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Kor Vexen

Kor Vexen

Member Since 10 Sep 2017
Offline Last Active Today, 02:17 AM
*****

Upping the Map Game

18 April 2019 - 09:24 PM

So I was kind of thinking on how to perhaps maybe 'spice' up some things for the map and interactions between factions. I like to see the map game a bit like Stellaris, in this manner where certain planets will have resources/exotic materials/etc. And for simplicity's sake we'll just say this applies to things that are of Limited-Mass Produced in nature for the following suggestion. So take that as you will and don't see this as an infringement on your ability to be a special snowflake with your Unique and Semi-Unique stuff.

 

One of the things that crossed my mind was the control of resource/infrastructure worlds. More or less resources that planets that had unique resources to them, or possession of a hex that contains a shipyard world to produce starships and such. This was more something that came up when a lot of the restricted materials were made openly available to everyone, and for no logical purpose or reasoning other than letting people make awesome or broken submissions. The thought was to basically add another layer onto the map game and reduce the mass production of things that would have otherwise difficult to acquire materials. Perhaps start some threads where you open up a trade agreement with other factions to acquire resources and materials that they might have. Because I'll be honest, it peeves me just a tad when I see someone outside the Mandalorians mass producing Beskar vehicles/equipment when possession of Beskar on that size or scale would be ridiculous, especially if said people producing things with Beskar are not on friendly terms with the Mandalorians. You get the idea on why that wouldn't make much sense.

 

Now before you go grab your torches and pitchforks and start a riot claiming that this is only going to make things harder for the Factory, stifling your creative freedoms, there is an alternative to this in the form of the Codex. If you don't have a planet that has a shipyard or an exotic resource, then go and make one as long as its reasonable. If anything, this encourages more creativity while providing your faction with a stable source of that resource/infrastructure to use.

 

The same really goes for shipyard worlds. It would make sense that a faction has a go to planet that would be a prime production for ships rather than them just popping up out of nowhere. And if you don't have such a hex? Make one, slap it in an empty hex you might want to dominion and then give yourself another neat little dominion objective.

 

This also would make for interesting invasion targets as these resource/infrastructure hexes can be used to cripple the means of production for a time being and add another layer of depth. It would stand to reason that they are more likely to be targets for invasion and should these circumstances happen, production of a resource/infrastructure might be halted/slowed. Now why do I bring up that last bit you might ask? Well let's say a faction only has one planet for a certain resource/infrastructure, it would stand to reason that if it were being invaded, or they lost that hex, it would be a pretty heavy blow to production, resulting in them not being able to produce stuff in the Factory for a time until they've regained control of that specific resource/infrastructure hex. While you won't have problems with some more freely available material like durasteel/duraplast/etc. this would more so apply to things that are more unique to a certain region of space or certain conditions.

 

For clarity here's an example with less words - If I have a faction that has one shipyard planet that gets invaded and I lose that hex, I won't be able to construct starships until I have regained control of that hex.

 

That more or less is what I'm thinking at the current moment, and for some of the higher ups to consider. And for those of you who really hate the idea, that's fine, but to me that just comes to an issue of a person being lazy, angry and not wanting to make a simple submission in the Codex designating X planet as something like an exotic resource planet or vital to a certain kind of infrastructure, whether it be droids, vehicles, starships, etc.


Nanolaminate Plating

16 April 2019 - 05:07 PM

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Nanolaminate Coating [Magnified View of one layer]

 

 

OUT OF CHARACTER INFORMATION

 

  • Intent To create a resilient coating material that is effective against blaster fire and capable of self repairing if not substantially damaged.
  • Image Source | Source
  • Primary Source | Armorplast / Shape Memory Alloy

 

PRODUCTION INFORMATION

 

  • Name Nanolaminate Plating
  • Manufacturer Sith Imperial Research and Development / Kor Vexen
  • Affiliation | Closed-Market The Sith Empire
  • Homeworld | N/A
  • Production | Minor

  • Modularity | N/A
  • Material Micronized Duraplast

 

PHYSICAL SPECIFICATIONS

 

