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Zero's Weapons


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#1 Zero

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Posted 29 July 2009 - 22:39

Well, not sure what I was going to do exactly, I decided to delve more into my book. Moreover, I also decided to work on the military technology behind it. Although this will feel kind of empty without JB (RIP), as he was the seemingly know-all of military tech (and can you NOT love him for that), I hope I can get some help. Just to make sure, I will point out that some of these things actually bend the laws of nature, and when I say that, I mean REALLY do it. I DO, however, try to keep it as close to possible reality as possible....so...have fun... I guess.....

Well, I'll look over my notes tomorrow and see what I come up with.

Ooh, by the way, it all happens somewhere between 2340-2450, have yet to make up my mind....

I WILL, however, leave you with a small tidbit, as I hate to leave without anything, here is what you can expect to see:
ArmsTech Project- Pretty much mechs
-BladeDancer (Empire of Japan)
-Armored Core (Empire of Japan)
-MetaGear (UNION)
-Knightmare (The Confederate European Federation)-MM-60 (Soviet Union)
-MM-90 (Soviet Union)
-Tian Zi (People's Republic of Indo-China)
-All I have for now....more to come!

Nations- Major Nations
-UNION
-Empire of Japan
-Soviet Union
-People's Republic of Indo-China
-The Confederate European Federation (I know, strange name, will explain...some day)

Land-Based Weapon
-Land-Battleship (People's Republic of Indo-China)
-Mobile Land-Carrier (People's Republic of Indo-China/Empire of Japan/UNION)
-MOre to come.....

Aircraft
-Hindenburg IV Carrier Blimp (Confederate European Federation)
-Kamikaze Flying Carrier (Empire of Japan)
-Justice Class Flying Carrier (UNION)
-More to come.....
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#2 Zero

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Posted 31 July 2009 - 12:36

Have fun, flip out:

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Type 47 (Land-Battleship)
Nationality: The People’s Republic of Indo-China
Specific Nationality: China/ India
Terrain Capabilities: Restricted to relatively Flat Ground
Branch: People’s Republic Army
Traction: Tread-Based Traction
Maximum Operational Radius (without refuel): 140 miles
Maximum Speed: 24 mph
Cruising Speed: 20 mph
Crew: 46
Production: 8
Armaments:
*28-in EM Railcannon (2)
*10-in EM Railcannon (6)
Armor
*10-inch Carbon-Composite Titanium Alloy

Bio: The type 47 arose from the early lack of Chinese Naval Power shortly following the last world war. Having fallen prey to the Navies of more skilled sea-faring nations, the Chinese Navy no longer had the ability to retaliate, and although the war ended in a joing armstice, the use of a Navy became seen as a waste to the eyes of the Land-Centric Chinese. To combat the Navies of the worlds, however, the Chinese constructed the Type 47. The massive 28-inch cannons, possessing ranges of several hundred miles uses the most powerful EM Pushers ever developed, with a maximum range of over one-thousand miles. The guns are the most powerful ever produced and are capable of easily destroying whole ships in one blast even at the longest possible range. The shells themselves are satellite guided smart shells and come in a variety of forms. Made possible through advanced real-time satellite and aerial recon tracking, the gun, as well as the individual shells can track targets and even adjust to fit a moving target's most probable course in real time. Through tests, however, it was revealed that at shorter ranges and against the experimental Mechs of the time, the fortresses were highly vulnerable, so as to compensate 6 smaller 10-inch cannons were added, they too possesing pushers far beyond normal capabilities (now in terms of cooling and Rate of Fire) to enable a far superior rate of fire compared to other models. It is, as of yet, however, still VERY vulnerable to air-based threats.

Note: Later upgraded to "Type 100-Gaia Fortress." Is also the basis for the later "LCVN-GigaFortress" Mobile Land-Based Aircraft Carrier.



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MetaGear
Nationality: UNION
Specific Nationality: United States of America
Branch: UNION Army
Leg Type: Generation-II Biped
Generation: Generation I
Weight Class: Heavy-Medium
Operational Capabilities: Air/Land
Flight Capabilities: Limited-Jumpjets
Flight Peripherals: (Long Range) Jetpack
Top Speed (Flight): 170mph
Cruising Speed (Flight): 148mph
Operational Radius: 400 miles
Powerhouse: Hydrogen Fuel-Cell
Maximum Speed (Booster Assisted): 110mph
Cruising Speed: 40mph
Type: Uniform Multirole Unit
Production: Mass Produced
Manufacturer: United States of America
Armaments:
Melee(Stored in Shoulders):
*Heat-Hawk
*Heat-Saber (Standard)

Shoulder Mounted:
*Right Shoulder Mounted Heavy Cannon (14-in) (Standard)
*Left Shoulder Mounted Radar& Sensors System (Standard)

Main Weapon (Hand):
*10-in EM Sniper Rifle
*6-in Assault Rifle (Standard)
*30kg Bazooka/Rocket Launcher
*300kiloton Guided Missile Launcher
*Hydrogen-Fueled Flamethrower

Auxiliary (Stored in Thighs/Forearms):
*3-in EM Pistol (2x Standard)
*Heat-Dagger (2x Standard)

Shield Unit (Arm Mounted):
*Arm Mounted Medium Shield Unit (Standard)
*Arm Mounted Large Shield Unit
*Arm Mounted Small Shield Unit

Armor:
*14 inch Carbon-Composite Steel Aluminum
*Semi-Reflective Composite Plating
Note: Due to high recoil, heavy weight, low mobility heavy cannon MUST be stabilized
by at least one hand during aiming/firing

