Laser - 3 Heat.
Primitive Medium Laser - from 6 Heat to 5 Heat courtesy of Improved Cooling Jacket.

Regular Small Laser - 1 Heat.
Primitive Small Laser - from 2 Heat to 1 Heat courtesy of Improved Cooling Jacket.

The Trooper - Laser Test Bed Prototype or simply TRP-LSR-TBP will no doubt cook its pilot even with the built-in ten heat sinks, plus two for a total of twelve, within its Fusion Engine, leaving around 9 Heat Excess during a full alpha strike salvo (though once again, this isn't really meant for combat and simply a test platform for the Improved Cooling Jackets and the next two items). To mitigate this further, the newly dubbed Combat Computer was installed as well, which by testing helped decrease that further by approximately 1 to 4 Heat (the number of which varies depending on the environment and weather mostly) which drops down the Excess Heat between 5 to 8. That alone is still past the first Heat Threshold nevermind close to the second Heat Threshold should the pilot decide to Sprint which would then affect the Trooper's performance. The third proposed item is installed within the Mech's Center Torso: two Cooling Pods which, if the papers written are correct, helps immensely in cooling the Mech. Said Cooling Pods should, theoretically upon use, double the cooling capacity of the Heat Sinks within the Trooper, approximately double their output which if using the base twelve heat sinks would mean it'll as if have twenty-four heat sinks for the duration. Sadly, this is a one-time use, until being refilled out of combat, thus two were installed. Sadly, it seems they are rather fragile, and the contents are rather hazardous when haphazardly broken down causing Internal Crit Damage as a result, the latter of which the people are pondering whether to move the Cooling Pods to the Arms (not the Side Torsos as there isn't any 'target cushion' to protect it).

Still, further testing will be done, namely slowly reaching for the Standard Lasers for instance but for now more data is required.


Trooper (Test Bed Prototype) TRP-LSR-TBP
Mass: 30 tons
Chassis: Sandies Iron Works (Sigar Department) Light Frame
Power Plant: Michels Engine Workshop (Sigar Department) Primitive 110 Engine
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: N/A
Jump Capacity: 0 meters
Armor: Achibals Supply Store (Sigar Department) Primitive
Armament:
1 Primitive Prototype Small Laser
1 Primitive Prototype Medium Laser
1 Primitive Prototype Large Laser (Handheld)
Manufacturer: The Fontaine Mech Design Club
Primary Factory: Arcanum (Planned Sigar)
Communication System: Shaphs Electronic Store (Sigar Department) Mil-Spec-Com-9999
Targeting & Tracking System: Oxy's Optics DigiCam Stabiliser-5037
Introduction Year: 3100
Tech Rating/Availability: E/X-X-X-X
Cost: 1,660,165 C-bills

Type: Trooper
Technology Base: Inner Sphere (Experimental)
Tonnage: 30
Battle Value: 593


Equipment Mass
Internal Structure
3​
Engine
110 Fusion​
3.5​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
12​
2​
Gyro:
2​
Primitive Cockpit:
5​
Armor Factor (Heavy Industrial): 104
6.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
10​
15​
Center Torso (rear)
4​
R/L Torso
7​
11​
R/L Torso (rear)
3​
R/L Arm
5​
10​
R/L Leg
7​
14​


Weapons
and Ammo​
Location Critical Tonnage
2 Heat Sink
LL​
2​
2​
Coolant Pod (2)
CT​
2​
2​
2 Heat Sink
LA​
2​
2​
Primitive Prototype Medium Laser
LA​
1​
1​
2 Heat Sink
RL​
2​
2​
Primitive Prototype Small Laser
HD​
1​
0.5​
2 Heat Sink
RA​
2​
2​
Primitive Prototype Large Laser
RA​
2​
4.5​

Features the following design quirks: Combat Computer, Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Cramped Cockpit, Difficult to Maintain, Non-Standard Parts, Prototype
 
i'm not sure about other rules, but i did check and weight wise it's the same.
The Mass Value of your Engine is 3 tons. Mine being 110 Primitive is 3.5 tons.

The Primitive Cockpit is 5 Tons, the Standard Cockpit is 3 Tons.

Primitive Gyro is 2 Tons, Standard Gyro is 1.

It's literally there with what you pasted in Troop Base which you just compare with mine.

