I suppose part of the problem is history? The Republic lost a load of Petrusite infrastructure in the wars and transition, but their general knowledge of it is almost at the peak of the old levels. And the old Helghan Corporation colonized and mined explicitly for Petrusite and with it fueled most if not all of Helghan and Vekta's energy needs, and sold mega-corp amounts back to Earth and other colonies (y'know, back when it was a corp planet, and before they probably lost some production with a reversion to tyranny, and then regained it with a need to fuel the war machine instead of Vetka).
Sources? Because from what I've been able to find in wikis and the like, Petrusite was discovered only a couple of years before the events of Killzone 1.
 
Sources? Because from what I've been able to find in wikis and the like, Petrusite was discovered only a couple of years before the events of Killzone 1.
By that same wiki, Helghan's first primary export after it's initial passover for Vekta was 'energy production' followed by shipyards supplied by Helghan mineral wealth. Since Helghan hasn't HAD the rich biosphere to make petroleum deposits, and there is no believably localizing solar power production to a single planet...what do you think is the medium for that energy? Energy enough to fuel the explicit colony of Vekta and an industrial juggernaut on/over Helghan (it was point blank the biggest ship-yard besides Earth itself)? The only two options are Petrusite and fissile materials. And Helghan is only notable for it's profound supply of one of those.

Of course, I'm sure the Arc effect and refinement and weaponization of Petrusite didn't happen until much later. That wasn't the corporations focus (which was why they lost the first extra solar war), and in the following century the new colony was too busy dying to harsh conditions and getting shafted by the ISA and falling into economic collapse to research that. But when the most basic and notable property of Petrusite is how it's remarkably easy to convert into high-energy plasma? That's a lot simpler then magic space lightning guns and force-fields.

This is all from the wiki page on the planet Helghan.
 
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Level 20 is a big if finite warehouse filled with

1) old but still functional machinery from all sort of places (stc farming gacha)
2) different recipients filled with a oil like substance (substance that can be found leaking from the roof and pooling on the ground)
 
So suggestions when it comes with to naval pert upkeep. The more advanced, the less pet consumded. Things like an irrated generator could take more, in exchange for a far higher output. Alongside that different parts having differing ratios. For examplez pet guns would have far less normal operations upkeep than a generator, same goes for sheild. This would be mainly on part of ship designers, who now need to calculate it, but makes more sense from ingame perspective
 
So suggestions when it comes with to naval pert upkeep. The more advanced, the less pet consumded. Things like an irrated generator could take more, in exchange for a far higher output. Alongside that different parts having differing ratios. For examplez pet guns would have far less normal operations upkeep than a generator, same goes for sheild. This would be mainly on part of ship designers, who now need to calculate it, but makes more sense from ingame perspective
Honestly probably way to much work for not enough payoff.
 
By that same wiki, Helghan's first primary export after it's initial passover for Vekta was 'energy production' followed by shipyards supplied by Helghan mineral wealth. Since Helghan hasn't HAD the rich biosphere to make petroleum deposits, and there is no believably localizing solar power production to a single planet...what do you think is the medium for that energy? Energy enough to fuel the explicit colony of Vekta and an industrial juggernaut on/over Helghan (it was point blank the biggest ship-yard besides Earth itself)? The only two options are Petrusite and fissile materials. And Helghan is only notable for it's profound supply of one of those.

Of course, I'm sure the Arc effect and refinement and weaponization of Petrusite didn't happen until much later. That wasn't the corporations focus (which was why they lost the first extra solar war), and in the following century the new colony was too busy dying to harsh conditions and getting shafted by the ISA and falling into economic collapse to research that. But when the most basic and notable property of Petrusite is how it's remarkably easy to convert into high-energy plasma? That's a lot simpler then magic space lightning guns and force-fields.