Bio: Developed by UNION, the MetaGear is in itself a retcon of a popular mechanized figure of earlier centuries that had survived to the modern age. Named after the "Metal Gears," the MetaGear was initially a project founded on three principles and capabilities: 1) a land-based assault platform that was speedy, agile, and powerful, far surpassing that of a tank or any other vehicle up to that time period; 2) a machine capable of possessing and easily accessing (and switching between) several weapons, as well as the capability to handle Nuclear Weapons of 5 megatons and above. The result was a high speed, maneuverable mech capable of performing in nearly all operational circumstances so long as it had a solid surface to stand on and the aforementioned surface could support it's weight. The MetaGear exceeds many other models in that it is relatively heavily armored for its weight range and speed, as well as that it boast very powerful sensor systems. The problems do, however, lead to a problem in another component, the battery: MetaGears only have moderate operating times of just under a day of action, needing to recharge (2 hours for a full recharge), however, the battery can be killed very quickly, never being able to recharge more than a few dozen times. The cost of a few million dollars a battery and their frequent need to be replaced was a great limiter on the MetaGear, and it would remain so until it was finally superseeded by its successor.

Note: Suceeded by "MetaGear-REX" Anti-ArmsTech Assault Mech, and "MetaGear-RAY" an improved MetaGear capable of amphibious assault. Also superseeded by "MetaGear-RAXXA" Heavy Assault Mech. Note that all models carry over the MetaGear title as well as the surname of the Metal Gears of the the Old World. It can be derived from this that the UNION Military has chosen a thematic form of title selection for each model.



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BladeDancer
Nationality: Empire of Japan
Specific Nationality: Japan
Branch: Japanese Army
Dimensions:
Leg Type: Generation-VI Biped
Generation: Generation III
Weight Class: Light-Medium
Operational Capabilities: Land/Air/Space
Flight Capabilities: (Long Range-Standard) Mounted Jetpack& Boosters
Flight Peripherals: (Unlimited) Reff-Board
Top Speed (Flight): 780mph
Cruising Speed (Flight): 690mph
Operational Radius: 600 Miles
Powerhouse: Hydrogen-Deuterium Nuclear Fusion Reactor
Maximum Speed(Booster Assisted): 210mph
Cruising Speed (On Foot): 80mph
Type: Semi-Customizable Multirole Unit
Production: Mass Produced
Manufacturer: Japan
Operational Capabilities: Land/Air/Space


Armaments:
Shield Unit (Arm Mounted):
*Generation II Portable Cold/Hot Plasma Layer Shield (Standard)
*Medium Shield Unit
*Pincer Shield Unit

Main Weapon (Hand):
*6-in Assault Rifle (Standard)
*8-in Rifle
*Plasma Rifle
*4-in Machinegun

Melee (Stored in Shoulders):
*Heat-Katana (2x Standard)
*Heat-Daikatana
*Inner Wrist Mounted Hidden Sonic Frequence Blades (Stored in Wrists) (2x Standard)

Arm Mounted:
*Double-Barreled 50mm Cannon (1x Standard)
*EM Lance (1x Standard)

Auxiliary (Stored in Thighs/Forearms):
*3-in Plasma Pistol (2x Standard)
*Heat-Wakizashi (2x Standard)

Head:
*Anti-Personnel 30mm Auto-Cannons (2x Standard)
*Advanced Radar& Sensors System

Armor:
*8-in Semi Reflective Carbon-Composite Aluminum Alloy

Bio: The Third Generation Sucessor to the ArmorCore platform of the Japanese ArmsTech detachment, the BladeDancer derives its name from Japan's long Warrior culture and history. Specializign in medium-to-close range combat the BladDancer is the first Mech introduced as part of the Mainstream Japanese Military and not just Special Forces groups and PMC-detachments of the military. The BladeDancer is the most agile, fastest, and most maneuverable 3rd Generation ArmsTech of all. It exploits this mobility as well as a highly enhanced battery and lifetime to continuously win against superior numbers. Although lacking in very much long range capabilities, the BladDancer, named after its numerous number of pre-equipped blades and how lithe and deft it is with them, uses its speed and agility to avoid enemy detection, close in on its target and dstroy it at closer ranges. Although it CAN be equipped with a medium range rifle/assault rifle, most models come with a set short range weapon such as a machinegun. It also sports a light coating of armor, however, it is made of a stronger alloy than most, allowing it very good protection. The only real weaknesses of the model is its lack of long-range weaponry and its only mediocre ability to use medium-range weaponry. The model, however does retain its custimizable aspect seen in the ArmorCore, although it is a feature saved mainly for elites, aces, and officers as it is quite expensive.

Note: The BladeDancer is the direct brain child of former UNION General Trace Aori Ashikawa. It is also the ONLY ArmsTech weapon designed by him outside of those built for OZ. He is involved with its sucessor, "Senbonzakura," of which only a thousand were produced. The Senbonzakura are the most powerful of the Earth-Originating ArmsTechs, although much inferior to OZs later models (especially the customs) and those of the GRX.



