51

(3 replies, posted in Wardogs)

go0gleplex wrote:

http://surbrook.devermore.net/superpics/machines/machines.html

Found these while surfing...far too cool not to share.  This guy is incredibly talented...

Well, at least he knows where to find his stuff. It's a collection of things found on the web rather than a personal gallery, and it is disclaimed as such on the gallery home page.

52

(37 replies, posted in Discussion)

thedugan wrote:

Look into Runequest, this sounds like a cross of RQ and FUDGE...

On this note, I would recommend the latest iteration of Runequest, though you may want to do some armor houseruling, as apparently characters get automatically herniated as soon as they put on a suit of armor.

53

(4 replies, posted in Wardogs)

go0gleplex wrote:

Nope. Million is correct.  several issues to take into account, the first of which is that Luna is almost entirely dependent upon outside sources of food, water, and air.  Then you have the issue of people being pretty much prisoners within their underground cities...This tends to put a bit of a limit for a sustainable population.

So the population tends to be the diehards, Earth loyalists too stubborn to move on, naval personnel and dependents...etc.

Ah, just making sure.

54

(4 replies, posted in Wardogs)

Ah, good. Something else that I'm not sure is right.

Luna: Population 2.3 million. Considering the population load that other Sol sector colonies have, I'm not sure that's supposed to be an M. smile

55

(3 replies, posted in Wardogs)

Subject: Observation Results
From: ObvDep@KTIndustries.org
To: SemperContendo@KTIndustries.org
CC: Kitty@KTIndustries.org

We have continued our observation after an initial detection of unknown craft entering the Sol system. As per your instructions, all such craft are to be observed carefully, as no one enters this system by mere coincidence. While we are certain that Luna and Mars have detected the craft as well, their own fleets are refusing to currently respond. The Mars and Luna vessels are dedicated to the ironclad defense of Inner Sol, after the events of two centuries ago. Anyway, we identified the vessels as Iron Pagoda armed transport ships, of the 26th People's Courageous Armor Regiment. The ships were observed passing Saturn's rings, and presumably made landings while Ganymede was facing coreward and we were on the opposite side of Jupiter. We cannot be sure of their ultimate intentions at this time. As always, it is up to the Honcho and SecDep to make such decisions pertaining to company defense policy.

Subject: Re: Observation Results
From: SemperContendo@KTIndustries.org
To: Kitty@KTIndustries.org
CC: Honcho@KTIndustries.org

> We cannot be sure of their ultimate intentions at this time. As always, it is up to the Honcho and SecDep to make such decisions pertaining to company
> defense policy.

The presence of an aggressive colonial power in the Jovian Lunar system is an ultimately unacceptable state of affairs. The only reason that the Iron Pagoda would make landings in the Sol system would be to use Ganymede as a staging area for raids on belt-mining operations, or in a worst-case scenario, raids on Europa itself. For all of the chest-beating that the People's Ministry of Defense does, they don't strike targets willy-nilly. Wastefully frittering away valuable fleet and ground assets in futile attacks would be unsustainable, despite the fact that the People's Army has had a somewhat higher acceptable loss threshold than other interstellar armies. In a sense, they're only here because they think they can win against our forces, or they have some objectives where they don't anticipate heavy resistance. However, our objective remains the same: KTI must dislodge the Iron Pagoda forces from Ganymede at best speed. Our security battalions have been training for such operations in case of landings on Ganymede, Io, and Callisto, even using these moons as training areas.

The battle plan is as follows:

1.) Use our fleet assets to drive off or tie up Iron Pagoda vessels so that landings can commence lightly- or un- opposed.

2.) The 13th and 34th Reinforced security battalions will be taking part in the operation, as will elements of our powersuit units.

3.) Capturing enemy intelligence is a high priority, but destruction of enemy armored assets is the primary objective. All enemy units are designated for disposal: surrender will not be asked for by our unit commanders, and will only be accepted if the enemy has been satisfactorily disarmed according to KTI combat manual regulation A-12.

Satellite Information: Ganymede (B4-D10)

Ganymede is one of the four major moons of Jupiter, an ice/rock satellite much like Europa and Callisto. Its major terrain features are ridges and valleys, as well as large impact craters that coincide with the formation of the solar system: such pockmarks may be found on Luna and other major satellites throughout Sol. It has a thin hydrogen atmosphere, is incredibly cold, and is the only moon in the Sol system that possesses an independent, permanent magnetosphere.

Subject: Re: Observation Results
From: SemperContendo@KTIndustries.org
To: Kitty@KTIndustries.org

4.) Iron Pagoda forces may have discovered the whereabouts of a secret Terran facility on Ganymede. Wraith and Shadow squads will be deployed for the purpose of locating said facility, or seizing enemy intelligence that may clue us into their true plans on Ganymede.

I know that you will not fail.

-------------

Message: Mission Directives
To: Ganymede Expeditionary force.

If you are reading this, then you have managed to make it into the Outer Sol zone unopposed, in which case the operation is proceeding exactly as planned. Given that there are no major or minor powers occupying areas in Outer Sol aside from the Jovian Lunar system, you are free to make your approach on Ganymede at your discretion, but you must do so with all proper haste befitting officers of the People's Army. The 26th People's Glorious Armored Regiment has been dispatched with an important task that could very well alter the fortunes of our nation, but remember, that there is no struggle so small as to be insignificant. Over the next several weeks, you and your men may be asked to perform great deeds of self-sacrifice for our cause. However, take heart in the fact that your opponents are cowards and weaklings! Luna and Mars are loath to risk significant assets in defending Outer Sol, and the plutocrats on Europa are mere exporters of armored vehicles, and their only "front line" combat walker is a ramshackle creation.

