Strategic Arms, Beasts, Operations, and Tactics Quest

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Faced with external pressures in the wake of the Great War and the horrors enacted, it is decided amongst the royalties and democracies of the Low Countries that they will either stand together, reunited, or fall to the imperialistic powers on their boarders once more.

You, however, don't really care about that on the grounds that unifying for defensive reasons doesn't really fix the fact you're never going to get out of the Army at this rate. After being retained after the Great War on thin premise, you've been drafted into a new technical board created for the explicit purpose of developing new weapons, fabricated creatures, operational techniques, and tactics for ensuring the defence of your homeland- ideally before the inevitable breakthrough of the Military Frontier and the destruction of your home.
Last edited:
Character Creation

7734

Trust and verify.
Location
Philmont
The year is 1921. After the Great War plunged the war into conflict between the Darwinists and Clankers, common sense would say that things would be looking up five years later.

Common sense would be wrong. Between ecological devastation from the short, brutal, indecisive war, the deaths and displacement of hundreds of thousands, millions of francs and guilders worth of destroyed infrastructure and tools, and the loss of stability caused by all this, there were few options left for many countries. As the two giants of the world slowly started muttering in their back halls and revanchist pits, other countries started planning for the next wave: in specific, three of the lesser powers.

Beset by iron warhawks in the East and godless beasts in the West, the Netherlands stood between damnation and ruin. No amount of careful diplomacy would serve to protect them after the violation of the Treaty of Berlin, and the honest fact was that developing an apparatus of war with the tools they had to bring to bear would be hopeless. The weapons of industrial war were tantalizingly close, but to deploy them in numbers would doom the economy, and the people of that country.

Abandoned under the feet of the Germans, what remained of Belgium was a destroyed, looted wasteland. Scars of war crisscrossed it like a devil's patchwork, filled with chemical weapons and mutated monsters in pockets of Hell waiting for a chance to be breached. Her people had been beaten and battered bloody, and it was well time to stand up if they could find their feet. The scraps of man's animal allies would be their crutch as they dug down to a bedrock to place it into.

Small, insignificant, nigh-forgotten in the world's stage, a lonely Grand Duchy stood; Luxembourg was its name. Few would remember their role and their rail as they were run over, but occupation had not brought weal or woe; 'liberation' had seen that done well enough. Still, a canny hand and a steady eye were present there, and integration was the key word to victory.

The decision to unite the three was rather controversial at the time, proposed as it was by an extremely drunk Charlotte of Nassau-Weilburg, Archduchess of Luxembourg at a champagne party held in the wake of a ballet held in Monte Carlo. Wilhelmina of Orange-Nassau was attending, and had a grand chuckle at the suggestion, but did not openly speak out against it. When Albert I of Saxe-Coeburg-Gotha and king of Belgium bumbled into the conversation, however, that was when a divine farce in an alcoholic haze turned into a serious series of suggestions.

Properly speaking, it would be to form one country, divided into cantonal groups that would allow the provinces and regions to exert their own powers and systems. Each would elect to their own parliaments, and in cases of national interest, the three crowns and three parliaments would come together in an equal vote, with an emergency tiebreaking position held in trust by a judiciary member chosen at random from the highest courts of the three countries.

It says much about the nature of the world after the destruction of the Great War that there was not rioting in the streets as the motion was discussed domestically, nor that there was a fighting, screaming motion to be had as the countries hemmed and hawed their legislations to join together in such a union of troubles. The House of Nassau would be reunited; the House of Belgium would become ascendant as the promise to make strong the bonds of friendship.

You, meanwhile, are an officer, who has spent two years in terror and the following three in an uncomfortable limbo between being ready to be called to service or to be released fully to a civilian life. Unfortunately, as the three countries have coalesced, the decision was made early on to bring the national militaries into a single command structure at the highest levels, with unity petering down like water soaking into soil. And what poison of unity it is.

In Belgium, the war was fought with biological weapons of dozens of types, both those that breathed and those that grew. War-crops and creatures of battle proliferated at every level as the army retreated behind the Yser, and in the years since every spare beast has been brought in to bolster the ranks. Albert may be a charitable king, but he is no fool: there is blood in the air, and every man knows the rabble have not finished their feasting. This arrangement is for mutual security, and while Belgium has bought with diplomacy an unspoiled army, it has also brought one into the fold filled with untested technology and men who haven't seen hell and pushed the flames back down into the jaws with bayonet-point and shotshell.

In the Netherlands, there was no war, but a peace of poison. The blockade starved many businesses, while it was only the matters of diplomacy that had stopped Schlieffen from designing a plan to overrun them as well in the quest to destroy France. Tepid industrialization on the backs of the Germans had proven to be a mistake, but falling into the hands of the British and French beastmakers had been equally dangerous. If the economic drivers in Belgium could be brought to the untouched lands of Holland, Utrecht, and the rest of the Netherlands, then that growth would allow for a degree of freedom from the Germans. Until that freedom was obtained, however, it would be best to pretend that this new country that was forming did not bend a knee to the Darwinist powers that be. For the time being, the best plan was to prepare the military frontier, and spend the experience of the Belgians to reform the Men of Orange into a group that would not flinch when the Devils of the Rhine came for them.

In Luxembourg, the only question to mind was trade. Every man, beast, tool, and gun had a cost; every cost weighed against the power of the state to defend itself. Even-handed mediation would be needed to keep the other two powers in check, and nowhere else was the house of cards and noble blood seen to be so shaky as in those halls in Luxembourg City. One day, a convention of the Constitution would come to bind or break this fledgling state, and when it happened their influence would wane into the night. Until the day that happened, then, it would be best to push onwards, to bind all together as firm as possible.

In the halls of the new High Command, however, the first unified decisions had come down. Dutch arms would be the order of the day across all units, as their Haber plants would work to fuel the needs of ammunition. Mannlichers and Steyrs were the order of the day as plants were built to fuel the need, but the men of Belgium wanted a quid pro quo: a new, standardised warbeast to be attached to every battalion of the army.

You, personally, thought this was madness. High Command loved it: and thus, as an officer with "technical skills of merit" and being windershins, had been assigned to the project. You weren't the head of the project, per say- that was old Major Klaes- but your words had weight, since there were only eight fellow Captains here.