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Defiance Class (BB)
Nationality: UNION
Specific Nationality: United States of America
Type: Sea-based Battleship
Branch: UNION Navy
Operational Capabilities: Ocean/Sea
Operational Range: Infinite
Crew: 168 men; Plus Pilots
Usual Capacity: 2 Helicopters
Maximum Speed: 57 knots
Cruising Speed: 44 knots
Armaments:
*16-inch Smoothbore EM Railcannon (5)
*500 kiloton guided anti-ship missile launcher (2)
*5-kilowatt AMS laser (2)
*30mm AA/AMS Repeating-Cannon (8)
*10 kg AA missile (Heat/Passive Radar) (2)
Armor:
*10-inch Carbon-Composite Titanium Alloy
*Semi-Reflective Composite Plating Underlay

Resolute Class (DD)
Nationality: UNION
Specific Nationality: United States of America
Type: Sea-based Destroyer/Cruiser
Branch: UNION Navy
Operational Capabilities: Ocean/Sea/Deep rivers
Operational Range: Infinite
Crew: 86 men
Maximum Speed: 68 knots
Cruising speed: 50 knots
Armaments:
*8-inch Smoothbore EM Railcannon (4)
*100 kiloton guided anti-ship missile Launcher (8)
*15kg AA Multi-Missile (Active&Passive Radar/Heat) (4)
*10-kilowatt AMS laser (6)
*50-kiloton Torpedo Launcher (2)
*.303 AP AA/AMS Repeating-Cannon(10)
Armor:
*6-inch Carbon-Composite Aluminum Alloy
*Semi-Reflective Composite Plating Underlay

X-EMS (NX-Project)
Nationality: UNION
Specific Nationality: United States of America
Type: Sea-based EMS
Branch: UNION Navy
Operational Capabilities: Ocean/Sea/Deep rivers
Operational Range: Infinite
Crew: 14 men; Plus Pilots
Usual Capacity: 1 scouting helicopter
Maximum Speed: 50 knots
Cruising Speed: 45 knots
Armaments:
*EM Lance (1)
Armor:
*Semi-Reflective EMH Armor
Notes: Experimental EM “Shield” Ship, Four produced

Athena Class (CVN)
Nationality: UNION
Specific Nationality: United States of America/Principality of Canada
Type: Sea-based Aircraft Supercarrier
Branch: UNION Navy
Operational Capabilities: Ocean
Operational Range: Infinite
Operational Radius (Aircraft): 630 miles
Crew: 1,254 men; Plus Pilots
Usual Capacity: 110 aircraft, 12 Helicopters, 2 AWACS
Cargo Capacity: 130 tons of supplies
Maximum Speed: 42 knots
Cruising Speed: 35 knots
Armaments:
*5-kilowatt AMS laser (4)
*30mm AA/AMS Repeating-Cannon (10)
*10 kg AA missile (Heat/Passive Radar) (4)
*250 kiloton guided anti-ship missile launcher (2)
Armor:
*10-inch Carbon Composite Titanium Alloy
*Semi-Reflective Composite Plating Underlay


Quote

Justice Class (ACVN)
Nationality: UNION
Specific Nationality: United States of America
Type: Air-based Aircraft Supercarrier/ Invasive Assault Carrier
Branch: GDI
Operational Capabilities: Space/Terrestrial Airspace/Ocean/Sea
Operational Range: Infinite
Operational Radius (Aircraft): 700 miles
Crew: 1,574 men; Plus Pilots; Plus invasive forces
Landing Forces Capacity: 20 MBTs, 400 men, 4 helicopters
Usual Capacity: 126 Aircraft, 30 Helicopters, 2 Satellites, 5 AWACS
Cargo Capacity: 95 tons of supplies
Maximum Speed: 44 knots
Cruising Speed: 40 knots
ArmsTech Capacity: 6 MetaGear-RAYs; 2 MetaGear-RAXXAs; 20 MetaGear-REXs (Aerial Types)
Armaments:
*16-inch Smoothbore EM Railcannon (3)
*500 kiloton guided anti-ship missile launcher (4)
*5-kilowatt AMS laser (4)
*10 kg AA missile (Heat/Passive Radar) (2)
*.303 AP AA/AMS Repeating-Cannon (10)
*10-kilowatt AMS laser, Cutter (2)
Armor:
*Semi-Reflective EMH Armor

Bio: The New Generation Flying Aircraft Carrier exlcusive ONLY to America's GDI. GDI, recognized as an independent force not bound to any man bu POTUS himself. It can carry an unprecedented number of aircraft and, supplies, troops, amor, and ArmsTech Mechs. If modified, the Justica is even able to carry small warships. Produced in high numbers, the Justice and their sucessors make the entirity of GDI which would later be revealed to be the GRX. It is so well armored and armed that ONE carrier could easily defeat most armies of the world. Furthermoe, during Kamui's and the GRX's coup, 12 battleships were able to destroy the UNION military and take control of it with only minimal support from Apollo. It does, however, lack the CPS of later generations of GDI ships.



Quote

Ishbal Class (OZ)
Nationality: Order of Zarathustra
Specific Nationality: Principality of Zarathustra
Type: Advanced Attack Carrier Submarine/ Amphibious Assault Carrier-Sub Class
Branch: OZ Navy
Operational Capabilities: Ocean/Sea
Operational Range: Infinite
Operational Radius (Aircraft): 500 miles
Crew: 1,400 men; Plus Pilots; Plus Invasive Forces
Landing Forces Capacity: 120 men, 8 MBTs, 6 helicopters
ArmsTech Capacity: 10; Plus Trace and Company's own Mechs
Usual Capacity: 96 aircraft, 16 helicopters, 1 AWACS
Maximum Speed: 50 knots
Cruising Speed: 48 knots
Production: 1
Armaments:
*10-kilowatt AMS laser (4)
*100 kiloton Torpedo Launcher (6)
*18-inch EM Railcannon (2)
*10-inch EM Railcannon (3)
*Repeating Plasma/Shell(30mm) AA/AMS Cannon (26)
*8kg AA Missile (Heat/Active Radar) (8)
Armor:
*Semi-Reflective EMH Armor
*CPS (Cold-Plasma Shield)
*TPT (Total Protection Territory)

Bio: A relic of Shambalan Weaponry, the Ishbal is the first flagship of OZ. An almost completely silent submarine boasting near perfect stealth, it is a Submarine capable of carrying aircraft and a small army as well as several ArmsTech Mechs, not including those of the Trace and his companion. Although many billion years old, the submarine is one of the most advanced of all the weapons in the world, surpassing any military technology of Earth by a maximum of 150 years, however, the more pedestrian technology such as that used to feed and supply the crew is many millenia ahead of human technology. It is also to be noted, however, it is only a component of the later capital ship of OZ, which is a flying aircraft carrier retaining the sumersible characteristics of its first component. Although powerful it is almost defeated many times due to superior numbers as far as enemy numbers, especially against the GDI threat.