This is all from the wiki page on the planet Helghan.
The article you refer to mentions the Helghast producing and selling "energy" to passing ships (most likely meaning fuel), and other articles/the timeline refer to ships stopping at the station above Helghan for maintenance and refueling, and tankers moving between Helghan and Vekta.
However, the article on Petrusite still clearly states that Petrusite was only discovered in the "early 2350s", just a few years before Killzone 1, as does the article on Arc Technology.

Given your explanation requires that a) we assume canonical information on a fairly major/important subject to be wrong, and b) it opens up all sorts of plotholes and questions about why such a unique and valuable resource wasn't seized and researched by the ISA/UCN (attempted explanation of which would likely raise further questions/plotholes), the much simpler explanation is that whatever fuel the Helghans were selling/transporting in the early days, it wasn't Petrusite.
 
This is 100% warcrime in a box but would make clearing out bunkers like those the Mandate is so fond of incredibly simple. Concrete doesn't move and no infantry is seeing their comrades melt without reaching a breaking point quickly. I also really like the urban assault robot for cleaning out problems in a city given how much a manpower commitment urban combat is.

...it also shows and makes public a real weakness of shields though? Warcrime or not if this works our adversarys are going to slap high radiation weapons on everything they got to beat our shield tech. And they don't need pet to do it given the pet in the augur is a source of power and nothing else.
 
...it also shows and makes public a real weakness of shields though? Warcrime or not if this works our adversarys are going to slap high radiation weapons on everything they got to beat our shield tech. And they don't need pet to do it given the pet in the augur is a source of power and nothing else.
Are you sure the particles comming from IP are the same as common radioactive particles? This is irradiated green magic we're talking about. It's highly likely they're not the same thing as Gamma rays.

Edit: Besides, every infantryman is in a fully environmental sealed suit.
 
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Are you sure the particles comming from IP are the same as common radioactive particles? This is irradiated green magic we're talking about. It's highly likely they're not the same thing as Gamma rays.

Edit: Besides, every infantryman is in a fully environmental sealed suit.

Radioactive particles are Radioactive particles, the petrucite is just an easy source of them, nothing in the descripion says the particles are special. And if the augur goes through everything those suits mean nothing.

The IS might not be able to make an as efficient system, but they have plently of ways to generate high energy radiation.
 
Radioactive particles are Radioactive particles, the petrucite is just an easy source of them, nothing in the descripion says the particles are special. And if the augur goes through everything those suits mean nothing.

The IS might not be able to make an as efficient system, but they have plently of ways to generate high energy radiation.
Are there any examples of handheld or even vehicle/mech scale thermal radiation weaponry in BT? Ionizing radiation has very poor penetration and so it won't suffice. The less can be said about Alpha and Beta particles.

Seriously, you're better off just using thermobarics and/or other heat based weapons to counteract shields. But that is another topic.

Edit: Technically, every heat weapon emmits thermal radiation, but it just coats the target in hot stuff.
 
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Are there any examples of handheld or even vehicle/mech scale thermal radiation weaponry in BT? Ionizing radiation has very poor penetration and so it won't suffice. The less can be said about Alpha and Beta particles.

Seriously, you're better off just using thermobarics and/or other heat based weapons to counteract shields. But that is another topic.

Edit: Technically, every heat weapon emmits thermal radiation, but it just coats the target in hot stuff.

And that could very well be because pursuing such a weapon wasn't necessary, not because it's not possible.

At this point IMO it seems like your trying to prevent the IS from being able to pursue the idea rather than anything else.
 
And that could very well be because pursuing such a weapon wasn't necessary, not because it's not possible.

At this point IMO it seems like your trying to prevent the IS from being able to pursue the idea rather than anything else.
Trying? No, I'm saying they don't need to. Earlier in the quest you pointed out how heat weaponry could bypass shields. Those are much cheaper and already in existance than trying to pursue some niche idea.
 
The article you refer to mentions the Helghast producing and selling "energy" to passing ships (most likely meaning fuel), and other articles/the timeline refer to ships stopping at the station above Helghan for maintenance and refueling, and tankers moving between Helghan and Vekta.
However, the article on Petrusite still clearly states that Petrusite was only discovered in the "early 2350s", just a few years before Killzone 1, as does the article on Arc Technology.