God be with you, this was going to be rough.

-/-/-/-/
VOTES

Note: Some votes will be Mutually Exclusive. This means if you vote for X, you cannot vote for Y.

Where are you from?
[] Luxembourg (Start speaking French, Luxembourgish)
[] Flemish (Start speaking Dutch, English)
[] Walloon (Start speaking French, bonus contacts)
[] Dutch (Start speaking Dutch, German)

What is your technical skill?
[] Light Machinery: You can operate most industrial tools without blinking, and have an understanding of most internal and external combustion engines.
[] Heavy Machinery: You can operate most industrial vehicles without blinking, whether they operate with wheels, legs, or tracks; and you can understand and operate steam engines (mutually exclusive with: Flemish, Walloon)
[] Animal Handling: You grew up dealing with animals, and continued that in your career in logistics. The skill never left, however, and you are comfortable with all manner of unmodified draft animals.
[] Beast Handling: You grew up dealing with Darwinist creations, and continued that throughout your time in the Army. You are comfortable handling all genetically modified mammals, plants, and symbiotic insects. (mutually exclusive with: Dutch, Luxembourgish)
[] Small Arms: You are intimately familiar with all man portable weapons, from the humble pistol to the absurd anti-walker and anti-elephantine rifles. Any weapons designed to be operated by a single person are within your domain of expertise.
[] Artillery: You are intimately familiar with all crew served shell firing guns, from the light 37mm field pieces meant to destroy machine gun nests, to the great 14" howitzers deployed to attempt to shatter fortresses flat. Any weapon firing an explosive payload is part of your domain.
[] Lighter than Air Flight: You have floated among the clouds, tethered only by your beast and a strong rope. The air is your domain. (mutually exclusive with: Dutch, Luxembourgish)
[] Radio: You served with the wireless telegraphy offices, and electricity to this day stands strong with you. Electronic communications are your specialty, as well as any device that requires electric systems or subsystems. (mutually exclusive with: Flemish, Walloon)
 
Contest 1: Platoon Support Project, Step 1: Developing Expectations
Sitting down at the table in the Quartier général de l'armée interarmées, you sighed and adjusted your tie. Following a rushed promotion to Captaine, you had been sent in by Major Reine to serve as the primary Luxembourgish delegate to the Combined General Staff. Considering your nonexistent combat expertise, however, and the fact you'd spent most of the war organizing train schedules and refueling for the Germans, it was fairly understandable the Belgians had a slight mistrust of your position. Which, given the fact you were a mechanics expert who couldn't speak German for shit, just added on the irony.

Still, Luxembourg was part of this menage a trois, and the politicians were not willing to let your country get locked out of all the halls of power: thus, your assignment to the Strategic Arms, Beasts, Operations, Tactics board.

The fact the Flemish officers laughed their ass off at the fact you were part of the Wooden Shoe group may have made you tempted to lob a sabot at them, but they were still in fact correct. The Board only had two shoes to rub together right now, and the task coming down the pike was rather monstrous- literally. The order of the day was to develop a weapons system or fabricated creature to serve as an auxiliary weapon at the company as an attached section, or as an integral part of the platoon level to make up for the crippling lack of support weapons at this time.

Theoretically, an infantry platoon was to be composed of fifty-two men, with four light machine guns, nine rifle grenadiers, six hand grenadiers, twenty-eight riflemen with secondary tasks such as ammo-bearing or serving as assistant gunners as needed, four runners, and the lieutenant. For this new animal or weapons system, the plan was to remove four riflemen from the platoon and assign them as the primary handlers or operators, with riflemen pulled to serve as assistants as needed.

Practically, as your reading indicated, most platoons were either running large, at sixty-some men for the Dutch, or running short at forty-some for the Belgians. The current plan was to attach Belgian handlers over for any proposed war beasts or Dutch operators for technically complex weapons, with reciprocal unit investment in the NCO corps. The disaster of staffing wasn't your job, though, so you got back to the research grindstone.

The Dutch powers-that-be wanted a technological solution for this mess, preferably one based around delivering explosives or incindiaries to the target quickly, violently, and above all in great mass. Ideas for a supermassive rifle grenade system to launch mortar-esque payloads had been suggested, as well as platoon-level incendiary grenades for rifle and hand bomb use. The main idea behind their concepts is to deny enemy fortified positions for as long as possible, allowing low-level units to organically deny machine gun nests, listening posts, and other targets of opportunity.

The Belgian Army, such as it remains, is ironclad set on a fabricated creature for political reasons. Due to the low manpower and availability of a battle-harned corps of handlers, the ability to siphon off Dutch reserves to fill Belgian formations is a powerful motivator. To solve the problem, staff are looking for a large attack animal, built around a quadrupedal form, without a direct human element involved or backing ecosystem. Beasts would have a focus on either stealth or armor and redundancy, operating separately from their handlers in the most part. Doctrinally, the use is sound- Italian Alpeni and line regiments made good use of their Fording Dogs during the early battles on the Isonzo, and French grenadier battalions with their cochons de combat had been incredibly lethal in all stages of the war.

With this all in mind, you collected your briefcase, and walked into the meeting chamber after lunch, as proscribed. The round table is divided aggressively, in three very obvious camps.

The first are the toadies to the Major: two Belgian uniforms, one Dutch. They introduce themselves as Van Beek for the Dutchman, and Hendrikx and Vizard for the Belgians. Hendrikx is surprised you're the only Luxembourgish member of the board, but considering the fact you were one of less than a hundred commissioned officers in your country before the War, you yourself weren't exactly surprised.

The second bloc is the Dutch group. Leading it is Citroen, a bitter fellow who has the crossed wrenches of a man in your trades; the second is named Vroom, and is eagerly thumbing through a worn Dutch/French dictionary.

Finally is the French-speaking group, one of whom you eye as being Flemish to the other's pure Walloon stare. Vandievoet is the first, a madcap grin on his face; Claes is the second, a more stodgy look as he chews on a pipe.