Edited by Zero, 26 May 2010 - 19:35.

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#3 Destiny

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Posted 31 July 2009 - 13:02

It seems you have a liking for heat and electromagnetic weapons, Zero. :P
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#4 Zero

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Posted 31 July 2009 - 15:14

View PostDestiny, on 31 Jul 2009, 14:02, said:

It seems you have a liking for heat and electromagnetic weapons, Zero. :P

Yes, yes I do my friend....I love them....

But there's also a good reason for it: Encased Plasma is the ammunition of the future, especially if lasers can be defended agaist. Also, railguns are the guns of the future, they can propel a 6-in shell out of a 6-in gun at the same power of a 16-in shell&gun. Meaning that the railguns have SUBSTANTIALLY more firepower, range, and penetrating ability (as well as more impact damage=bigger hole)

Edited by Zero, 31 July 2009 - 16:23.

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#5 SorataZ

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Posted 31 July 2009 - 17:41

View PostZero, on 31 Jul 2009, 17:14, said:

View PostDestiny, on 31 Jul 2009, 14:02, said:

It seems you have a liking for heat and electromagnetic weapons, Zero. :P

Yes, yes I do my friend....I love them....

But there's also a good reason for it: Encased Plasma is the ammunition of the future, especially if lasers can be defended agaist. Also, railguns are the guns of the future, they can propel a 6-in shell out of a 6-in gun at the same power of a 16-in shell&gun. Meaning that the railguns have SUBSTANTIALLY more firepower, range, and penetrating ability (as well as more impact damage=bigger hole)

As well as no firing sound, no recoil, no muzzle flash, no muzzle smoke amongst other things. Btw, quite a list, Zero.

#6 BeefJeRKy

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Posted 31 July 2009 - 23:38

View PostKamuiK, on 31 Jul 2009, 20:41, said:

View PostZero, on 31 Jul 2009, 17:14, said:

View PostDestiny, on 31 Jul 2009, 14:02, said:

It seems you have a liking for heat and electromagnetic weapons, Zero. :likey:

Yes, yes I do my friend....I love them....

But there's also a good reason for it: Encased Plasma is the ammunition of the future, especially if lasers can be defended agaist. Also, railguns are the guns of the future, they can propel a 6-in shell out of a 6-in gun at the same power of a 16-in shell&gun. Meaning that the railguns have SUBSTANTIALLY more firepower, range, and penetrating ability (as well as more impact damage=bigger hole)

As well as no firing sound, no recoil, no muzzle flash, no muzzle smoke amongst other things. Btw, quite a list, Zero.

Railguns should still make a noise. Should be more like a thunderclap since the slug will accelerate so quickly. But yes there will be no explosion like current shells.
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#7 Sgt. Rho

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Posted 01 August 2009 - 02:47

Yeah, railguns make two sounds, one of the slug breaking the sound barrier, and the other from the huge electric currents, so you would hear a "BAAAAANG" and a "BTZZZZZZ" at once.

#8 partyzanpaulzy

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Posted 01 August 2009 - 15:05

So this means if you are far enough (but not too far), you'll first see railgun shooting then you'll hear the supersonic blast, right?

(I'll never forget on awesome engine sounds of MiG-29 and Gripen - I saw that MiG in supersonic speed flying very low, some 100m above terrain, those Gripens were flying in similar level, just slower)

Edited by partyzanpaulzy, 01 August 2009 - 15:05.

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+ equivalents :p

#9 Zero

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Posted 02 August 2009 - 01:01

View Postpartyzanpaulzy, on 1 Aug 2009, 15:05, said:

So this means if you are far enough (but not too far), you'll first see railgun shooting then you'll hear the supersonic blast, right?


Well, rule of thumb, you will ALWAYS see it before you hear it as long as youn have a direct line of sight. Another rule of thumb, railguns almost always travel supersonic. In other words, you will see the thing charge& fire before you hear even the supersonic boom.

Quote

As well as no firing sound, no recoil, no muzzle flash, no muzzle smoke amongst other things. Btw, quite a list, Zero.


As mentioned before it DOES have firing sound: the sound of breaking the barrier, the sound of the bullet itself, and the sound of the electricity and even a boom as it escapes the barrel (although NOWHERE near as loud as that of a gunpowder gun). BTW, that last sound is just speculation, I can't say for sure and am too lazy to wiki. ALso, there IS a muzzle flash, all the electricity tend to light the gun up itself and there MIGHT be smoke from the resulting heat, although I'm not so sure about that last part. And yes, my guns shoot shells up to 24-in at about hypersonic speed, eat your heart out Tesla! (Please forgive me Tesla, I worship you....)

That's nothing, I still have to make specific bios for the individual gus and weapons, have at least 50 more mechs to deisgn, 60 more ships, most of which will be space craft, roughly 100 guns, roughly 90 land vehicles (military), blah, blah, blah. Yes, I know! I have too much spare time!

BTW, if any of this sounds to ridiculous, please tell me so I can make it more realistic, as I DO want to make it as close to possible to the real world (like Gundam did :) Yes, I'm a fan, deal with it!). Hope you guys have fun, picking my "inventions" apart and examining them. I will also probably add a short bio to each weapon, BUT I'll do THAT later.
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#10 Destiny

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Posted 02 August 2009 - 02:30

Realism, eh? Hmm...