With all those said.

Primitive minus Standard
(3.5+5+2) - (3+3+1)
10.5 - 7 = 3 Ton Excess.

Yeah. It's probably a bit like weapons and armor but yeah.
 
While yes, it is true that our current mainstay forces are very powerful, the mechs per ton can simply field more guns and armor. For example, our Exostriders can field either coilguns or missiles, while a mech of similar tonnage can field both. The same also goes for the Lowé II; it simply can't match a mech ton for ton. Our current situation is that we have one FTL ship available, the Fontaine, a ship that can carry a ludicrously large amount, enough to carry our entire army with room to spare—lots of room to spare. It alone can take planets, but it is just one ship and thus cannot be everywhere.
We need more FTL ships, not just to defend ourselves, but to trade, to explore, and to carry messages.
The KF-drive is the answer to that, but it can't carry entire nations, let alone armies.
To end my rant: we need jumpships, and because of their limited carrying capacity, we need mechs.

Also, if any of that sounded unhinged, it's because, like the QM, I too live in an awkward timezone when it comes to SV.
Uhh the lowe is not Battletech tanks that's nerfed so people is forced use mechs it can fight battlemechs and won as @HeroCooky confirmed with this
Though none of their pilots were particularly eager to fight against the Löwe IIs of the UNSC after their first simulated engagement with the tanks without cover and solid strategy, yet they did so all the same in mock battle after the request of the Warlords, the computers of the Confederacy quite happy to show in virtual worlds what simulated battle failed to render for the people gathered.

Heavy Coilguns did not leave room for open caskets
And what about our drone swarms we have it and its definitely effective as the russo ukranian war demonstrated and it have been refined for more than a century.
 
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And what about our drone swarms we have it and its definitely effective as the russo ukranian war demonstrated and it have been refined for more than a century.
We don't have (combat) drone swarms. We gave that up when choosing our boon between that, the Combat Mobile Suits and the Gravi-Plates.

Something greatly aided by their:
[][Technology] Drone Hive Intelligences
[][Technology] Gravity-Plates
[][Technology] Mobile Suits

EDIT: Unless if you meant our combat automatas. Though those aren't drone swarms per say.
 
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We don't have (combat) drone swarms. We gave that up when choosing our boon between that, the Combat Mobile Suits and the Gravi-Plates.
What do you mean no drone swarms we have it like most of our army are composed of it
Power Armor, Personal Coilgun Weaponry, Drones, and aided by Exo-Strider Combat Automata.
You have one small recon and gun/bomb drones (think pistols and grenades mounted on suitcase-sized drones capable of operating in a vacuum)
over thirty thousand drones, and two hundred Exo-Strider Combat Automata
Yes we don't have drone hive intelligence but we still have our drone swarms also re-reading everything just made me realize something


Developed in the 2080s, the MBT Löwe II contains many lessons learned in mock battles on moons and planetoids to ensure that the UNSC would have teeth to its bark against possible bad-faith actors or pirates. Capable of operating anywhere from low-g to high-g environments, with enough battery life to run for a week straight per battery cycle, this highly armored tank utilizes its coilgun cannon to devastating effect, with attached rockets and automated machine guns allowing it to clear the immediate area and fire on long-range targets. Equipped with smoke launchers, vacuum-sealed, armed with stealth coating, EM, ECM, and ECCM Warfare Modules alongside low-emission technologies, with a plethora of additions and mission-specific attachments, the Löwe II is a beast of a tank designed to show just why automated warfare has not replaced the need for human presence at the front.
Our tank is very very hard to hit. Extreme ranges, everything it have to make it very hard to target, and the fact it was only 2-3 metres tall, it was extremely capable, and adaptable too i think we should add
stealth coating, EM, ECM, and ECCM Warfare Modules alongside low-emission technologies as a quirk all of our mech have.

@HeroCooky if we replace the exo-striders armour with inner sphere armour how long can it last under fire?
Your exo-striders will likely not take more than minor damage from missiles/auto-cannons if angled right, while IS Lasers will likely slag them in a minute.



Said exo-striders also mount what are essentially Gauss Rifles or 2x SRM6s (damage wise, they actually shoot ~20 rockets at once and can do so four times) with an accuracy accurately described as "Yes."
 
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