As for your mission: The presence of an energy barrier system on the "Mite" has caused serious concern in many of our upper military officials: According to some of our scientists, such defenses should be a near-impossibility on fission-powered machines, and destroying Lunar machines, while an asset to our cause, would in no way make this exotic technology any clearer to us. However, in our digging through the archives of the vessels of the Terran fleet that defected to our cause, there are several references to a research station in the Jovian lunar system. Ganymede would be the most likely location, as it is not subject to the violent convulsions of Io, nor would construction be hampered by the crater-saturated surface of Callisto. Europa, again, is controlled utterly by KTI, and the construction of its vast cities would have certainly turned up any facilities of that nature by now. All teams are dedicated to finding the research facility, and seizing any technical information that can be found on the energy shield system.

Any resistance is to be dealt with extremely harshly, as per our standard procedures: Let all feel the might of the People's Army!

------------------
Operation Icepick
Environment: B4-D10
Terrain: Mildly broken, with occasional impact craters.
Skill: Regular, against otherwise specified.
KTI vs. Iron Pagoda
------------------

Scenario 1: Whatever Happened to Leon Trotsky?

KTI: Our forces have landed without serious incident, and have organized for combat against the Pagoda forces. We have begun to fan out and attack isolated detachments, though we are well away from the core of the regiment's armored strength. In any case, we must be ready for their command structure to respond in force at any time. They will operate as aggressively as they can manage, so it is imperative that we catch them off-balance. To that effect, we have started deploying our faster walkers to swiftly destroy the smaller detachments of enemy troops. While our Agilaz units were meant to neutralize enemy air units, they may prove effective against the jet-assisted KTI walkers. We have assigned the following forces for this engagement:

KTI attack squad (588)

2x Militia M28*
2x Agliaz V32*
1x Hawkwood M35

Destroy as many enemy units as you can, but if heavy reinforcements arrive, do not hesitate to retreat. These are only the opening stages of the conflict, and we are unlikely to gain any decisive advantage immediately.

--------

Iron Pagoda: While our fleet struggles valiantly in the skies, it is up to you to repel the initial stages of the enemy assault on the ground. Unfortunately, since we were deployed into search squadrons, we are unable to bring the entirety of the People's might to bear against the plutocrats at this time. Still, though, reinforcements are racing to all quarters in order to assist in defeating the enemy strike teams, so hold on as long as there is life! The People's strength will surely prevail over the enemy forces, for it is the lifeblood of our nation. fight on, drive off the enemy, and secure this moon for the further exploration of this satellite. After assembly, your forces should consist of:

Iron Pagoda Detachment (413)
1x L-17 Missile battery
1x Shang
2x S-3 Cobra

Reinforcements are on the way as we speak, however! A full section of tanks will arrive on the field in order to assist.

3x T-137 Main Battle Tank.

Notes: The playing field size is 4' x 4', the standard size and marked with appropriate terrain. KTI forces may choose to deploy 3 hexes in from whatever edge they wish, with Pagoda troops deploying 3 hexes from the opposite edge. On Turn 5, the reinforcements arrive from the same edge as the Pagoda forces. At this point, the KTI forces may retreat from their home edge.

Conditions:

KTI scores a victory if it destroys all initial Pagoda forces, a superb victory if it destroys all Pagoda forces.

It is a Pagoda victory if the KTI units are destroyed, a superb victory if this occurs before the reinforcements arrive.

It is a draw if KTI withdraws without fulfilling its objectives.

*Stats for these units can be found in my KTI fall catalog/secret projects thread.

To be continued.</r>

56

(4 replies, posted in Wardogs)

So, I was in the middle of working on a scenario set (Operation Icepick), and I was wondering one rather major thing: What happened to the Terran Navy? The last we hear of them, they were fruitlessly looking for survivors of the destruction of Earth, but after that, they just seem to disappear. Luna probably didn't have the resources to supply the whole navy afterwards.

The most likely scenarios I've cooked up are as follows:

1.) Some of the Terran fleet splits along national lines, with vessels and personnel defecting to the various colony states.

2.) ISEC, KTI, and other interstellar corps make out like bandits on a going out of business surplus sale.

3.) In the absence of a chain of command, some vessels go rogue and become a/the pirate problem. Some nations buy them off as privateers, like the FSA.

4.) Some remain loyal to Luna, others to Mars, pledged to the defense of inner Sol. KTI can go hang in the breeze, for all they care.

None of these are mutually exclusive, of course.

57

(8 replies, posted in Wardogs)

go0gleplex wrote:

No...extra ammunition and reloads etc cannot be critical'd since the weapons themselves can be...or consider the designers were really careful about how much protection they put around something that can go BOOM when hit. wink

This ain't Battletech! smile

58

(37 replies, posted in Discussion)

go0gleplex wrote:

I spend a lot of time on a couple RPG forum sites and hear complaints about HPs, Vancian spell systems, level issues...

Aside from HP, the last two are generally only part of D&D and its derivatives (Spycraft, etc.).

Anyhoo, one thing to remember, should we go this route, is that most beginning heroes in fantasy are rarely as incompetent as 1st-level PCs in most iterations of Dungeons and Dragons- And those that are, are almost always accompanied by (far?) more skilled characters who drive the story along in the absence of the protagonist's ability to do so.