  • Classification Coating Material
  • Weight | Very Light
  • Resistances |
    • Blasters | High
    • Kinetic | Very Low

    • Lightsabers | Average

    • Other | 

      • Sonic | None

      • EMP/Ion | None

      • Elemental Low

  • Color Matte Gray
 

SPECIAL FEATURES

 

  • Blaster Protection
  • Self Repairing

 

Strengths |

  • Effective Blaster Protection ] | The nanolaminate plating process is a rather effective and inexpensive process of making whatever surface it is applied to blaster proof. By reducing the heat and impact from one concentrated point of contact across a larger area, the effective penetrating power of a blaster is mitigated as to little more than the hit from a powerful punch. Severe bruising and fractured bones may still apply, but fatal results are usually minimized.
  • Self Repairing ] | Assuming that the nanolaminate plating doesn't take consistent hits that would result in its molecules fusing together or being extensively damage, the residual heat restructures the molecules to take their original form. This allows a soldier to take a hit, retreat, allow for their armor to repair itself before taking another hit. Thus repeating its cycle. This applies to whatever surface the nanolaminate is applied to.

Weaknesses |

  • Melee ] | Due to the layers and structuring of the nanolaminate coating, it has been shown that excessive contact with melee weapons or physical objects can result in these layers being 'shaved' off, thus rendering it ineffective.
  • Extreme Heat ] | While meant to absorb heat and disperse it across a wider surface area, the nanolaminate armor functions poorly when exposed to extreme amounts of heat, such as sustained blaster hits or contact with lightsabers or plasmatic blades due to the molecules being fused together and diminishing its protective properties.
  • Elementals ] | In addition to extreme heat being an issue, extreme exposure to the different elements can have negative impacts on the nanolaminate coating. Exposure to extreme cold can cause it to become extremely brittle and fracture itself beyond repair. It is also susceptible to corrosion and easily corroded when exposed to corrosive weapons or environments. It is also highly conductive, resulting in electrocution if the surface or armor it is applied to isn't properly insulated.

 

DESCRIPTION
 

 

Nanolaminate plating is a defensive, matte colored coating material with a multi-layered molecular arrangement that is vacuum deposited on armor or smooth surfaces. At first glance the surface may seem hard, but in principle it's like a very thin cushion with several layers. It is effective against blasters by diffusing and deflecting the fired bolt, minimizing the damage done and thus reducing lethality of a bolt. The nanolaminate armor is also effective against physical projectiles, where its energy bearing molecules can absorb the impact from live ammunition and explosive charges, thereby protecting the wearer's body from damage. It is so effective to the point where ranged firearms can not score decisive hits against them and may only shave off small pieces of it unless at close range.


IL-MDD Magnetic Disruption Device

13 April 2019 - 04:26 AM

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OUT OF CHARACTER INFORMATION

 

 

PRODUCTION INFORMATION

 

  • Manufacturer | Sith Imperial Research and Development / Kor Vexen
  • Affiliation | Closed-Market The Sith Empire
  • Model | IL-MDD Magnetic Disruption Device
  • Modularity Yes, Smaller variants meant to be fired from grenade launchers or Landmines.
  • Production | Mass-Produced

  • Material Reinforced Duraplast / Titanium / Circuitry / Magnets / Explosive Components

 

TECHNICAL SPECIFICATIONS

 

  • Classification Magnetic Disruption Device
  • Size Very Small
  • Weight Very Light
  • Ammunition Type Electric Payload / Shaped Charge
  • Ammunition Capacity | N/A
  • Reload Speed None

  • Effective Range | Point Blank
  • Rate of Fire | Very Low
  • Stopping Power | Very High
  • Recoil None

 

SPECIAL FEATURES

 

  • Armor Lock
  • Lethality Setting
  • Shield Disruption Field Setting

 

Strengths |

  • Lethality Setting ] | The IL-MDD is equipped with alternate settings that can either attach to the target and stun them in place or be set to explode after it latches onto a surface, with more or less the same devastating effects as a miniature thermal detonator.
  • Shield Disruption Field ] | When primed and thrown, the IL-MDD can be programmed to emit waves of ion pulses that can disable particle shields that it comes into range, allowing it to bypass them and latch onto a unit before summarily delivering its disruptive payload.
  • Your Own Coffin ] | The IL-MDD is designed to immobilize armored infantry, specifically ones that wear motorized combat suits by shutting down systems that assist in movement. This can potentially be used for smaller vehicles, but was designed with emphasis to use against armored and shielded infantry.