Given your explanation requires that a) we assume canonical information on a fairly major/important subject to be wrong, and b) it opens up all sorts of plotholes and questions about why such a unique and valuable resource wasn't seized and researched by the ISA/UCN (attempted explanation of which would likely raise further questions/plotholes), the much simpler explanation is that whatever fuel the Helghans were selling/transporting in the early days, it wasn't Petrusite.
Given the first article, the take from selling energy was the primary profit, and it prompted the expansion of Helghan space assets into a shipyard (along with readily accessible mineral supply). If all the fuel is coming from Vekta...why not sell at Vekta where you don't burn some shipping it to a whole different planet first? And if you're bringing it to your customers, why not go closer to Earth then Helghan, which is nearly at the end of the journey to/back from Alpha Centauri?

For that matter, at the peak of the Helghan corporations power, before the war crippled them and the exodus and depression ruined their best equipment (if the industrial stuff was lost because it was too expensive, research equipment definitely went first), how could they not discover Petrusite? One of the most prominent and energetic materials on their new gold-mine that they were specifically studying for years?

Finally, as for the ISA...a government made a stupid decision regarding resources? How shocking? /s

First off, Helghan is almost at literally the opposite end of known space from Earth. They might have made a profit supplying Petrusite as an easier/cheaper alternative plasma fuel, but I wouldn't want to heavily invest my planets energy generation on a unique resource extremely far away from me. Second, do you really think the energy situation is all that different from now? If not even worse what with the over population and energy crisis that prompted the exodus. I imagine it's just that instead of Oil and Gas being the big juggernauts, its moved over to Nuclear monopoly. And while the Helghan Corporation made a profit on their own energy...they didn't come anywhere near dominating Earth (going by the whole war and destruction thing), and moved most of their assets of world to Alpha Centauri. I imagine there's still an energy monopoly on Earth, even stronger and more strangling then IRL ones, and it has zero interest in weakening it's position with alternatives outside it's grasp. And since no one knew Petrusite could be weaponized so well yet...the other major motivation for seizing it doesn't exist.

Now compare all that to the canon explanation that just no one discovered Petrusite until the backwards and dictatorial regime that took over the Helghan Administration LONG after their best scientific resources were lost? And all the energy for the costly founding of Vekta and the destroyed Shipyards came from the wealthy and totally unlisted deposits of fissile minerals and/or helium-3 fusion fuel (primarily accepted to be a gas-giant thing, not something you find in large amounts on any physical planet)?

Hell, the modern Helghast's lack of scientific expertise is flat out canon. The real reason they made the first Extra Solar invasion was not to reclaim Vekta (yet), but to steal technical information on the ISA Navy in order to copy it(which they eventually got from the wrecks of the counter-invasion). Before that they literally just had old cargo ships with guns and boarding pods strapped on. They had shitty tech and they knew it. But somehow they also discovered and rapidly advanced the weirdest element in the universe into some of the most complicated and demanding weapons systems in existence (the damn giant anti-orbital lightning cannons)? Something stinks here.

There are plenty of plot-holes, but I'd say the 'canon' one is worse in that regard. If Petrusite is already a known thing, and the Helghast Empire is merely building off the old work of the Helghan Administration? Work it just took them a century to follow up on because the needs of a colony were a greater priority? That makes a lot more sense then everybody missing the single most abundant exotic resource on a heavily industrialized planet for decades.
 
If all the fuel is coming from Vekta
The fuel (or the infrastructure to produce/refine it) is on Helghan. We simply don't know what specific kind of fuel they were producing, other than the fact that it was not Petrusite.