EDIT: Also, your wound system shares some similarities with Vampire and CyberPunk 2020. smile

59

(37 replies, posted in Discussion)

go0gleplex wrote:
thedugan wrote:

Look into Runequest, this sounds like a cross of RQ and FUDGE...

barely even heard of 'em much less seen 'em.  Durn it.  lol

Yeah... You may want to poke around on RPG.net, and ask what has already been done as far as FRPGs and mechanics go. The big mistake a ton of first-time RPG designers make is assume that D&D is the be-all end-all of RPG system development, when a lot of what they think is innovative has sometimes been around since the late '70s (Runequest!).

60

(50 replies, posted in Game Design)

I'd say Assault Corps, but that's not up to Dan, I think.

Quantum Legions is the thing I'd most like to see MJ12's take on, myself.

As for a fantasy RPG, I'd also like to see that, but considering there are already a million billion games out there that do this sort of thing in just as many different ways (except for maybe that most of them still embrace the whole zero-to-hero schtick).

jygro wrote:

Very fun read.  However, you didn't state the cost of these fine combat assets in the writeups.  How is a merc. company going to purchase some without the hard numbers?

smile
-Bren

Well, unlike with Battletech, I don't have a handy economic(FASAnomic) reference. smile

And now, more generic stuff for you to make of what you will.

Destroyer K-331 (164)

Type: Mecha
Size: 4
Tech-level: 5
Thermal Sig: 4/8
Armor: 2
Movement: 11
Stability mod +2

Weapon:
Warhead-OM (Ballistic, front)
Range: 4/8/12, ROF 1, Damage: 1d12+2, High Yield warhead, External tube, Extra tubes +7

Equipment: Energy Shields (L3)           
Thermal Dampers (L3)           
Enhanced Sensors (L2) Advanced           
Four Legs

Hunter K-447

Type: Mecha
Size: 6
Tech Level: 5
Thermal Sig: 4/8
Movement Points: 5
Armor: 6
Stability: +3

Weapons:
Nuclear Pulse cannon (Energy, front)
Range: 4/8/12, ROF: 2, Damage: D8, Rapid firing.

S23 Shot driver (Kinetic, Front)
Range: 3/6/9. ROF: 1, Damage: D8

S23 Shot driver (Kinetic, Front)
Range: 3/6/9. ROF: 1, Damage: D8

Equipment: Thermal Dampers (L3)           
Ejection System           
Co-Pilot / Gunner Seat           
Enhanced Sensors (L1)           
Six Legs

Soldier K-542 (139)

Type: Mecha
Size: 7
Tech Level: 5
Thermal Sig: 4/10
Movement Points: 4
Armor: (6)8
Stability: +5

Weapons:
Nuclear Pulse cannon (Energy, front)
Range: 4/8/12, ROF: 2, Damage: D8, Rapid firing.

Warhead-OI (Ballistic, front)
Range: 4/8/12, ROF 1, Damage: 1d10+2, High Yield warhead, External tube, Extra tubes +4

Thermal Dampers (L4)           
Superior Alloy           
Ejection System           
Enhanced Sensors (L2) Advanced           
Superior Gyroscope (+3 Stability)           
Smoke Dispenser (OOOOO)
Four legs

62

(49 replies, posted in Wardogs)

f.whitfield wrote:

Ok, Understanding better.

How do you figure out amount of ammo for the weapon or is there a standard for ballistic/kinetic weapons.

Kinetics have a default of ten, which can be reduced or increased with enhancements.

Ballistics get one shot per tube, also modifiable through the same.

63

(49 replies, posted in Wardogs)

go0gleplex wrote:

Without dragging my calculator out...;)
That's all there really is to it, though don't use the example since I've done absolutely no math for it to see if it's even legal. smile  Since the emplacement (structure) is less than 200m in volume it will occupy ony a single hex. 

Another way of thinking about it is that a single hex structure is designed just like any other unit using the appropriate multipliers, except it doesn't move.

It is legal, BTW. smile

Also, structures will have relatively low point values, due to the fact that they can't move.

64

(48 replies, posted in Wardogs)

f.whitfield wrote:

Btw, what would be the fix for this be:

Environmental Protection - Irradiated Environment

Hostile Environment Modifications cover all Hostile environments: It just means that the unit has the capability to be modified for inhospitable settings.

65

(48 replies, posted in Wardogs)

f.whitfield wrote:

I was reading the hostile environs section, i think you are missing one or need to at address it.

Radiated Environments, like after nuclear exchanges or crossing irradiated terrian.

Btw, how do you do nuclear weapons such as tactical nukes or other weapons of mass destruction.


I like to use nasty environs for my games.

Well, for starters, no infantry. I can't see much adjustment up or down for heat. The background radiation might cause some funky sensor effects, but that's up to you.

As for using nuclear, etc. weapons in the course of a regular battle... Well, even Mekton Zeta had reservations about that one, and I'd say that Wardogs is somewhat less gonzo than that. Now, if they're fighting at, say, the far edge of a nuclear explosion, I'd make an EMP attack against all units on the field.

66

(49 replies, posted in Wardogs)

I'd also say you have a lot more leeway in terms of tech level when it comes to structure building for a given setting. While mobile units in a given military will be generally within the same broad tech level, structures could, at any time, be either sophisticated forward defense stations for protecting high priority military installations, or a bunch of cut-log bunkers filled with would-be revolutionaries who should've known better than to sabotage the ore extractors of the Glorious People's Mining Concern.