Weaknesses |

  • [ Wind-Up ] | There is a brief window where the IL-MDD is inactive. It only activates and starts its short countdown to detonation after it makes contact. Once it makes contact, it will magnetize or suction itself to the surface after a couple of seconds before delivering its payloads. This allows the target a small window of time to rip it off before they get immobilized and get clear of it.
  • Dud ] | There is a small possibility that the initial shield disrupting ion pulses the IL-MDD emits breaches the protective casing of the actual device itself, thus rendering it as a dud that won't function. Attempts to mitigate this from frequently happening have been made, but have not been completely nullified.
  • [ Single Target ] | The IL-MDD was designed specifically for a singular target to mitigate any collateral damage done to nearby friendly forces from both EMP effects and explosive damage. This also works to the benefit of the enemy as it is not meant to take out large swathes of enemies.

 

DESCRIPTION

 


The IL-MDD is designed as a niche but effective weapon, specifically designed for use against mechanized infantry or small vehicles. Several variations of it have been designed in order to effectively use it across a larger spectrum on the battlefield. The basic design is a small disc shaped device that is meant to be thrown at the target. Once it makes contact, the device will magnetize and/or suction itself to the surface it has made contact with, effectively sticking to them before summarily priming itself for detonation and delivering whatever payload it was set to deliver. Smaller versions have been designed that can be launched from grenade launcher or grenade launcher attachments that can hit a target more accurately and from a farther distance. Landmine variants were designed as a more effective version to handle with light walkers with the explosive capability to blow a walker's leg off.

 

The IL-MDD are in essence, sticky EMP grenades that can be set to deliver a lethal explosive payload, without the concern for friendlies getting caught in either the EMP wave or explosive detonation as both are meant to be delivered within a very limited range with high single target damage using a controlled charge directed to the surface of the individual or object it has latched onto. With the increase of motorized or powered combat suits, the IL-MDD would serve to be a solid option for use against them as it effectively locked down motor functions for those who used suits designed to assist with mobility or strength, instead turning the suit of armor in question into a coffin that the individual is stuck inside of. It can be either used in a non-lethal manner by freezing them with the EMP wave, or killing them with a point blank shaped charge.

 

Another function that the IL-MDD brings to the battlefield is the Ion Pulse Waves it is capable of generating, allowing it to neutralize shield generators that might be protecting the intended target and allowing for the IL-MDD to get through without being stopped by a shield. However, Sith Imperial Research and Development have come across the issue of the IL-MDD effectively neutralizing itself if it employs the shield disruption pulses. While efforts have been taken to mitigate or prevent it by protecting the delivery system with Ion resistance, the size of thrown or launched IL-MDD does not allow for additional protection simply because there is no room. The landmine variants of the IL-MDD do not suffer this problem because it simply waits for a target to step on it, without needing to worry about needing to bypass a shield.


EW-ALE Heavy Weapon Emplacement

09 April 2019 - 04:40 PM

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OUT OF CHARACTER INFORMATION

 

  • Intent | To submit a heavy weapon emplacement for use by the Sith Empire's Imperial Legion.
  • Image Source | Source
  • Canon Link | N/A
  • Primary Source | EWEB Heavy Repeating Blaster

 

PRODUCTION INFORMATION

 

  • Manufacturer | Sith Imperial Research and Development / Kor Vexen
  • Affiliation | Closed-Market | The Sith Empire
  • Model | EW-ALE Heavy Weapon Emplacement
  • Modularity | N/A
  • Production | Mass-Produced

  • Material Particle-Energy Shield / Reinforced Duraplast / Titanium / Blaster Components

 

TECHNICAL SPECIFICATIONS

 