...state the caliber of projectile weapons...?

...power rating of energy/heat/plasma/whatever weapons...?

etc. :)
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#11 Zero

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Posted 02 August 2009 - 22:42

View PostDestiny, on 2 Aug 2009, 2:30, said:

Realism, eh? Hmm...

...state the caliber of projectile weapons...?

...power rating of energy/heat/plasma/whatever weapons...?

etc. :P

I'm pretty sure I did all of that except for plasma weaponry.... For example, kilowatt describes the power of the laser, the caliber of the gun is relative to the caliber of the shell (in other word, a 16 inch gun fires a shell equal to that of a modern 16 in gun), and kilograms in reference to missiles describes the weight of the warhead, although I MAY change it to kilotons soon enough.

Also for any REAL heat weapons, I will state up to how hot it can get (maximum heat output).

Edited by Zero, 02 August 2009 - 22:48.

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#12 Zero

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Posted 04 August 2009 - 19:17

Edited post, adding new things.


Added bios for:
-Ishbal Class
-Justice Class
-Type 47
-MetaGear
-BladeDancer

Changed Name:
-Land Battleship= Type 47

Changed Statistics:
-Type 47 Main Cannons
-Type 47 Secondary Cannons

Added New Capacity:
-ArmsTech Mech Capacities of Capable Carriers
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#13 Zero

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Posted 09 September 2009 - 02:54

Well, only a small update on the tech actually used in some guns:

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Smart-Bullets: These are expensive, however, they are VERY much like the bullets from wanted in that, given enough distance they can bend up to 60 degrees in flight, such bullets are exclusive to snipers and certain "specialized" aircraft. They actively track their targets by laser and, in some cases very accurate GPS systems and function much like smart missiles minus the bang and that they are just roughly bigger than a normal bullet.

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Nighthawk-Class Drones: Also known as Eliminator Drones, Assassin Drones, or even Sniper Drones, these drones are unique in that they only carry Smart-Bullets, and even then to a very limited amount. The said smart bullets are mounted on missile-like propulsion systems and have been used mainly to carry out assassinations. The unmanned drones, although deadly, do, however, boast the same weakness as nearly every other pilot-less aircraft a deadly weakness to EMPs and Chaff which can disoriented long it enough to force it into an unrecoverable stall/dive/rolling which leads to death. VERY good and efficient killers used mainly for assassination of low-tech enemies, i.e., terrorists, however, against any enemy capable of producing a SAM, they are useless due to the aforementioned weaknesses to ECMs. They are a very large and prosperous cateragory (whatever, too lazy to spell it right) of weapons and also excel at defense and scouting because they can locate and kill, or, if shot down, shows the relative location of an enemy force.

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Flechettes: Flechettes, although old in concept is a type of ammunition used in the majority of EM guns capable of being held by one man. Their shape and structure allows them substantially better accuracy than a bullet, are lighter, and therefore, more deadly. They come in many varieties (Hollowpoint-like, Incindiary, etc.) as well as many "calibers" (sizes). Also, their fins allows them to be exploited as smart bullets in a capacity much greater than "finned bullets." The main ammunition of the weapons used by OZ forces.

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Plasma Torches: Misleading name for a misleading weapon. When one sees the name, one would think: Ooh, a construction tool! A plasma torch is actually a pseudoname for either a plasma or an electromagnetic lance. Both lances are used exclusively on ships, being infinitely more common on large spaceships, however, due to their energy requirements and just the set of conditions needed to use it. The EM lance works by shooting several VERY powerful EM "gun," which culminate at a fine point, and if could be seen, makes it look like a lance (the lance is ALWAYS positioned at the bow of the ship for...practical reasons). The EM lance fatigues the ships metal, bending it, twisting it, and stretching it several thousand to hundred thousand times every few seconds until it collapses, tearing the ship apart down the lance's length.
The plasma torch uses a special form of cold plasma that is well...special! Why? Well, when it comes into contact with ANY matter, it becomes excited and proceeds to...vaporize it. It does, of course do this with air particles, however, the effect is almost invisible to the human eyes, and that is if it hits a large concentration of it too. Against solid matter, however, it lights up like a Christmas Tree on fire! The plasma, when excited heats up substantially and is able to easily cut through almost any metal in existence, even some forms of orichalcum. The plasma variant, near invisible when cold, may I add, is used as the standard by the GRX, while the EM variant is used mainly by GDI, OZ, however, equips the weapon mainly on capital ships and uses a "hybrid" system, which uses both and is capable of achieving the capabilities of both while the downsides are negligeable, however, it DOES cost twice the weight and energy drain...


Also used for construction purposes....





If I feel like it I'll cover the "Total Protection Territory" next, as well as a few more things.... That's all for anyone who gives a damn, now screw off :P I have some books to read!

No, really, honestly, thank you guys for actually paying attention, if you drop in that is.

Edited by Zero, 26 May 2010 - 19:36.

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[indent]Garrod "Newtype Killer" Ran[/indent]

#14 Destiny

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Posted 09 September 2009 - 05:32

Ahaha, I can see some typos you made on purpose :P But yeah, quite interesting. The smart-bullets seem a bit funny, if they have no fins how'd they steer themselves? ...besides gravity and that stuff. I like the Plasma Torch's excitement :)
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#15 Zero

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Posted 11 September 2009 - 20:39

View PostDestiny, on 9 Sep 2009, 5:32, said:

Ahaha, I can see some typos you made on purpose :P But yeah, quite interesting. The smart-bullets seem a bit funny, if they have no fins how'd they steer themselves? ...besides gravity and that stuff. I like the Plasma Torch's excitement 8|

Well, the flechettes use their built in tails to compensate for lack of rifling, it therefore increases accuracy and also allows it to act as a smart bullet. On the other hand, the smart bullets used by GDI (which ends up joining the GRX and before that replaces almost the whole US Army) actually use compressed air jets which are MUCH more effective, however, the expense makes them sniper-only tools, while the OZ flechettes are used in most guns. Period. Except, of course, anti-materiel rifles.