With little choice to the matter, you situate yourself in the Belgian wing of the table due to necessities of language, and pull out your notepad and a pen. Soon, the words and papers begin flying, the language barrier not slowing the flow of concepts. It quickly becomes apparent that Major Klaes was both a gatekeeper, translator, and referee- any idea that couldn't be pitched to him quickly and accurately was shot down in flames before it could go to the other side of the table; counterarguments the same. However, since he was also the nominal head of the board, it was his will that would end this madcap argument… and his will was, in this, democracy.

By the end of the first two days, even the good Major's patience was frayed. Both sides had two rough concepts drawn up and covered in napkin notations, but neither had anything approaching something that could be tendered out or shopped around. After discussing with Klaes, you quickly figured out you were the defacto tie-setter here. If you sided with the Dutch and their mechanical proposals, it would tie, go to him, and he would vote in their favor. If you sided with the Belgians, the 5-3 majority would carry the field, and he wouldn't object. Realistically, Klaes was an old fogey and he knew it, and if you knew it and promised to make his job easier, he wouldn't make your job harder.

Which naturally turned into booking time with a translator and the ideas-men of the Dutch. The two napkin proposals for technological solutions, by Citroen and Vroom respectively, were both simple.

Citroen's proposal was a heavily modified minewerfer, or mine-launcher. Practically, it was a pocket-sized mortar between 50 and 75 millimeters in bore, with a simple three-position tripod and fixed baseplate, with a vented barrel that was covered with a sleeve to control gas retention and therefore range. With a fixed firing pin and being in large part a scrap chunk of pipe with some bits welded on and off, it would be a cheap, easy solution.

Vroom's proposal, meanwhile, was a dedicated grenade projector. By massively cutting down an 11mm Gras rifle, it could be fitted with a heavy rod grenade, and the 11mm cartridge meant it could haul around many times the powder of a more modern gun's charge. With a light 'standard' grenade, it could theoretically be shoulder fired, and heavier 'payload' grenades could have the launcher ground-fired like a light mortar with the aid of a resting stick. Payloads could be explosive, fragmentation, incendiary, gas, smoke, or anti-walker (a white phosphorus illumination round with a bursting charge to ensure maximum spread).

The Belgian and Walloon suggestions, meanwhile, needed no translator for the language, but the concepts needed a lot of help. You were an engineer, for crying out loud. You did train things. This was not train things.

Vandievoet's suggestion was an older model of the French wargery mount- and it took a minute for you to get that the French had a wolf cavalry branch- that had yet to meet size requirements, and pygmize it to a degree. The resulting beast would be about 80 to 90 centimeters tall at the shoulder, dark in coloration with a light stripe in the coat, and bullet resistant to 8mm Mauser fired from a standard rifle at distances up to 300m. They would be stealthy, ferociously loyal to handlers, and mankillers with proper training. More importantly, they also had the benefit that they would be a one-to-one animal: one handler, one warbeast. This would ease strain on new handlers, since the old blood would be trying to cycle out of the army, and also keep warbeast fratricide to a minimum since they were already social and pack animals.

Claes' suggestion, meanwhile, was both cheaper, faster, and more risky. With the existing boar stock and the genetics facilities that had been evacuated, a war boar could be quickly engineered. They would be bulletproof from 8mm Mauser to 100m with good engineering, require multiple shots to kill, and would allow for handlers to work with up to four beasts per: a massive combat power boost per platoon. However, the hogs were a risk, as their scavenging nature would make it difficult to command them over prolonged periods of time. Likewise, they were also a very real risk for warbeast fratricide, as warbeasts fed on many pig-based products and might identify them as food; and because a pack of war pigs was liable to kill any injured war-beast they came across even if they were recoverable; and most damningly, might turn on inexperienced handlers in the heat and stress of combat and attack them or men of their home unit.

Either way, the vote was to be cast: to side with machine, or to side with monsters.

VOTES
[] Vote for Mechanical Solutions
This vote opens Citroen and Vroom's proposals for development, as well as tendering offers from other companies.
[] Vote for Biological Solutions.
This vote opens Vandievoet and Claes' proposals for development, as well as tendering offers from other state bestiaries.

(AN: While not totally obvious, there is a bit of a reputation system in play here. There's still two very distinct armies here working to normalise with each other, and there will be politics involved on the forefront of the union. Working with one side over the other will make them like you more; blatant favouritism will get you in trouble with your home. Coming from Luxembourg, you've implicitly chosen Hard Mode for parts of this quest since you have no constant support, which will be less problematic as you advance in power.)
 
Contest 1: Platoon Support Project, Step 2: Initial Design Testing
Sitting at your desk, you groaned into your papers. The minute you voted to look into mechanical solutions, the Belgian Staff had been sending you missives about 'operational needs', 'civil sector integration' and 'inter-army resource allocation' which all could be summed up as 'why did you not pick our favorite thing' by a lot of a lot of angry officers.

In actually important news, however, you were meeting with your End User Team today: a volunteer mixed-nationality company who would be working as your new demonstration team for whatever crackpot materials your board came up with.

Their camp in Marche-en-Famenne was within easy train and horse riding distance, and it wasn't long before sunset you met with the officers: one senior captain of Flemish descent, three Dutch lieutenants, and Lieutenant Jansen, a drinking buddy of yours who had been shoehorned into this for some reason. Opinions on what the Test Unit wanted to see were mixed.

Jansen, who was also the main interpreter for the unit, wanted some kind of explosive thrower. Grenades were the most reliable way of getting pillboxes and killzones suppressed, and the Experimental Company's work in the Zone Rouge had proven that no matter who built them, reinforced surface points on a fortified combat zone were a bitch and a half to handle. Considering then the relative distances between jumping-off points, and effectiveness of overlapping and enfilade machine-gun fire, such a grenade projector would need to have at least a hundred and fifty meters of range, possibly up to two hundred. Current rifle grenades could only make a hundred meter shots with difficulty, and equally importantly had anemic payloads due to being based around British designs acquired secondhand.

2 Platoon, lead by Lt. Bartholomeus, did not want anything except a new and shiny weapon of some type that was not otherwise available. Tunnel-based experience dictated that they wanted a light, automatic weapon, capable of being used in the confined spaces of a trench line or bunker complex. While explosives were all well and good for getting there, mortar teams distributed down to the battalion level were an adequate tool in his mind. If a light weapon was unavailable, than a pump or lever action shotgun would be acceptable: the goal was to maximize fire rate in a cramped action.