  • Classification | Weapon Emplacement 
  • Size | Large
  • Weight | Heavy
  • Ammunition Type | Power Generator
  • Ammunition Capacity | Unlimited while connected to a power generator
  • Reload Speed | Slow

  • Effective Range | Long Range
  • Rate of Fire | Very High
  • Stopping Power | Very High
  • Recoil | Low

 

SPECIAL FEATURES

 

  • Reciprocating Fire
  • Link Fire
  • Composite Shielding
  • HUD Compatability 

Strengths |

  • Alternate Fire Modes ] | The EW-ALE has two firing modes; Reciprocating and Link Fire. The Reciprocating Fire Mode utilizes alternating fire between the barrels, effectively doubling up the fire rate. For comparison, it'd be similar to that of a rotary cannon's fire rate, and extremely effective against infantry. The Link Fire Mode, briefly charges both barrels before firing them simultaneously at a target. This increased output is much more effective for dealing with light to medium armor targets, while gradually being able to bring down heavily armored ones.
  • Composite Shielding ] | The EW-ALE is equipped with a front facing composite particle-energy shield, giving it a double layer of protection against enemy fire. The deflector shield is positioned in front of the particle shield to catch any blaster related fire while the particle shield is behind to catch any slugs from projectile weapons. This provides the operator with a fairly safe defense from an entrenched position as their entire body could be protected from the front.
  • HUD Compatability ] | The EW-ALE is HUD compatible and operatable, allowing the user to keep a close eye on its systems like overheating or power output while also adjusting it while mounted on it. This makes it so that the EW-ALE can be operated and maintained by a single person after setup and does not require a second person to constantly micromanage its systems.

Weaknesses |

  • Setup ] | The EW-ALE is heavy and cumbersome, which is why it requires a crew of two or three people to carry around and deploy. One for the weapon itself, one for the tripod, and one for the power supply and cables.
  • Slow Traverse/Elevation ] | The EW-ALE has a slow turning and elevating speed, making it poor for quickly moving to change targets or against fast moving targets. It is ineffective at following after targets while on its mount. 

 

DESCRIPTION

 


The EW-ALE or Emplacement Weapon, Alternating Laser Emplacement is a stationary weapon emplacement that lays out impressive fields of fire against both infantry and armored targets, making it ideal for holding down defensive lines or chokepoints. What it exceeds in is laying down oppressive fields of fire to stagnate enemy advances, both from infantry or armored targets.

 

The EW-ALE like many weapon emplacements requires a crew to set up and deploy, but only requires a single operator once everything is set up due to it being designed for compatibility and operation from a HUD. While the EW-ALE technically can function without its mount, it would require a very strong or power suit assisted individual to carry both the weapon and its power source. 

 

The EW-ALE has two separate fire modes that help assist in its deadly functions; the reciprocating fire firing alternating shots between its two barrels to fire out a constant stream of laser bolts in a similar fashion to that of a rotary cannon. The Link Fire Mode increases output and fires both barrels simultaneously, outputting heavier firepower at a slower rate to handle armored targets.

 

To improve upon the durability and survivability of the weapon emplacement and operator, the EW-ALE is equipped with composite shielding to help protect the vital upper body of the operator while they are firing, though their legs are exposed. This issue is completely removed if the EW-ALE is deployed in trenches where the ground protects the lower body of the operator.

 

Despite the firepower, the greatest detriment is the mobility of the EW-ALE. In addition to the crew required to carry around and set it up, the EW-ALE suffers from very slow weapon turn and elevating. It more or less requires the operator to predict a fast moving target's path and fire a stream of laser bolts fot that target to run into. This is not so much an issue when the EW-ALE is positioned in a chokepoint or firing indiscriminantly at large groups of enemeies and slow moving targets.