Well, like I promised the TPT.





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The Total Protection Territory is a human computer interface made up of many parts which I will describe.

1) HEMS- Hexaplate Electromagnetic Shielding. Self-Insulated Hexagon-shaped alloy armor that allows it to project EM "lasers" in the shape of the metal piece. Powered by the main generator, the HEMS is able to use electromagnetism to slow, stop, and even sometimes reverse the course of a projectile. The range of HEMS varies from ship to ship but is never less than five feet as that is the minimum amount of space usually required to safely stop a titanium 14-in shell traveling at Mach 6. Because it works in a laser-like system the HEMS system is able to open up "holes" in its plating, such as behind the ship to allow others to follow it shielded as well, however, it also leaves the ship unshielded at that point. Capable of stopping plasma shells, or conventional metal shells or fragmentation shells, HEMS projects itself both over and under the ship, always in the form of a perfect circle for aesthetic reason. Anything inside the ship, however, is safe from HEMS as it is a directed laser directed only at the outside.




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2) CPS- Cold Plasma Shielding. A simple cold-plasma shield composed of three overlapping sectors of plasma. Each layer is highly compressed plasma and is sorted as such:
1st Layer (Ship Layer)- Closest to ship. A layer of cold plasma laying on top of hot plasma on top of cold plasma.
2nd Layer (Thermal Layer)- Middle Layer. A layer of hot plasma on top of cold plasma, on top of a relatively thick layer of hot plasma, on top of a last layer of cold plasma, on top of one last layer of hot plasma
3rd Layer (Dead Layer)- An outer layer of cold plasma on top of a hot layer, on top of the thinnest layer which is cold plasma

In case you still don't understand:
1st Layer-2nd Layer-3rd Layer:
Cold, Hot, Cold-Hot, Cold, Thick Hot, Cold, Hot-Cold, Hot, Thin Cold

Larger ships may have many more layers. Furthermore, most ships equipped with HEMS use this in sync with it, allowing the Plasma to be shot out in the same hexagonical pattern as the HEMS shield. One such ship is OZ's Ishbal-Class Capital Ship. Furthermore, it too is mainly circular for...asthetic reasons.

3) Plasma Torch (Both types REQUIRED)

4) AA Defense System (Guns, Lasers, Plasma Guns, Depth Charges, Flares, ECM, and Missiles)


Now, TPT.




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TPT: A human computer operating system used solely for defensive purpose. Only one person has ever been able to use it. Coincidentally she (SHE!!!) is a thirteen year old girl of mixed Japanese-American Heritage (to be honest I like her because she's pretty random and funny, even proclaiming herself a NEET and the far older Trace her husband). Of course, now I'll have to give you a brief overview on "Number 13," who goes by the name Eliza Cunnings. I won't, not now at least. Maybe I'll start a new thread for that....oh well, that's for later, now to get back on point.
TPT is called a human computer operating system because it effectively fuses the human with its own OS, making the computer a CPU terminal while the computer itself intergrates itself into the computer. Use of the system, however, is very dangerous, because it can cause:

-90% chance of addiction due to "Enlightenment" that results from system usage.
-99% of instant death of instant death, due, as well, to the "Enlightenment" that results from system usage
-99.99% chance of dying due to complications that result from the system, and that is only from the 1% who were able to intergrate
+Brain Hemorrahge
+Fatigue (even at short intervals)
+Wearing down of Nervous System
+Other organ Failure
+Kidney/Heart/Liver Failure from drugs used to enable use in those who CAN intergrate
+Suicide due to withdrawal from system
+Insanity/Depression
*Some cases even saw murders committed
Sounds fun, huh?

Guess I should restate my previous statement, Eliza, "Number 13" as she was known as the labs where she was raised and experimented on was the only person able to use the system and come out from the first use without using any form of drug, addiction, or damage physical or mental. She was also the only subject to survive using the device for longer than five minutes as well as being the first (and only person) to survive exposure to the machine for a month, not only surviving, but also being physically and mentally healthy.

What makes TPT so addictive...and deadly is how it works. First of all it connects itself to your body through many connections to nerves all over your body (one being the near-mandatory-culturally speaking- back of the neck hole that the Matrix came up with), this first stage is called "Intergration," however, it is only Phase 1 of Intergration.
Stage two is the "First Tap," called "Nirvana." During Nirvana, the computer's OS tries to fuse with your own brain and nervous system. It is here and during the Intergration Stage where the most people die. At this stage, assisted by computer help, your brain's ability process information skyrockets, as does its speed. The most deadly aspect, however, is not the downloads or uploads of information, but that the system enables 100% of the user's brain ability to be used, this can quickly lead to death due to fatigue and wearing down of the brain by forcing such a high preformance from it. I should also note that, even without the system Eliza can use roughly 58% of her brain power on will, nearing Trace's 94% (he's a god, guys, no complaining....), and it was so high in fact that the little genius was not tampered with and "enhanced" as the others were as the only forseeable outcome was a decrease in ability and computation power. On users who have used the system once before, Nirvanna is simply the opening up of the brain and activating the shut off parts.
Stage Three is the "Enlightenment" (by the way, the Intergration process ends at Nirvana). In Enlightenment, one can use the system.
Finally, Phase Four is "Exo-Crossing" where you all system data is retracted and you exit the system and it unhooks.