67

(49 replies, posted in Wardogs)

go0gleplex wrote:

Any infantry equipped with heavy weapons can eliminate mecha.  The Hard suit or power armor is assumed to be size 1 mecha as stated in the book.

And you can do some pretty sick stuff with your PA, if you put your headspace to it. smile

Badger S17 (62)

Size: 1
Movement: 12
Thermal sig: 2
Armor rating: 4
Stability: +1

Weapons:
SMAW Type-9 (Kinetic, front)
Range: 6/12/18, ROF: 1/2 Damage: D12, Ammo: 3, BIG Gun, Hand-carried.

G22 Machinegun (Kinetic, front)
Range: 1/2/3, ROF 3, Damage: D4

Equipment:
ECM (L1)           
Enhanced Sensors (L1)           
Hostile Enviroment Modification (L1)           
Two arms w/ hands
Two legs.

That reminds me.  How exactly do Ballistic weapons interact with hand-carried? Just build as normal, slap the HC on, and use as you would a regular missile weapon? Is it limited to three tubes?

68

(49 replies, posted in Wardogs)

f.whitfield wrote:

Hello all,

I was wondering if anyone has done any of the following ideas:

1. Hardsuits (infantry), Anti Mecha Infantry
2. Installations (Guardtowers, Missile Batteries, Heavy Gun Enplacements, Ect)
3. How to do Installations
4. Orbital Items (satallites, Orbital Weapons)
5. Other Weapon Ideas
6. Generic Armor and Mecha (NOT ones listed in Manual)

If anyone had any ideas for this i would greatly appr. it.

Thanks

1. Hardsuits are rather out of the scope of Wardogs, but you could build them as size 1 or 2 mecha, would be my guess. Infantry can carry heavy weapons, but I don't think they're suited for hitching a ride, a-la Battletech.

2. Buildings are a unit type along with mecha, vees, and so on, that can be fitted with military equipment. Just because there aren't any examples in the book, doesn't mean there aren't provisions for them.

3. See above.

4. I'd say this is also out of the scope of Wardogs.

5. The only real weapon concern I had was addressed in pre-production. New weapon abilities are wide open, of course, but I wouldn't want to arms race it.

6. I opened a thread for people to post their own, as I was unsure whether a design forum was forthcoming. Granted, mine are faction-tied at the moment, but, as always, I've got a slew of designs in the works. What do you need?

69

(14 replies, posted in Discussion)

I'm a sucker for both incredibly destructive hardware and incredibly cute things in my entertainment.

In high school, I once allowed myself to briefly let my hair get set on fire out of sheer boredom. In the middle of class.

I find that some wargames (especially MJ12's) to be less limiting to my self-expression than most tabletop RPGs, for reasons I can't quite fully articulate.

I love history, but can't stand it when other people nitpick a historical movie/whatever to pieces.

I've read two of China's "Four Literary Treasures": Romance of the Three Kingdoms, and Outlaws of the Marsh. In translation, though.

(Well, we don't have a design thread for the finished product, so I decided to lead us off. smile )

RE: Latest Order
From: Kitty@KTindustries.org
To: FreeEagle@fsaf.gov
CC: GeneralTso@PMinDef.gov, Maccabaeus@ZionDF.mil, ByCommittee@SecCon.gov, Nergal@OMons.gov

Thank you for your latest order from Kronenberg-Thompson Industries, or, Killtech to all of our good friends and customers. For your generous support, we have decided to give you a sneak peek at some of the pages of our revised catalog, now with 100% less typographical errors thanks to recent streamlining adjustments to our editing department. Thanks for all of your contributions in pointing out those little embarrassments, especially on our public forums. While we do regret those mistakes, we are forward-looking, and see the latest re-engineering of our staff as an opportunity rather than a calamity.

Anyway, here is the excerpt, and we at KTI hope to receive your patronage for a long time to come.

Coatl C12 Air superiority craft.

The Coatl C12 is one of the newest offerings from our air support department, a compliment to the Vulture C44. However, this is no mere attack draft, but is built to keep those pesky fliers off the backs of your own troopers. Your ground pounders will appreciate it when they see  a normally deadly attack helo or light bomber get dropped to the dirt by our new and improved Cobra AAGMs, keeping them safe from the death from above. However, if any of you are worried about the C12 being a one-trick pony, let us reassure you that the craft has substantial anti-ground capability given by the largest gun ever mounted on an aircraft. The KTI 90mm assault gun, frequently sold in our bunker kits, kits, has found a new, marvelous home on the airframe of the C12, ready to reach out and touch anyone that thinks they're safe from the wrath of what they think is a mere Air-to-air platform.

(Internal memo: We're going to have to run demos on this, because no one is going to believe that we managed to put something that big on something that can fly. We had to practically built the thing around the gun, in any case: The Cobra AAGMs just happened to fit when all was said and done. Still, though, this VLRF technology is going to work wonders in the future. Just a little bit of proprietary technology here and there, and that'll just keep the money coming on in. Of course, their pilots are going to have to get used to not strafing, but that's hardly our concern.)

Coatl C12 (368)

Type: CAS
Movement: 13/39 (Flight)
Size: 5
Thermal Sig: 4/6
Armor Rating: 3

Weapons:
90mm Aero cannon (Kinetic) (Front)
Range: 3/6/9, ROF: 1, Damage D8, Ammo: 10, No Range mods.