And if you're bringing it to your customers, why not go closer to Earth then Helghan, which is nearly at the end of the journey to/back from Alpha Centauri?
[snip]
First off, Helghan is almost at literally the opposite end of known space from Earth.
. . .
Helghan is in Alpha Centauri (as is Vekta), which is itself the closest star system to the Sun/our star system. Unless stellar topography is different in the Killzone universe, it's effectively next door to Earth, which is why they were able to sell fuel to ships that were passing through the system on their way between Earth and more distant colonies.

how could they not discover Petrusite?
You're free to try and come up with various explanations for that, but the fact remains that they didn't until a few years before the events of Killzone 1:
Petrusite
Petrusite was accidentally discovered during desert mining operations in the early 2350's when Helghan was undergoing rapid industrialization. The element was first identified by Professor Torr Savic, a leading researcher at the Institute of Science and Technology, who developed a controlled means of using it to generate power.

Arc Technology
The use of Arc energy has developed rapidly since its accidental discovery in the early 2350's.

The rapid industrialization that followed the accession of Autarch Visari required the opening of many new mines and refineries. A series of devastating explosions during desert mining operations led to the discovery of a previously unknown element with huge electrical potential: Petrusite.
 
Radioactive particles are Radioactive particles, the petrucite is just an easy source of them, nothing in the descripion says the particles are special. And if the augur goes through everything those suits mean nothing.
As the guy who wrote up the weapon and a geek for the game it's from (as is the GM) radioactive particles are not all the same as far as the auger is concerned. They're weird and they behave weirdly.

Also yes, auger bolts go through everything. Armor means nothing, shields mean nothing.
 
Are there any examples of handheld or even vehicle/mech scale thermal radiation weaponry in BT? Ionizing radiation has very poor penetration and so it won't suffice. The less can be said about Alpha and Beta particles.
Yes there was an experimental Taurian radiation sniper weapon that was used during the reunification war. It worked but apparently had drawbacks such that it was never mass produced.
 
Vote closed
Scheduled vote count started by prometheus110 on Nov 28, 2022 at 5:39 AM, finished with 87 posts and 22 votes.