3 Platoon, lead by Lt. Elmo, wanted a pyrotechnic system, and preferably as many as you could get them. Fire weapons would deny fortified points, and more importantly allow for units to have a way to deal with tunnel systems without entering them. Logic, for them, dictated the best way to maximize effectiveness and safety was to keep moving, and therefore that meant being able to plug up enemy routes behind them without getting caught out in an area that had been presighted for artillery.

4 Platoon wanted a good air-cooled machine gun, since you couldn't actually find their lieutenant. The main striking weapon of the platoon was their long-range automatic fire, and four Madsen guns were not sufficient striking power in their opinion. This was a fair complaint: the Madsen suffered relatively problematic heating issues, was impossible to do barrel changes or water cooling on without overloading the weapon team assigned to it, and jammed frequently on bad rounds. While it was rumored that additional Madsens would be released to the infantry, it was entirely likely that a new and improved service weapon would be designed and sourced for the role.

Captain Stanislaus, the man in charge of this clown show, wanted an organic heavy weapon of some kind for the platoon. This could be an anti-walker rifle, a long distance grenade projector, hell, even a flamethrower would work. Any, and he did mean any, major threats to an individual platoon would have to be taken care of by one of the company's three detachments from the battalion; usually an anti-walker section with a 4-bore gun, a engineering section, and a telegraph section, plus the company's own machine guns. If, perchance, there was an organic platoon heavy weapon, that would also bring more weapons to the company, and it would be entirely possible he'd get more tools to work with.

This completed, it was a week before you got to see the assorted napkin designs be presented to the board. Several were winnowed down before they got too far; steel shields and gas cartridges for flare guns were considered 'impractical and unrealistic' and shelved for later, likewise lightning guns and self-mobile mines were shelved. What ended up petering down to serious selection was four items.

Citroen's trench mortar had settled on a 58mm bore, spade baseplate, and a 36cm barrel. It was unrifled, with a three-position bipod to give 30, 45, and 60 degree angle positions; more sophisticated control would be handled by moving a solid sleeve over barrel perforations. Due to light charge weight, the weapon did have a mechanical firing pin, which was easily charged via a lever before use. Additional supplies were a hand lens for ranging, and a simple ranging table to be copied and stapled to the inside lid of ammunition cases.

Vroom, meanwhile, had taken his Gras idea, and refined it massively. Moving away from rods, he had developed an overpressure round to impulse a grenade, and from there designed an integrated launcher and sighting system. The weapon could be shoulder fired to 125 meters with the Model 1 or 2 grenades, and ground fired with the 3, 4, or 5 model rounds, as well as a model 6 round for ground fire only to conduct 'long range bombardment' that had Citroen and van Beek trying to strangle him as he yelled something about shininess and chroming.

Meanwhile, from outside the office, three other tenders had come in. The first was by the Bergenwerke, offering a version of the Mg.15nA in 6.5mm Dutch. It was a very serviceable light machine gun, and the Bergenwerke were willing to build a small factory in the Netherlands in order to produce the weapons to order, or sell a license to Fabrique National.

The second design was the Wex flamethrower, on direct government sale from the Heer itself. The weapon was a flamethrower, with an effective range of 45 meters, and had served with some distinction in the Great War in the engineering corps before the formation of undersoldaten units to address the underground mines that made up the second dimension of the modern battlefield.

The last tender was from the British firm Jaques & Simons, a fabricated beast producer from within the Royal Army's sphere of influence. After the dramatic budget cuts that the British had executed, they needed work, and to get it they were willing to sell warbeasts to foreign countries; high end warbeasts to boot. Despite not meeting your tender, they still were offering a seventh-generation design of War Otter, of all things. Friendly, sociable, nominally omnivorous although preferring meat, they were billed as the best thing since sliced bread to the board. Interestingly enough, they were also one of the few war-beasts that had actual testimony on effectiveness by the Belgian Army, as they had been used extensively in the War on their fronts, and talks of a purchase had been ongoing before the War. This also neatly explained why they had gotten to your table: the Belgian apparatus had stamped it exceptional to your board's requirements, and sent it in anyway.

The problem, then, is money: specifically, the Special Arms, Beasts, Operations, Tactics board had no money. After Klaes did the math, if you all pitched in forty francs and agreed to give up the community cigar box for three weeks, the board could afford to test two weapons systems.

Your wallet now notably lighter, you got ready to make your recommendations to the Board as for what to test.

-/-/-/-/-/-/

VOTE
No plan votes allowed. Choose two of the below.

[] Trench Mortar (Citroen)
[] Grenade Projector (Vroom)
[] Mg.15nA (Bergenwerke)
[] Wex Flamethrower (Deustches Heer)
[] War Otter mle 7 (Jaques & Simons)
 
Contest 1: Platoon Support Project, Step 3: Initial Testing Round
Presenting your opinions to the rest of the board on what should be brought to trials, you had some wins and losses. Vroom's grenade projector was fairly universally accepted, since it sat well with the traditionalists on the board (Van Beek, Hendrikx, Vizard, Claes) being a development of existing technology, as well as the radicalists (Vroom, obviously, Vandievet, Maj. Klaes) who wanted a massive leap over present systems.

Your proposal to bring up the Mg.15nA, however, hit a wall. The Belgians disliked it on general principal, since it would be a slow rollout and overtake the already expensive and much-beleaguered Madsen production. The Dutch disliked it because it was German, and would need to be modified extensively to take the 6.5mm Dutch round instead of the 8mm Mauser round. Finally, Klaes put a nail in the coffin by mentioning that the Armament Branch had already started negotiations on the weapon in question, disbarring it from consideration for the contest. After shouting for a solid ten minutes, things finally settled down in time for the following round of horse trading untilit was decided- with no small amount of table banging and Vizard drawing a trench nail looking like he was going to commit murder- it was decided to go down to the next option on the list, using ranked approval voting.