Cobra AAGM (Ballistic) (Front)
Range: 4/8/12, ROF: 1 Damage D8, Extra tubes (+3) Heat-seeking, Anti-Aircraft, External tubes.

Cobra AAGM (Ballistic) (Front)
Range: 4/8/12, ROF: 1 Damage D8, Extra tubes (+3) Heat-seeking, Anti-Aircraft, External tubes.

Equipment: Thermal Dampeners (L2),
Chaff (OOO)
Aerial Modification- full flight,
Ejection system,
Enhanced Sensors (L1)


Drake N37 Patrol boat

While the surface navies of the old days have been made obsolete, there are some situations where you need a good boat to take care of business, such as, say guerillas in your jungles, and smugglers on your coasts, or any matter of illegal activity that you just have to give a sound thrashing to. The Drake N37 has been built for such needs, built not only to investigate such disturbances, but also lend the firepower needed to put them out of your misery. The main armament is the 75mm naval rapid fire gun, boasting a rate of fire that's comparable to some autocannons, able to put numerous, damaging rounds on target with every successful lock, enough to put any civilian vessel out of commission in less than a minute, just the surprise you need. Of course, we have had the foresight to put other weapons and devices on our craft to make your job either. The Jarid rocket system gives you even longer range firepower, and even bombardment ability to force the issue on riverside strongholds, and the Targeting system ensures that your lock-on troubles are minimized. Of course, if you don't want to just blast them, it comes room for a full infantry squad for boarding operations.

(Internal Memo: Well, the Drake is our first foray, and I think it's a good one. The streamlining and hydrofoil equipment performed beautifully, so there's not an engine on the black market that can compete with our little beaut. It's a shame we can't try our hand at the really big boats, but we're not in the business of building clay pigeons for blackwater gunners. Everything about this machine is solid, and the lack of proprietaries means that any civil defense group can repair and supply these things, no problem... Of course, if they want to give us their money, who are we to stop them?)

Drake N37 Patrol Boat (247)

Type: SNU
Movement: 6/12 (Water)
Size: 7
Thermal Sig: 5/7
Armor rating: 6

Weapons:
75mm Rapid-fire gun (Kinetic, Turret)
Range: 3/6/9, ROF: 2, Damage: D8 Ammo: 20 (Extra Ammo (10 ))

R33 "Jarid" Rocket system (Ballistic, Front)
Range 4/8/12, ROF: 1, Damage: d6, External tubes, Multiple launch tubes (+9), Indirect fire.

R33 "Jarid" Rocket system (Ballistic, Front)
Range 4/8/12, ROF: 1, Damage: d6, External tubes, Multiple launch tubes (+9), Indirect fire.

Equipment: Thermal Dampeners (L2),
Target Acquisition Array, 
Infantry compartment,
Aquatic Modification,
Hydrofoil modification, Gunner Seat,
Weapons turret,
Anti-missile (Ballistic) system.


Agilaz V32 Mobile Air-defense.

While most manufacturers build their surface Anti-air platforms on walkers, why would they build something so vital on such an unstable platform? Are walkers so chic that they'd be willing to risk the machine being flat on its back at a critical moment rather than follow a more sensible solution? Well, that's what KTI has to offer you with the Agilaz V32. With a brand-new spotting radar that increases the effective attack range of the Cobra AAGM by 25%, this armored vehicle offers consistent area defense at all times, leaving the rest of your armor columns watching what's on the ground rather than what's in the skies. It's not defenseless against ground attack, either, carrying the KTI 30mm revolving cannon to suppress any nearby infantry or light scouts. Its defenses are no slouch either, protected against ballistic weapons with a tried and true anti-missile minigun. The Agilaz is a sensible solution to your airborne problems, one that can't trip  and fall at a bad time.

(Internal memo: Well, you're not going to win any friends with this one, but we know you're only trying to ruffle a few feathers out there rather than in here. Make people take a good, hard look at what they're using, and buy our stuff. I'm glad we went with this over the straight SPAAG: That test was a nightmare that I'm glad we were able to keep quiet, though I'd hate to have to ram something like that through the LegDep again. Anyway, The sensors seem replaceable enough by "home-grown" systems, so we won't get accusations of gouging on this one. As a tangent, get RepDep working on our image: That whole "The boot that will stomp on humanity's face forever will have Made on Europa on the tag" was a bit of a bite, and it's getting a bit too much play in the USN.)

Agilaz V32 (129)

Type: Armored Vehicle
Size: 5
Movement: 6
Armor Rating: 5
Thermal Signature: 3/6

Weapons:
KTI 30mm revolving cannon (Kinetic, Turret)
Range: 2/4/6, ROF: 2, Damage: D6, Ammo: 10

Cobra AAGM (Ballistic, Turret)
Range: 5/10/15, ROF: 1 Damage D8, Extra tubes (+3) Heat-seeking, Anti-Aircraft, External tubes.

Cobra AAGM (Ballistic, Turret)
Range: 5/10/15, ROF: 1 Damage D8, Extra tubes (+3) Heat-seeking, Anti-Aircraft, External tubes.