While in TPT one gains administrative control over ALL desired systems (if Eliza wished to, and she DOES sometimes, she can take over anything from weapons to engines and channel power to/from them and do tasks as she wishes and sees fit) connected to the terminal (the person operating it). As such the thinking computer can calculate and judge like a computer while retaining the ability to free think as a human. An AI on steroids pretty much except the Intelligence isn't so artificial and not so playful.

So, I'll let you guys think of possible uses/combinations for the system, use your imaginations! And then, when I start posting my book again you guys'll see whether or not you were right!

Next, I will do.....how about I do a breakdown of Nighthawks and maybe one or two aircraft? I think so, I'll try that next time!

Edited by Zero, 26 May 2010 - 19:37.

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[indent]Garrod "Newtype Killer" Ran[/indent]

#16 Zero

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Posted 24 October 2009 - 22:57

I was seeing gundam and saw the well....gunams (!!) and thought to myself: I NEED MORE MSs!!!!!!!!!!! So more might be coming up soon.

My project has become a lot more...peaceful too......instead reflecting more on the characters. Not to say the characters were shallow before, but I said, "Hey, this is boring, my main characters are just demented homicidal insane fucks! this isn't enough!" So expect some weaponry to only be touched upon lightly while others will be.....almost raped with attention. Last but not least, I'm gonna start listing melee weapons too, had a few good ideas :P .

To anyone still interested and bored enough to keep up, welcome to Neverwhere, the God is dead, the gods will die, and Limit of Life has been reached. Next maybe I'll post my paper on the "Limit of Life," Scifi at its most skeptical! :read: 8| ;) :)
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#17 Zero

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Posted 27 October 2009 - 01:24

Courtesy of OZ, an Ace Special Series:

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BladeDancer-Crimson
Model Type: XMG-BDC-21780132
Nationality: OZ
Specific Nationality: OZ
Branch: Kashní
Leg Type: Generation-VII Biped
Generation: Generation III.V
Weight Class: Medium
Operational Capabilities: Land/Air/Space
Flight Capabilities: (Long Range) Mounted Jetpack& Boosters
Flight Peripherals: (Unlimited) Shadow-Reff-Board
Top Speed (Flight): 487mph
Cruising Speed (Flight): 324mph
Operational Radius: Infinite
Powerhouse: Collective Hydrogen Nuclear Fusion Reactor
Maximum Speed(Booster Assisted): 213mph
Cruising Speed: 95mph
Type: Customizable Multirole Unit
Production: 25
Manufacturer: OZ
Armaments:
Shield Unit (Arm Mounted):

Head:
*Advanced Radar& Sensors System

Armor:
*6-in Semi Reflective Carbon-Composite Aluminum Alloy
*2-in Generation I Portable EMH Armor Plating

Bio: Custom Prototype models of the BladeDancers named so after the Crimson-Maroon color pattern they all donned. Piloted by the elite Kashní Squadron 0, the BladeDancer-Crimson is the most powerful single unit manufactured, far surpassing even its direct successor, the mass produced BladeDancer. Extremely high costs, an extremely dangerous powerhouse, and piloting strain due to the excess skill and stamina needed to pilot it cut the final number down to 25.

**Note: There are 25 seperate ones, most of which share stats unless I state otherwise. I'll list them as I go on. (BTW, I need a translator for romanji, so if you see any names with *** next to it, that means i need an exact translation for the name. Thanks :P )

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27 Blades***
Model Number: XMG-BDC-TA00
Note: Tracy-boy's Custom, later replaced by the more gundam-esque...well....that's a secret ;)
Armor:
*2-in Semi-Reflective Carbon-Composite Aluminum Alloy
*2-in Generation I Portable EMH Armor Plating

Armaments:
*2 Compact Vibroblades (stored in head)
*2 Plasma-Edge Daikatanas (stored in back, behind opposite shoulders, always completely visible)
+Can be linked together to make a double-edged
*EM 3-in Gattling Gun (concealed in wrist)
*Generation IV AA Gatling Plasma/Lasers (concealed in body)
*4 Plasma-Edged Katanas (2 inside arms, and 2 inside shoulders)
*4 Assassin's Hidden Blades (2 inside each wrist (upper&lower wrist))
*8 Plasma-Edged Wakisashis (4 Concealed in Legs, 2 in Forearms) (Can be Thrown)
*1 Plasma-Edged MegaDaikatana (concealed in right shoulder and torso, handle always visible)
*2 Beam Sabers
*2 Armblades (HUGE blades terminally attached to arms, think Exia Gundam, but on both arms :) )
*2 Portable EM Plasma Torch(1 Concealed in Each Hands)
*1 Retractable Thermal Scythe (Concealed in shoulder opposite MegaDaikatana)
*VibroSpear
*2 Rotary Fin Blades (Mounted in Retractable& Concealable Arm Pockets)
*10 Harkblades (each finger serves as independent one-Does not count towards blade total)

Named so because it literally wields 27 blades in its body (not counting the harkblades that act more like chain-tied harpoons, which make up all of its fingers and the concealed torches), this was the custom piloted by Trace Ashikawa. Boasting many blade the suit was made to cut ships apart using the MegDaikatana that protrudes from its shoulder, as well as the Ship-Killing Thermal Scythe, and boasts various blades to handle a multitude of tasks. Heaviest of all the BladeDancers, it is also the fastest and most agile one due to a much improved reactor. Furthermore, it is also the most deadly to pilot. Very mobile, it is lightly armored as it relies on the pilot to evade using its speed more than take punishing blows. It is later piloted by Sub-Commander Subaru Hiwatari albeit in a more pinkish color before being given to the Kashní-0 Captain where it would remain until it was modified into the Senbozakura-Crimson, still piloted by the Captain. It was also capable of carrying ranged weapons despite its focus on melee combat and its more advanced targeting system, even compared to other Crimsons allowed it unsurpassed accuracy. It should be noted that the lack in armor as well as a few other less necessary systems help reduce the weight down to not too far past the more common BladeDancer-Crimsons.