Somehow, this turned out to be the mle. 7 War Otter. This time it was Citroen's turn to draw steel, and by the time things settled down you were pretty sure nobody was going to kill each other. Testing was going to be taking place at the Ieper Containment Zone, in three weeks.

Naturally, you were getting sent to Ypres this week, to set up accommodations and make sure that the Ieper Containment Zone wouldn't be on fire for your visit. As much as you wished that statement was figurative, it really wasn't: last year, an old bunker had suffered an unfortunate breakdown, causing an ammunition cookoff to start an underground fire. Theoretically, this fire had been extinguished. Practically, the local chaussures avoided the area anyway, and their animals were very skittish about most of the Containment Zone. Still, it was one of the few areas with both open space and low enough cost to allow the Board to test there, so testing would be conducted.

For testing, you would be using the area near Langemarck in specific, which had the dual advantages of being mostly flat and not liable to suffer an Incursion like some of the southern areas. The local band of chauseurs had cleaned out about a week ago, and the risk level was predicted to be fairly low. Housing for the test company would be in Langemarck proper, and all units in question were currently in transit on canal boats. In this, at least, everything was going according to plan.

Your staff for this trip was Sergeant Roosevelt, and Corporal duBois. Both were reasonably fluent in French, and it did not take long to start considering what you would need to test.

For the War Otter, it was quickly decided, it would need to be tested in the basic fields of lethality on targets, stealth, and ease of integration into a unit. If the War Otter could not kill, and kill efficiently, that was one thing, but it was more important that it could both reach lethal ranges and not be a detriment to unit cohesion. Frankly speaking, a lot of people were nervous about how to integrate Belgian war-beasts into Dutch units at any level, since more than a few of the Belgians remembered some of the more infamous incidents revolving around engineered beasts. duBois would be in charge of rounding up sufficient animal handlers for the operation to serve in temporary attachments, and would keep you posted.

For the Grenade Projector, it was decided that range and accuracy tests would be the most important, followed by ease of carriage, time to target, and reliability testing. Safety was a secondary concern, since frankly this would be issued to the Dutch, who had a collective techno-wizardry that came from an integrated mechanical society. Roosevelt would be working with the demonstration team to teach the weapon's manual of arms to the new specialists, keeping track of the demonstration weapons, and serving as the manager of the ammunition dump.

Meanwhile, you would be writing the testing guidelines. Oh joy. While Klaes had dropped you a telegram to assure you he would be looking over and reviewing your work, he also said that since you were the most apolitical officer of the board he could trust you to write to reasonable standards. If something was off, though, he'd average the other two chunks of the board to produce a workable guideline.

VOTES

[] Plan: Write in name
-[] OS: Stealth: Write in stealth goals and testing method to determine success or failure. 2-4 Platoon are avalible to serve as a testing resource.
-[] OS: Lethality: Write in lethality goals and testing method to determine success or failure. Animal corpses are avalible to simulate humans for damage testing.
-[] OS: Unit Cohesion: Write in goals for animal interactions with the unit outside of combat operations. 1 Platoon will be the test group for this.
-[] GP: Range: Write in a desired maximum range.
-[] GP: Accuracy: Write in a desired Circle of Error Probability for a given range (listed as diameter of the circle, percentage of shots to land within the circle, and range. Example: 2m 50% CEP at 200m)
-[] GP: Safety: Write in any desired safety features for the system. This includes ammunition and storage of the system!
 
Contest 1: Platoon Support Project, Step 4: Testing Results and Initial Adoptions
Testing began without incident. For testing purposes, six of each platoon's riflemen would be assigned to a 'specialist section' after getting a week's field course in the operation of their designated tools. 1 Platoon was going to be taking on the War Otters, 2 Platoon was going to be working with the Grenade Projectors, while 3 Platoon was serving as a measuring stick and 4 Platoon would be seconded to the base staff for working with testing area set-up and tear-down.

First up for testing was the Grenade Projector. Range and accuracy was going to be done on the light artillery range, which was ten kilometers of unusable land due to contamination. A series of targets had been set up at fifty meters and every fifty meters thereafter to a distance of five hundred meters, in the form of one meter square blue tarps with a one meter tall staff in the center, flying a red flag. Firing would be done by the best man of the section, Senior Trooper Fitzgerald.

Before testing was begun, it was explained what the rounds were. In total, there were five 'basic' types of rounds: Concussion, Fragmentation, Incendiary, Airburst, and Smoke. Above and beyond that were the two Special Type rounds; Poison Gas and Flare. Finally, the Type 8 Extreme Range round was available in limited numbers for testing. It was decided that tests would be performed with the Concussion and Fragmentation rounds with a preference to the later due to ease of identifying impact sites.

The first test was performed on an overcast day with low wind. Firing while standing, Fitzgerald addressed the first target with one grenade, with the amusing 'thump' sound noted by many. After a moment to stretch and reload- accomplished by fitting another grenade and chambering a new driving cartridge- he then proceed to fire on the second target. This required two grenades to service, as the first grenade undershot by three meters, missing the target entirely. The third target (150m) was addressed by four shoulder-fired rounds to no success, before Fitzgerald admitted defeat and pulled out what, to all appearances, was a musket fork.

Firing while kneeling with the fork, he addressed the target in a further two rounds. The fourth target took two rounds, and the fifth took four. On the fourth and fifth targets, both first rounds fell notably short, which was at the time theorized to be a result of the plumb bob sight system in use. The sixth target, at 300m, was not able to be addressed by the weapon with standard rounds. No round fell long, and after six shots landing within nine meters of the target, it was decided that this was the practical extent of fire, as the launcher was at a 45 degree angle and could not be reasonably fired further.

The second test, with the Type 8 Extreme Range round, followed the same parameters for the range. This time, however, a fighting scrape was dug, as the weapon could not be shoulder-fired when delivering the very heavy rounds. After two troopers broke shoulders and collarbones in training, it was decided discretion was the better part of valor. The method of achieving 'extreme range' was quickly found to be a rocket booster in the grenade body, and opinions were incredibly mixed. On the first target, it took four rounds to address, as the rocket ignition was often sporadic, and when in near-level flight the stabilizing fins would have some uncouth mechanical effect causing rounds to either massively overshoot or undershoot. The second target, meanwhile, had a similar problem: while the rounds no longer had their thirty-meter variance in point of impact, there were notable lateral discrepancies in the fall of shot. This was theorized to be an issue on rocket burnout, as the loss of tail mass caused the round to possibly wobble mid-flight; an issue that the stabilizing fins were not adequately correcting.