Equipment: Weapons Turret
Anti-Missile (Ballistic) System           
Co-Pilot / Gunner Seat           
Enhanced Sensors (L2) Advanced           
Thermal Dampers (L3)           
Smoke Dispenser (OOOOO)           


Vulture C44 Gunship

The Vulture C44 is our word in close air support, giving your troops the support they need to crack some of the toughest nuts. The C44 gunship is a large, stable ground attack platform that can breach anything that's mobile on the battlefield, able to direct a tremendous amount of firepower on anything in the field. The tried and true Viper ATGM is a major part of its armament, as can be expected, but this platform also marks the debut of the KTI 50mm autorifle, a hard-hitting weapon that can cut through most battlefield armor with ease. Our stealth systems stand up to the very best of other manufacturers, allowing your gunship to make its strikes with little risk to the pilot, and our enhanced sensors ensure that you'll be able to get your locks even at the fastest combat speeds our product is capable of. Your troops will thank you for investing in one of KTI's fine products, we guarantee it.

(Internal memo: Well, thankfully we'll be able to absorb the loss if this thing doesn't sell. All of the doodads that you people insisted on putting on this thing are going to jack up the price to high heaven, I'm sure of it, but at least we know there's a good chance that our customers will be getting what they pay for. Do a feasability study on using the long 50 as a ground weapon: There's probably some money in building some light vehicles with that thing as a main weapon. We can't lose out on any opportunity. However, if it looks like it's amazing, file it under SecDep and let them take a crack at it. We don't want people to think that we're showing all of our cards.)

Vulture C44 (534)

Type: CAS
Size: 8
Movement: 9/27 (flight)
Thermal Sig: 5/7
Armor Rating: 4

Weapons:
50mm Autorifle (Kinetic, front)
Range: 3/6/9, ROF: 2, Damage: d6, Ammo: 10, Armor-piercing shells.

Viper ATGM (Ballistic, Front)
Range: 4/8/12, ROF: 1 Damage D8, Extra tubes (+4) Heat-seeking, No Range penetration Mods, External tubes.

Viper ATGM (Ballistic, Front)
Range: 4/8/12, ROF: 1 Damage D8, Extra tubes (+4) Heat-seeking, No Range penetration Mods, External tubes.

Equipment: Aerial Mod – Full Flight           
Stealth Modification           
Ejection System           
Co-Pilot / Gunner Seat           
Chaff (OOO)           
Enhanced Sensors (L2) Advanced           


Tortuga H24 Hover IFV

The Tortuga H24 is the latest mod in our long line of infantry transports. While the UEL-130 was built for urban and rough terrain, the H24 Tortuga is for more flat and open terrain, where its hover capabilities can truly shine. It is no slouch in combat on its own, certainly. A pair of machine guns can help keep ambushers off of its back, and we are particularly proud of the vehicles main armament, the 85mm assault gun. Sustained fire from this weapon can strip armor from machines and buildings at an incredible rate, leaving them wide open to attack from any unit on the field, including its own transported infantry. A full squad is kept safely within the body of the machine, protected not only by 120mm of armor, but what might appear to be a weakness is a mere deception. Yes, we at KTI have made our first foray into Crystal reinforcement, and we are satisfied with the results: And we wouldn't be satisfied with the results if we didn't think that you would be, too. It also comes equipped with the standard heat and smoke-based defenses against targeting, as troops are no good unless they get where they need to go.

(Internal memo: The Tortuga had better see sales. ResDiv spent a lot of money trying to reproduce this stuff exactly, but we only came up with some of the weaker bracing configurations. We're not going to be able to put this stuff on heavier units if we don't make back all we paid, and more on this hovercraft, so get RepDep on the PR machine ASAP. There are always calls for more APC models: Even with the destruction of Earth taken into account, people are still one of the more plentiful resources possessed by the warring powers, so boots on the ground will always be a factor. We've even managed to handle 1.7 billion people in, on and around Europa of all places. Europa!)

Tortuga H24 (87)

Type: Armored Vehicle
Size: 4
Movement: 8
Armor Rating: 4
Thermal Signature: 3/4

Weapons:

85mm Assault cannon (Kinetic, Front)
Range: 3/6/9, ROF: 1 Damage: D8, Ammo: 10, High explosive shells

G22 Machinegun (Kinetic, Left side)
Range: 1/2/3, ROF: 3, Damage: D4, Ammo: 10

G22 Machinegun (Kinetic, Right side)
Range: 1/2/3, ROF: 3, Damage: D4, Ammo: 10

Equipment: Hovercraft Modification           
Infantry Compartment           
Crystal Reinforced Alloy           
Thermal Dampers (L1)           
Decoy Flares (OO)           
Smoke Dispenser (OOOOO)           


---secret projects---

Subject: Recent developments
From: SemperContendo@KTindustries.org
To: Honcho@KTindustries.org
CC: NikTes@KTindustries.org JPMor@KTindustries.org HFord@KTindustries.org Kitty@KTindustries.org

While the consolidation of all of our assets has been a boon to the workings of our industry, we cannot take our security for granted. Luna, while holding the last vestiges of a near-forgotten order of government, enjoys some protection due to the fact that the memory of Earth will be almost forever fresh in the minds of those who would wage total war to reclaim the Sol system. Mars is a thorny prospect for an entirely different reason: Mars has long struggled against the Terran yoke, and will fight to the death in order to protect it. In the event of a major attack on Europa, we cannot expect help from Mars or Luna. Mars, while a strong customer, has no love for our particular sales habits, and the antipathy coming from Luna is palpable. There are also pirates and privateers that have no sense of propriety whatsoever. The others in this system seem content to see to their own defense, and the sheer industrial base of Luna means they have no need at all for our services. We are on our own on this snowball, and every employee knows it. Thus, we must make our own preparations to protect our interests here and elsewhere.