IL-18A Disruptor Carbine

09 April 2019 - 02:06 AM

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Reloading Mechanism

 

OUT OF CHARACTER INFORMATION

 

  • Intent | To submit a carbine with the intent of dealing with armored targets, both infantry, and vehicular.
  • Image Source | Source / Source
  • Canon Link | N/A
  • Primary Source | Disruptor / TL-50 Heavy Repeater 

 

PRODUCTION INFORMATION

 

  • Manufacturer | Sith Imperial Research and Development / Kor Vexen
  • Affiliation Closed-Market The Sith Empire
  • Model | IL-18A Disruptor Carbine
  • Modularity | Underbarrel Attachment
  • Production | Minor 
  • Material Reinforced Duraplast / Titanium / Disruptor Components

 

TECHNICAL SPECIFICATIONS

 

  • Classification Anti-Armor Carbine
  • Size | Average
  • Weight | Average
  • Ammunition Type Power Cells
  • Ammunition Capacity | 

5 Power Cells per Magazine Pack

5 low power shots per cell (25 Total Per Magazine)

1 maximum power shot per cell (5 Total Per Magazine)

  • Reload Speed | Fast

  • Effective Range | Average
  • Rate of Fire |  Very Low - Low 
  • Stopping Power | Very High
  • Recoil Low

 

SPECIAL FEATURES

 

  • Alternate Fire
  • Energy Cell Magazine
  • Auto-Loader

Strengths |

  • Destructive Firepower ] | The IL-18A Disruptor Carbine sports an impressive amount of firepower in a compact package. The basic firing mode is a semi-automatic low power carbine that has the capability of punching through most standard infantry armor. Its alternate fire mode possesses significantly more destructive potential at the expense of burning through ammo much more rapidly and at a significantly slower rate of fire. This alternate mode has the ability to punch clean through an armored vehicle.
  • [ Auto Loading Magazine ] | The IL-18A utilizes an intuitive magazine and self-reloading system to go with it. The IL-18A uses 5 separate power cells connected to one another as a magazine, this magazine then goes into the weapon itself. The IL-18A detects when an energy cell has been spent and automatically ejects the spent power cell while loading in the next. This allows for the user to maintain aim without needing to manually reload each cell until the entire magazine has been spent.

Weaknesses |

  • Limited Ammo Capacity ] | Though powerful, because of its nature as a disruptor, the energy consumption of the IL-18A makes it burn through energy cells fast, even more so if it uses the alternate fire. 
  • [ Slow Fire Rate ] | Though it was designed to be a semi-automatic carbine, the IL-18A suffers from a slow fire rate as far as semi-automatic weapons go as it requires a brief cooldown between shots to prevent excess barrel overheating combined with its minimal 5 shots per power cell on low power settings. This window for cooldown is even longer when the alternate fire is used.  

 

DESCRIPTION

 


The IL-18A Disruptor Carbine was designed primarily to handle armored targets on the battlefield. Manufactured by the Sith Empire for use by the Imperial Legion, the IL-18A functions primarily as a portable alternative to anti-vehicular weapons such as rockets while still maintaining functionality for use against armored infantry with a low output carbine mode.

 

The IL-18A's production was to streamline battlefield effectiveness for the Imperial Legion, allowing troops to move with better mobility and mitigating the need to carry large, cumbersome rocket launchers or other anti-vehicular weaponry. With that dealt with, the IL-18A is much more ammo efficient compared to rockets as they only require power cells to do as much damage as one to a vehicle, which can be carried in greater quantities compared to rockets.

 

The IL-18A while designed as an anti-vehicular weapon was also engineered to work effectively against infantry units. By utilizing a lower output, the IL-18A was able to fire off a few extra shots before the power cell in use was expended and needed to be replaced. This allowed for versatile use on the battlefield, by granting the user the ability to deal with infantry alongside rifleman, rather than carrying a single purpose heavy weapon. The alternate fire used up an entire power cell to discharge a high powered shot capable of punching through tank armor.

 

To compensate for its energy cell usage, the IL-18A had also sparked the development of a much more effective and efficient manner of use. It started by utilizing Energy Cell Magazines, a series of energy cells locked together in the form of a magazine, specifically designed to the shape of the weapon so that the IL-18A could receive and hold them. The receiver of the IL-18A could extend and retract to eject a spent power cell, whilst simultaneously pushing the next power cell into the receiver and locking it in. This allowed the user to never have to constantly manually replace energy cells to reload the weapon, instead only making it so that they need to discard spent magazines.