The third through sixth targets were all addressed by three rounds apiece; and whatever dramatic issues were caused by rocket timings had mostly settled out as the grenades boosted, tipped over, and conducted dives to the aplomb of observers. The misses tended to land within ten meters of the target, and while the explosions were lackluster, they did get the job done. The seventh and eighth targets required four and five shots to address respectively, as at this point prevailing wind conditions had picked up. The ninth and tenth targets were not addressed, as the stockpile of rounds had been used up.

The next day, after receiving a shipment of ammunition, mechanical accuracy was tested. A launcher was set up in a mechanical rest, and was given a three-man servicing team. Of the rounds launched at the desired 200m range, 65% fell within a 10m circle of the aim point, 15% fell within a 20m circle of the aim point, and the remaining misses fell within an ellipsis 20m wide and 30m long, with a predisposition to fall short. Mechanical reliability in the launch test of 100 rounds incurred nine failures to fire due to poor grenade seating, three failures to fire due to poor launching cartridge quality, two failures to fire due the cocking mechanism not engaging, and one faulty grenade damaging the launching spigot.

Kit testing was fairly simple. The grenades were shipped in twenty-count wooden crates, and then issued to troops in a five-count hard-sided leather case. Fuses were stored separately, as all the grenades used contact fusing except for airburst grenades. Specialty grenades were shipped in eight count crates and three count leather cases for infantry handling, with fuses stored separately. The launchers had the standard trigger blockers that the Gras used, and were not to be carried loaded. Lt. Jansen was extremely satisfied with the safety arrangements, and there were no notable handling accidents. Thus, testing of the Grenade Projector was tentatively concluded.

The War Otter was tested simultaneously with 2 Platoon. The men, mostly Dutch, were mildly nonplused for about a week, but the friendly nature of the dozen animals and their antics made them reasonably liked. The six handlers were not nearly as well-liked, but that was mostly because of their constant fishy smell from handling the otter chow and the fact said otters tended to barf on their boots. It took a little talking with senior handlers to figure out why, until they were told that the otters could not drink ground water without taking supplements. Once supplements were applied, the issue was resolved, but the smell remained.

Takedown testing was executed in two ways. First, the otters would be attacking a trainer in a protective suit, attempting to ground them and disarm them. The trainer would be 'killed' when they ripped off certain tied bandages over vital locations; mostly major arteries and joints. A follow-up demonstration on a horse lamb carcass doctored to simulate a human body would then be available.

The takedown testing was amusing, if it was not a demonstration of how murderous the war otters could be. With six heavily-suited trainers running around a section of cleared trenches while you observed from a watchtower, the results were both graphic and disturbing. The war otters would often ambush the trainers, hamstringing them quickly and bringing them to ground to strip them of their demonstration strips. For one dozen otters and the six dummies, it took roughly two minutes for the entirety of the section to be defeated, mostly because the otters had to take time to find each one.

The lethality testing was not amusing. One otter managed to savage the lamb corpse in such a way that even the flesh wounds would likely be lethal, in addition to the several killing blows delivered to the neck (cracking several vertebrae and shearing the spinal cord) and major arterial junctions. Between lacerations of five to twenty centimeters and the aforementioned bites, it was decided that lethality was not going to be a problem.

After the provided time allotted, a short survey of the platoons was taken to determine the opinion of the men operating the weapons.

1 Platoon and Lt. Jansen were overall satisfied with the War Otters, and had a wonderful time working with the beasts. As attached as they were- and vice-versa- their concerns were not with the effectiveness of the war otters as weapons, but rather with their ability to coordinate casualty management. Adding platoon level warbeasts would necessitate a company-level veterinarian, and keeping such a narrow profession in stock would be difficult.

2 Platoon and Lt. Bartholomeus were satisfied with their grenade projectors, but had some misgivings about combat use and supply. Even if another six riflemen were assigned as ammo bearers, the grenade projector section would only have fourteen grenades per launcher before they ran out of local ammunition and would need to visit the company supply; which came with the presumption the company supply even existed. That was the matter of another board, and if the decision came down to keep the company headquarters as small as possible then those fourteen grenades would be it for the platoon's combat load until a regimental supply vehicle came down the pike.

3 Platoon was mostly tired of playing busboy to the first two, but did have some thoughts. They liked both systems quite well, but were more partial to the War Otters, as many of the systems to take care of said creatures were more than likely to lead to increased creature comforts for themselves, such as the luxury of the company veterinarian being able to take on minor injuries without having to go up to the regimental field hospitals.

4 Platoon had been on loan to the testing field for most of this time, but came down hard on the topic to support the grenade projector. For them, the ability to have organic fire support not tied to the company-level telephone network and the fire support call center was a major boon, since while the pre-planned barrage had gone out of favor, there was still the very real issue of radio telegraphy and voice lines being disrupted by aggressive use of technological units.

The evidence really didn't matter, though, because once again Klaes was passing the buck on down to you. The group was tied up, and your vote would decide the issue. Why was Klaes even here if he didn't do anything to help with this crap? No matter: grenades, or otters. A decision to set the next twenty to forty years of military policy. No biggy.

-/-/-/-/-/-/

VOTE

Adopt which weapon?
[] War Otter System
[] Grenade Projector System
 
Contest 2: Anti-Walker Weapons, Step 1: Gathering Technical Experts
As much as you approved of the war otter system, the fact of the matter was you were not qualified to deal with warbeasts on a personal level. More importantly, the grenade projector filled a vital role in the force structure. After you filed your paperwork out, the grenade projector was accepted as new standard issue equipment. Afterwords, you went back to your office, and went to standby.