What I am about to reveal has been discussed in concert with the ResDiv and FacDep. While the M35 and V40 are useful machines, the appearance of the M35 in various "specialist" units has raised some eyebrows, though it is an inefficient design. However, as unremarkable as it is, it provides the basis for our own self-defense program. ResDiv has assured me that everything outlined in this document is within our capabilities over the course of the next few years, with the M38 being easily attainable, followed by the AG11 and M72. The M28 served to knock most of the kinks out of our production processes. We will need to marshal our resources carefully, and both Honcho and I are expecting your full cooperation in all matters concerning our protection plan.

Donia M38

When fully completed, the Donia will be our premier defense walker, with the added benefit of the fact that it will be utterly indistinguishable from the M35 not only in its appearance but also its thermal signature. The armor layout, speed, and armament look almost exactly identical, the hodgepodge design being ultimately deceptive when it comes to the unit itself. The protection remains at our usual standard, and we have finally installed an ejection system in  the machine. While the absence was regrettable on the M35, we have corrected numerous inefficiencies in our engineering efforts. While it's the same old outsides, the innards have undergone some important, though not revolutionary changes.

The aforementioned changes have allowed us to not only enlarge the ammo bins on the rotary cannon installed in the machine, but this has allowed us to remove the governor on the  cannon's firing rate, allowing it to fire at full speed rather than its previous rate (the governed version will still be exported, though). This greatly increases its suppression capabilities. the new stabilizers installed have also made it more possible for a pilot to walk his shots where desired, theoretically making his shot-to-kill ratio benefit, if he's a good judge of shooting. Aiding in this, of course, are the advanced sensors we were able to install in the machine, disguised as the standard deal. Our employees will be able to engage, fire on, and damage opponents far more often than previously. The Viper ATGM has not been modified, but initial attempts to increase the efficiency of the KTI Particle rifle have resulted in some oddities in its power  distrbution. It hasn't affected its performance as a weapon, so we're going to leave it as is, mods and all.

M38 Donia (123)

Type: Mecha
Size: 6
Movement: 5
Thermal Signature: 4/8
Armor rating: 6
Stability modifier: +1

Weapons:

KTI 30mm revolving cannon (Kinetic, Left arm)
Range: 2/4/6, ROF: 3, Damage: D6, Ammo: 10, Sniper scope.

Viper ATGM (Ballistic, Front)
Range: 4/8/12, ROF: 1 Damage D8, Extra tubes (+3) Heat-seeking, No Range penetration Mods, External tubes.

KTI Particle rifle? (Right Arm, Energy)
Range: 4/8/12, ROF: 1, Damage: D8, No range mods.

Equipment: Co-Pilot/Gunner Seat           
Thermal Dampers (L3)           
Smoke Dispenser (OOOOO)           
Enhanced Sensors (L2) Advanced           
Ejection System           
Two legs
Two arms w/o hands.

Alexander V45

The Alexander is, essentially, an improved version of the Parmenion V40 for our own use. As with the M38, this version is almost indistinguishable from its predecessor, save for accessories like the Anti-ballistic minigun. Other than that, it's a new tank in the old skin. thicker skin, actually, with another 30mm of armor added in order to more adequately protect it against enemy fire. This doesn't make it a fast tank, to be sure, but it is more equipped to enter frontline combat than its predecessor. The 105mm cannon has been modified to carry armor-piercing shells, not usually equipped on a weapon of this size. the 105mm LRF gun was already a damaging weapon, but now there is very little battlefield armor that can reliably stand against it. The other weaponry is unchanged, built to serve its purpose and serve it well.

The internal changes, however, are of much greater interest. Greater crew coordination has been facilitated across the control stations, allowing for greater threat acquisition and elimination. The machine is now equipped to launch a cratering charge for the instant creation of an ad hoc defensive position, should it be necessary in the course of operations. The ECM, admittedly, was an afterthought, though our employees are valuable assets for the services that they provide both now, and will provide in the future.  Thermal signature remains a concern, however, that may need to be addressed later.

Alexander V45 (121)

Type: Armored Vehicle
Size: 6
MP: 4
Armor Rating: 6
Thermal sig: 5

Weapons: 105mm LRF-A (Kinetic, Front)
Range: 3/6/9 ROF: 1 Damage: d8, Ammo 10, Armor-piercing shells

G22 Machinegun
Range: 1/2/3 ROF: 3 Damage: d4, Ammo 10

Viper ATGM (Ballistic, Front)
Range: 4/8/12, ROF: 1 Damage D8, Extra tubes (+3) Heat-seeking, No Range penetration Mods, External tubes.


Militia M28 Rapid defense

The Militia M28 was the first result of the streamlined R&amp;D processes introduced ten years ago, a machine built for protecting our extra-Europan adventures, such as our very necessary belt-mining and survey operations. The result is a machine quite unlike our first effort (M35), as it was part of a cohesive design process with a single goal in mind. The G32 heavy machine gun made its debut on this platform, though it hasn't really seen any live tests, though I am sure the increased effective range will serve us well. We are all quite aware for the capabilities of the KTI particle accelerator gun, though I would like to take a little text to describe the AH-32 Bulldog 100mm stub rifle. I am convinced that this is the only way we will be able to utilize this weapon. Mounting it internally is daunting for anything that isn't a naval vessel, and even then, its reduced effective range would render it unsuitable for such deployment. On a relatively swift machine like the M28, however, it's an incredible boon: There is practically no armor that can stand up very long under the AP(Cap)-HE rounds the gun is configured for. Even with the extra magazine, ammo is a concern for the hand-held weapon, however.