  • [x]Plan: Support and Development
    -[x]Alphard Republic
    - -[x] Reorganise taxation system: An unpleasant but necessary part of any state, establishing a more equitable tax system would go a long way in reducing the power any one individual can hold over the government while also providing numerous goods and services for ordinary people. [2,000,000 C-Bills, -5 influence. Will raise Self-Governance to Medium]
    -[x]Trinity League
    - -[x] Infiltrate Military [Medium]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
    -[x]ORDI
    - -[x] Dispatch Trainers (Mandate): By dispatching Helghan special forces units to train rebel insurgents, the Republic can help them avoid mistakes and marshall their resources more effectively.
    - -[x] Smuggle In Material Aid (Heavy Weapons, Mandate): With the Celestial Mandate on the verge of civil war, it may be a good idea to supply rebel groups with deniable heavy weapons ahead of time. While somewhat riskier than small arms, these weapons will be substantially more effective against vehicles. [-20,000,000 C-Bills]
    - -[x] Dispatch Trainers (Outback): By dispatching Helghan special forces units to train rebel insurgents, the Republic can help them avoid mistakes and marshall their resources more effectively.
    - -[x] Smuggle In Material Aid (Heavy Weapons, Outback): With the Outback close to the boiling point, it may be a good idea to supply rebel groups with deniable heavy weapons ahead of time. While somewhat riskier than small arms, these weapons will be substantially more effective against vehicles. [-20,000,000 C-Bills]
    -[x]Planetary Development
    - -[x] Economic Development Initiatives (Caliban): By making use of a variety of mechanisms including micro-loans, the establishment of local credit unions, grants, startup loans, etc, the Helghan Republic can aid in the economic development of Caliban while avoiding much of the corruption that has plagued nation-building projects over the course of human history. [-6,000,000 C-Bills]
    - -[x] Establish formal school systems (Highwater): While Highwater has some degree of schooling, said schools are carried out by individual towns or inspired individuals. Establishing a formal school system designed to provide adults and children with an education tailored for their homeworld's level of development will greatly speed integration.
    - -[x] Planetary Xenofarming (Spencer): Far more habitable than Helghan, Sencer nonetheless struggles to grow enough food to feed its people due to the inedible nature of its creatures. To get the planet to join the Republic, we promised to fix that. [Progress: 0/2, Must be started by the end of 3046]
    -[x]Politics
    - -[x] Xeno-Domestication (Cassilda): Technically offered as a joke, developing a species of domesticated ocean predator for the people of Cassilda would allow them to drive away creatures from the Caranthas Abyss and earn a great deal of (confused) goodwill and earn their vote to join the Republic. [Progress: 0/3]
    -[x]Military:
    - -[x] Retrofit 12 Hasta into Hasta IIIc
    - -[x] Construct one Noctis-class cruiser Squadrons: Task your shipyards with constructing three Noctis Cruisers. [Can be taken multiple times a turn]
    - -[x] Construct eight Battlemech Battalions: Task Fisher & Zulim Taw with constructing eight battalions worth of mechs.
    - -[x] Construct a MAWLR-II pack: Task your heavy industry with constructing a pack of three MAWLR-IIs. [Can be taken multiple times in a turn]
    -[x]Helghan Interstellar Scouting & Survey Service (Automated):
    - -[x] Send out Explorers: The final frontier, one filled with wonder and terror alike, space exploration offers many potential benefits for those willing to risk its hazards.
    -[X] Research
    - -[x] Heavy Shields [2]
    --[X] Stealth coating
    --[X] Long Range Sensors
    - -[x] Petrusite Synthesis [0.5]
    - -[x] Irradiated Petrusite Enrichment [0.31]
    - -[x] Irradiated Pet Ground Weapons [0.3]
    - -[x] ORDI: Improved Anti-Gravity Drive [0.0]
    -[x]Requisition
    - -[x] RAV-N 'Raven' Special Operations Drone
    - -[x] MARS Gauss Rifle
    - -[x] HDC 'Torrent' Gauss SMG
    - -[x] Personal Energy Shields
    [X]Plan: Light the Fires
    -[X] Continue Infiltration of Mandate Society: Sending intelligence operatives to infiltrate Mandate society will allow us to carry out further subversive activities.
    -[X] Infiltrate Military [Medium]: By infiltrating the military, we can more easily raid targets of opportunity, stage incidents, and gather intelligence on deployments.
    -[X] Ferment Dissent [Medium]: By producing and spreading certain forbidden materials throughout the people of this faction, our agents can potentially incite dissent against the powers-that-be.
    -[X] Smuggle In Material Aid (Small Arms, Mandate): With the Celestial Mandate on the verge of civil war, it may be a good idea to supply rebel groups with deniable small arms ahead of time. Though there's a risk such an effort might be detected, it'll dramatically improve their ability to fight infantry. [-10,000,000 C-Bills]