And standby you did, as the months passed and the rollout started. While there were few snags with production, things were going swimmingly until the Joint Army Reorganization Office decided that the standard infantry platoon needed to be modified heavily. Instead of the previous fifty-plus man platoon, the platoon was getting reduced down to three eight-man fire teams comprised of a Madsen gun, grenade projector or rifle grenadier, two ammobearers, three riflemen, and a sergeant; as well as a four-man leadership section consisting of the lieutenant, a pair of runners, and a radio/telephone signalman. With this redesign underway, demand exploded, and the units that were being formed in the JARO test brigade enjoyed your grenade projector.

Between this and the fact the Test Brigade was hoovering up officers left and right, you were promoted to Major for your hard work. Incidentally, this also let Klaes get promoted and transferred into the Rail Service, leaving you as de-facto head of the SABOT board. This was both good, since you weren't going to buck the work down to a junior captain, and bad, since you were now expected to keep track of a number of the pressing issues of the new and reunified Kingdom of Burgundy, since that seemed to be the preferred going title for the united Beneloux.

About a month of work continued apace, in which time about a half-dozen Usual and Sundry Items crossed through the SABOT board's area of responsibility. While putting your support next to obvious decisions (adopting the mg15nA, standardizing the NCO corps on the Bergman 1910, universal issue of a new helmet) and downplaying the more ridiculous concepts to come about (adoption of the Anglo-American Flame Bayonet, issuing white phosphorus rounds as general purpose smoke munitions, buying Bofors 2pdr copies for general issue) you managed to accrue a decent stock of political capitol.

That's when The Request hit your desk. The JARO had done another round of experiments and wargames, and the current crux of the matter of defense was anti-walker weapons. German landships were an undeniable danger to the burgeoning federation, but currently the Koninklijke Luchtmacht, or Royal Dutch Air Force, claimed to have a means to defeat the behemoths with their Fokker bombers carrying a standoff munition controlled through a command cable. It was the smaller beasts, unfortunately, that the JARO was worried about.

To be fair, this was a legitimate concern. In the War, sturmpanzer regiments handily overran most of the border region, and in the subsequent fighting had continually been a great danger for all involved parties in the region for their ability to quickly force a fracture point in battle.

Your request, shortly put, was broken down into two parts, to be completed consecutively. First, you had to develop an anti-walker weapon to be assigned to an anti-walker company, which would be distributed to the battalion level units and likely broken down into two oversized platoons to assist the line companies. Second, building off your anti-walker company, you were to design a supporting system to develop an anti-walker battalion, which would then be assigned on the divisional level and contain the aforementioned companies as well as an additional operational arm for engaging threats above and beyond local battalion response.

You were starting to see why Klaes had fled this job so readily.

First things first, however, was sweeping the previous SABOT board under the rug. Political machinations were not going to get the weapons you needed developed, and if anyone complained about poor oversight then the devil take the hindmost. You were fairly confident you could assemble a team of actual experts and still compose the constituent members of the Kingdom at this time.

Then came assembly of the new board. In exchange for the shovelling of the last staff into the void of JARO, your new, slimmed-down five man board had one slot preemptively filled by Captain Jacob Jurien, a member of the Belgian Army and one of the previous anti-walker specialists from before the War. He'd aged reasonably well, was only short one eye, and as typical for most Belgian specialists, still had part of his menagerie with him at all times instead of a sidearm. In his case, a large dog with a harness holding several thermite grenades and a slow match in a jawlock. Fortunately, the match was not kept lit at the office. The man was quiet, reasonably personable, and tended to keep to himself in the office. Interestingly enough, he shied away from drink, instead preferring to smoke cigars in secluded corners. His only real interaction of note was to warn you the Belgian Headquarters was getting twitchy on the increased mechanization of the Joint Army Reorganization Office, and if you could help balance things out they would be willing to move you a few bennies.

Of the advisors you could choose from, there were many. While you theoretically had run of the JARO building, practically you needed to be conscious of both rank and general availability. That said, off the bat there were several names that stood out to you.

Captain Ernest Vroom was currently available to tap, the designer of your previous adoption, the Grenade Projector. Prior to this, he had spent the intervening month working on professional development, learning French and developing new contacts in the Bergman factories.

Captain Martin Vandievoet was also available, recently released from assisting in teaching a class of animal handlers for the Garde Sanitaire. He was a qualified animal handler and teacher, and more importantly had finished familiarizing himself with the current standing stock of the Belgian Army's fabricated animal corps.

A civilian expert, Dr. Robert Montragard, had been contacted by Jurien for his assistance in developing new-model warbeasts. With a doctorate in Natural Philosophy from the Institut national des sciences appliquées de Lyon and four years as a developer for the French Cavalry branch, Dr. Montragard's resume was very well developed. As a civilian, his inclusion would be less than ideal to the Dutch, but they couldn't complain overmuch at the minute.

R Eng. Gellert Istvan was another board option. A registered engineer from Hungary, he had spent most of the war working on design and development of new cavalryman weapons. What had drawn him to the board's attention, however, was his work in developing the pre-war Steyr Elefantjaeger rifle in a custom 11x95mm cartridge, based loosely on the .450 Nitro Express round. As the gun itself had come highly recommended by German attaches in the Dutch army, he was a natural inclusion in the board while he was available (as currently he was fighting a patent infringement lawsuit in England over said rifle)

Lieutenant de vaisseau Matis Fyn, a sendover from the Joint Naval Integration Office, was also made available to your team for this operation. Fluent in English, French, Dutch, and German, his multilingual nature was extremely useful even if his wartime experience had been more in terms of working with the unterseepanzer prevention teams. Still, his experience in operating anti-walker weapons effectively was enough to get him recommended to your board quite strongly.

Last, but certainly not least, was Captain Dirck Lasoon from the Fortification Office. While he was a bit bland in most regards, with no applicable war experience or technical skills, he did bring with him the favor of the Fortification Office, to be expressed through the medium of lots of money; enough that you could probably work through two straight weeks of testing. The fact this would also increase the ability of your passive fortifications was nice, you supposed, but wasn't really part of your wheelhouse.

Either way, with the requirements set up and your potential staff laid out on the slab in front of you, it was time to get to work.

-/-/-/-/-/

VOTES
Choose four; no plan voting. Four highest will be selected.