I'll put up the rest later, meh, when I want! :) :) :) :D

Edited by Zero, 26 May 2010 - 19:38.

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[indent]Garrod "Newtype Killer" Ran[/indent]

#18 Zero

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Posted 26 May 2010 - 19:32

Quote

Time to restart the thread!

XMD-001 ( X0-Type)

Model number: XMD-001

Code name: Protos

Unit type: Experimental Mobile Doll

Manufacturer: Yielda-Hennings Military Electronics

Operator: Richard Browning

First deployment: A.D. 2709

Accommodation: Linear Computerized Cockpit

Height: 17.8 Meters

Weight: 107 Metric Tons

Armor materials: 3” High-Density Cobalt Titanium Composite Armor Type C

Powerplant: Experimental Goldman Fusion Reactor (Output: 2978kW)

Propulsion: 2x 42613kg Directional Thrusters

Apogees/Verniers: 2x 3000kg Assisting Verniers

Performance: 130 km/h
-Ability to Perform well on all types of Earth Bound Terrain
-Unable to function efficiently in water any more than two meters higher than itself
-Lack of efficient verniers limit space-borne capabilities
-Basic Frame comes equipped with no armaments
-First Embodiment of the Movable Frame Concept

Maximum Acceleration: 1.1G

Sensors:
-Visual Cameras: 7km
-Radar: 27km
-Thermal: 1.9km

Equipment and design features:
-X1-Type High Maneuverability Pack “Yellow Lightning”
-X2-Aerial Type Flight Pack “Crimson Falcon”
-X3-Artillery Type Pack “Green Lance”
-X4-High Impact Pack “Golden Hammer”
-X5-Melee Pack “Blue Steel”
-X-6 Precision Fire Pack “Red Snow”
-X-7 Water Pack “Cobalt Scale”
-X-8 Armor Pack “Gray Schneider”
-X-9 Space Pack “Black Star”

Fixed armaments:
-2x Head Mounted 60mm Vulcans*
-4x Chest Mounted 70mm Vulcans*(Removed Later On)
-Finger Mounted High-Tension Projectile Lancelets*
-2x Arm Mounted 90mm Gatling Guns*

Optional fixed armaments:
-Wrist Concealed Beam Saber (Output: .2 MW)*
-2x Hip Concealed Super High-Frequency Sonic Blades*
-2x Hip Concealed Armor Schneider*

Optional hand armaments: N/A

Bio: The first of the true modern Union ArmsTechs. Initialized A.D. 2709, it was the first great leap in weapons technology since the Third World War. Competitor of the cheaper, more easily procurable Phoenix Assault Walker, it boasted unparalleled capabilities for its days. Through various “packs”, which would have been developed into variants, had there been time, it was able to test its performance in many new arenas once foreign to weapons such as itself such as the ocean and space. While slower and possessing slightly weaker thrusters than the Phoenix's jump-jets, it, unlike the Phoenix possessed the ability to efficiently switch between weaponry. While it took entire redesigning sessions to refit a Phoenix with new weaponry (much like a new turret on a tank, it demanded retrofitting of entire systems and not just one piece), the “Protos,” so called because it was truly the first of its kind, was literally able to do so on the fly. Using a simplified “packs” system, it was able to outfit itself with entirely new variations (ranging from additional armor to weapons to thrusters) in only a few minutes if the required equipment was available.
Assisted by the ground-breaking Movable Frame concept, the Mobile Doll could easily be stripped and replace limbs or even pieces of armor, all of which rested on the body's main frame. It also helped lower the weight and increase the mobility of the suit while helping to strengthen the body's main structure and boost survivability.
The majority of the “packs” proved successes, albeit be they expensive ones. All designs save the flying type preformed at or beyond expectation and were able to fully exploit the full abilities of the prototype, with the Crimson Falcon Project failing due to insufficient technology to efficiently sustain adequate levels of thrust.
On it's default frame, it carried a very experimental and advanced Beam Saber, which utilized highly compressed and superheated plasma, controlled by an EM field into a blade-like shape. It proved deadly against any and every target. Every single one. The Beam Sabers, however, were deemed expensive and took a heavy toll on the reactor, so it was relegated to rather rare uses and it would instead favor either its barely shorter-range Sonic Blades, whose sound waves could easily cut through metal. Another option, was the armor Schneider which were very deadly, shark-toothed daggers, that ran blades through them like chainsaws, leaving a deadly mark on any armor they encountered. For somewhat longer range involvements it possessed head vulcans and chest vulcans, of which the Chest Vulcans of which were quickly discontinued and scrapped before any of the packs had been finished due to difficulty to use efficiently compared to the lower caliber, faster firing, and lighter head vulcans.
Had it been Mass-Produced the XMD-001 Type U, the U standing for Ultima, would have been outfitted with capabilities for space and even basic water-borne capabilities standard as well as better speed, armor, and weaponry. Unfortunately, the project was eventually rejected for the much cheaper, less maneuverable, faster, less advanced and less innovative Phoenix. It would arise again nearly a hundred years later, however, in the designs of Ashikawa Industry's own ArmsTechs, the early Fausts models.

Will add more about the packs system later.

Edited by Zero, 26 May 2010 - 19:38.

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