    -[X] Smuggle In Material Aid (Heavy Weapons, Mandate): With the Celestial Mandate on the verge of civil war, it may be a good idea to supply rebel groups with deniable heavy weapons ahead of time. While somewhat riskier than small arms, these weapons will be substantially more effective against vehicles. [-20,000,000 C-Bills]
    -[X] Smuggle In Material Aid (Last-Gen Automata, Mandate): With the Celestial Mandate on the verge of civil war, it may be a good idea to supply rebel groups with (barely) deniable automata well ahead of time. Risky and expensive, smuggling in last-generation automata will greatly level the playing field. [-25,000,000 C-Bills]
    -[X] Smuggle In Material Aid (Combat Vehicles, Mandate): With the Celestial Mandate on the verge of civil war, it may be a good idea to supply rebel groups with deniable vehicles well ahead of time. While the riskiest and most expensive of the options, smuggling in combat vehicles will greatly level the playing field. [-50,000,000 C-Bills]
    -[X] Dispatch Trainers (Mandate): By dispatching Helghan special forces units to train rebel insurgents, the Republic can help them avoid mistakes and marshall their resources more effectively.
    -[X] Smuggle In Material Aid (Small Arms, Outback): With theOutback close to the boiling point, it may be a good idea to supply rebel groups with deniable small arms ahead of time. Though there's a risk such an effort might be detected, it'll dramatically improve their ability to fight infantry. [-10,000,000 C-Bills]
    -[X] Reorganise taxation system: An unpleasant but necessary part of any state, establishing a more equitable tax system would go a long way in reducing the power any one individual can hold over the government while also providing numerous goods and services for ordinary people. [2,000,000 C-Bills, -5 influence. Will raise Self-Governance to Medium]
    -[X] Planetary Xenofarming (Spencer): Far more habitable than Helghan, Sencer nonetheless struggles to grow enough food to feed its people due to the inedible nature of its creatures. To get the planet to join the Republic, we promised to fix that. [Progress: 0/2, Must be started by the end of 3046]
    -[X] Construct one Noctis-class cruiser Squadrons: Task your shipyards with constructing three Noctis Cruisers. [Can be taken multiple times a turn]
    -[X] Construct eight Battlemech Battalions: Task Fisher & Zulim Taw with constructing eight battalions worth of mechs.
    -[X] Send out Explorers: The final frontier, one filled with wonder and terror alike, space exploration offers many potential benefits for those willing to risk its hazards. ← Will be picked by HISSS if no other option is selected
    -[X] Research
    --[x] Gene Tailoring [5.75/8]
    --[x] Improved Fusion Drive [6/10]
    --[X] Stealth coating
    --[X] High-gain Transceivers
    --[X] Swarm robotics
    --[X] Petrusite Enrichment
    --[X] Semi-Autonomous Aerospace Elements (50% bonus)
    --[X] Long Range Sensors
    -[X] Battlecarrier TBD
    -[X] MARS Gauss Rifle
    -[X] EX-108 "Wildfire"
    -[X] Personal Energy Shields
    [X] Plan: Thule
    -[X]Send in the army to deal with Morgenson and Howl
    -[X] Smuggle In Material Aid (Small Arms, Mandate)
    -[X] Smuggle In Material Aid (Heavy Weapons, Mandate)
    -[X] Dispatch Trainers (Mandate)
    -[X] Smuggle In Material Aid (Small Arms, Outback)
    -[X] Smuggle In Material Aid (Heavy Weapons, Outback)
    -[X] Smuggle In Material Aid (Battlemechs, Outback)
    -[X] Dispatch Trainers (Outback)
    -[X] Reorganise taxation system
    -[X] Economic Development Initiatives (Caliban)
    -[X] Establish formal school systems (Highwater)
    -[X] Construct a small Soletta Array (Mantharaka)
    -[X] Planetary Xenofarming (Spencer)
    -[X] Send out Explorers
    -[X] Petrusite Enrichment
    -[X] Semi-Autonomous Aerospace Fighters
    -[X] Heavy shields
    -[X] Petrusite synthesis
    -[X] Swarm robotics
    -[X] High-gain Transceivers
    -[X] Stealth coating
    -[X] CD-1 'Bjorn'
    -[X] MARS Gauss Rifle
    -[X] Personal Energy Shields
    -[X] EX-108 "Wildfire"
 
So next turn we should expand the Republic more with adding more worlds to it, we should keep on growing, also Terra Group is done with its job, so next turn we can put it to something else
 
I was wondering should we talk to the free rasalhague republic again, I know they will only have 7 worlds at the end of the clan invasion but it wouldn't hurt to talk to them at least before that happens.
 
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I was wondering should we talk to the free rasalhague republic again, I know they will only have 7 worlds at the end of the clan invasion but it wouldn't hurt to talk to them at least before that happens.
It's very unlikely that Clan Invasion, if it happens, will go like cannon but honestly yeah I'd like us to talk to the FRR cuz muh democracy .
 
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