[] Captain Ernest Vroom
[] Captain Martin Vandievoet
[] Dr. Robert Montragard
[] R Eng. Gellert Istvan
[] Lieutenant de vaisseau Matis Fyn
[] Captain Dirck Lasoon
 
Contest 2: Anti-Walker Weapons, Step 2: Writing a Request for Information
The anti-walker project got to work rather quickly as you assembled the board and began the requirements. Despite clearing the project board of all political appointees of the previous moves, you quickly found a large, ugly deadlock in the middle of affairs. The worst part was, you really should have seen this coming.

Jurien, appointed by the Belgians, had been sent with the very specific goal to prevent Clanker influence inasmuch as possible, with his position being that any ending system needed to be, if not based in a war-beast, than at least be integrated with such creatures as to continue to force Dutch units to accept joining the Army Reorganization Initiative so they could be stripped down for spare formations, receive a token element of Belgian troops, and then be put under Joint Command.

Lasoon, a crony of the Fortification Office and therefore as deep in the Dutch pocket as was physically possible, had the opinion that any system that was adopted needed to minimize fabricated beasts in order to minimize stand down costs during interwar periods. A major problem with fabricated beasts was that one couldn't just spin up the factory: you fought a war with what you had.

It was a problematic fact that the largest part of any wartime production would be spent trying to shore up formations that had been completely decimated. Information gleaned from the French had revealed that despite producing nearly ten thousand porcine warbeasts over the course of the two years of war, only four thousand of them had actually been deployed due to the time to grow them to a non-juvenile stage where they had completed their bone development and were trained and bonded with handlers to an acceptable margin.

As that fight raged in the background, you started working with the rest of the board, attempting to figure out what needed doing.

Fyn was a pragmatic man, not much given to grand gestures. In his experience, there were three main concerns when it came to killing a walker. First, there was the concern of hitting it; not exactly easy when the only time one held still was to shoot you with the main gun. The second main concern was hitting it with something powerful enough to actually do some reliable damage. Serving on the French torpedo-boat destroyer Cyclone, his experience has mostly devolved to having the 47mm Hotchkiss engage the problem, as the ships' two 75mm guns couldn't track the targets well enough, and this was more than capable of knocking the things down. The 37mm guns could also semi-reliably score kills, but they had issues. Fyn's guess was that there was too much energy loss, as most of the kills had been at short ranges in surprise situations. The final concern was not dying when it inevitably started shooting at you: most walkers were, in his experience, armed with between one and three machine guns, and all of them would be desperately trying to shoot an attacker.

Vandievoet was unusually quiet, until he started explaining his understanding of the situation. The previous anti-walker system- the minelaying dogs and Thermite Hounds- had been horribly ineffective. Unless you were willing to attempt to develop something as good as or better at close combat and resistant to shell-firing guns, Vandievot actually recommended a dual-operator system, something like one of the Greater Warwolves that had been phased out in the '90s armed with one operator of a technological weapon and one handler. There was no substitute for a proper beast for mobility, and to be frank whatever your dedicated company came up with, it would also need transport.

Vroom didn't have a lot of initial ideas. This was not a good sign. Under pressure, he admitted that for directly disabling a walker, the best plan was to be a large-caliber shell with either a high impact energy or high explosive effect. Kinetic or explosive energy would be the order of the day. To this end, his primary concept was to either develop a high-power rifle based off a stopping gun, or a barrage rocket to ensure that one projectile hit the damn walker.

Once you got Jurien on his own, his specifications were a bit more clear. He wanted some, any fabricated beast integration, and was willing to compromise to get it. The existing anti-walker beast production, however, was in tatters- but the trainers were intact. His wealth of wartime experience was quite appreciated, as he briefed you on the Before Times.

Previously, there were two types of anti-armor fabricated beast. The first were minelaying dogs, designed to operate a simple weapon; a high explosive mine on a travois. The dogs would be released, move in to about fifty meters or when the pack started taking casualties, and then drop their travois in a loose line abreast about four deep, spreading an (ideal) sixty mines in four columns armed and ready. The mines would either detonate when stepped on, or when a long reed was snapped, pulling a detonation cord. Effectiveness was low, and mine-clearing was hazardous if the attack was poorly planned. The second were Thermite Hounds, which used the far more expedient measure of running up under cover, jamming a thermite grenade into the joints of the machine, and pulling the fuze as it left. While more casualty-prone, the Thermite Hounds were also far more effective.

Lasoon, however, had no real opinions or even two spare brain cells to rub together. His plan was entirely based around securing an improved one-pounder machine gun, installing it in bunkers large and small, and calling it a day. Worse, his nasal voice was grating and his manners were atrocious. Still, you learned some about the Fortified Military Zone.

In order to defend against another German assault, everything within eight kilometers of the border was part of the Initial Military Zone. In case of a war, this was assumed to be lost territory; however it was territory you did have expertly surveyed. At the end of this were the first round of small outpost bunkers and fortified positions, designed to let local militia rally and hold out as long as possible. This was also expected to be expended valiantly, but more importantly also served as the first serious resistance and a place to start shelling embattled enemies. The main line of resistance was about twelve kilometers into the country, and was both where professional troops were stationed, and where most of the artillery park was prepositioned. In this six kilometer deep defensive belt, riddled with blockhouses, bunkers, underground fortifications, overland fortifications, and more artillery than you could shake a stick at.

With all this information, you got to work. There would need to be a Request for Quotes soon, but you needed to hash out a preliminary set of requirements to see what, exactly, you could work with. A Request for Information, if you will.

-----

VOTES
Choose 3; top 3 will be included in next update. No plan vote, it messes up the counter.

Request for Domestic Products
[]: Request for Fabricated Animals (covering all genetically modified creatures)
[]: Request for Traditional Arms (covering all guns and artillery)
[]: Request for Bespoke Weapons (covering all unique items and cranks in sheds)

Request a country for Foreign Material (covering that country's specialty: Clankers produce tech, Darwinists produce beasts)
[] Germany
[] France
[] Austria-Hungary
[] United Kingdom
[] America
[] Russia
[] The Ottoman State
[] Other (write-in, tag me in so I can clarify if this is a Darwinist or Clanker country)
 
Voting is open
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