As for the defenses, there is little remarkable. Thermal dampeners have been installed as a matter of course due to the presence of the particle gun. A modicum of EWS has been installed on the machine to provied some increase to its survivability, and was leftover from Kitty's suggestion of using the M28 as a fast assault unit to seize any abandoned Terran facilities that are most certainly somewhere in the Sol system, though we are not certain of the capabilities of any AI defenders in order to properly gauge the M28's effectiveness in such a role. A smoke dispenser has been added as a matter of course, and an anti-ballistic system has been installed. The experimental alloy we were most satisfied with has been applied in order to further bolster the machine's defense, though we have little idea how well it will hold up under actual fire.

Militia M28 (125)

Type: Mecha
Size: 4
Movement: 9
Thermal sig: 3/6
Armor: (4)5
Stability mod: +1

Weapons:
Bulldog 100mm Stub rifle (Kinetic, Hand-carried)
Range: 3/6/7, ROF: 2, Damage: d8, Ammo: 3(6) Handheld, Armor-piercing shells, HE shells, Reduced range, Extra Magazine (3)

G32 Machinegun (kinetic, Front)
Range: 2/4/6 ROF: 3 Damage: d4, Ammo 10

KTI Particle rifle (Front, Energy)
Range: 4/8/12, ROF: 1, Damage: D8

Equipment:
Superior Alloy           
Thermal Dampers (L3)           
Ejection System           
Enhanced Sensors (L1)           
ECM (L1)           
Smoke Dispenser (OOOOO)           
Anti-Missile (Ballistic) System           
Two legs
Two arms w/hands.

Lance AG11 Light Gravtank

The development of this machine is the most troubling, and I'm bringing it up here because we have made only marginal progress in cracking the secret of anti-gravity technology. It is not necessarily my decision as to whether or not we should continue, but I suggest that the project be shelved indefinitely, barring a major breakthrough in the next few months. I would recommend against attempting to seize any technical data from the Outworlds Consortium. I'm sure that it's a jealously guarded secret that they would not only have invested a considerable amount of manpower and firepower in defending, but there are two difficulties, even with both avenues of approach.

1.) Proxy warfare: Using middlemen could lead to some complicated difficulties, such as the contracted specialists instead re-selling the technology to a higher bidder, holding it as proof of blackmail, and other less-than-ideal situations. Joint measures with ISEC are also not in our long-term interests.

2.) Direct assault/infiltration: We are not equipped for open attacks on OC facilities, and, succeed or fail, it will certainly bring some manner of reprisal down on our heads. We should not overestimate our current station in the galactic political arena.

However, for the purposes of speculation, I have submitted a possible configuration for the machine. The KTI H-PA-C it a substantial improvement in terms of firepower over our standard particle gun, but all of that comes at a massive increase in space due to the power needs, heat sinks, and other sundries that comprise its proper function. It would include the standard suite of defenses, though slightly flimsy armor.

AG11 Lanze (88)

Type: Armored vehicle
Size: 4
Movement: 8
Armor rating: 4
Thermal Sig: 4/8

Weapons
KTI H-PA-C (Energy, Turret)
Range: 4/8/12, ROF: 1 Damage: d10 Extra Damage, No range Pen mods

G32 Machinegun (kinetic, Front)
Range: 2/4/6 ROF: 3 Damage: d4, Ammo 10

Equipment:
Anti-Grav           
Weapons Turret           
Thermal Dampers (L3)           
Ejection System           
Co-Pilot / Gunner Seat           
Decoy Flares (OO)           
Smoke Dispenser (OOOOO)           


Lucre M72 Heavy support walker

This is, perhaps, our most ambitious long-term project, and it is still doubtful whether or not it will be fully realized. While we have the industrial capacity, we still have to work out all of the engineering quirks required to produce a walker of this size. While we cannot sacrifice our other projects to create something of this sheer magnitude, we must leave the option open for the creation of such a war machine. The Outworlds Consortium has managed to build a massive supertank in the Masada, and the willingness to build such a machine means that they are likely preparing to perform more than just raids. Creating our own massive support walker will no doubt be a difficult task, but we must be prepared to launch preemptive assaults in the case of long-term incursions into the Sol system. Our employees are depending on us to make the correct choices in this regard, and none of the other colonial governments are likely to give the people of Europa the same assistance that we have.

The M72 is armed with not only our standard Viper ATGM and KTI particle cannon, but also a piece of tube artillery, as opposed to the missiles and rockets employed throughout colonized space. The 150mm gun is our first indirect-fire weapon, tied the the machine's Target Acquisition array for increased performance at its role. We have equipped the strongest thermal dampeners possible on the machine, as well as other standard defensive measures. However, this machine was not meant for the direct combat that our other units are meant to absorb. We mustn't place too much stock in being able to complete this machine, as other circumstances may change, requiring us to re-focus our priorities.

Lucre M72 (167)

Size: 10
Movement: 2
Armor: 5
Thermal Signature: 4/11
Stability: +2

150mm support gun
Range: 5/10/15, ROF: 1,  Damage: d10, Ammo: 5, Artillery (+indirect)

Viper ATGM (Ballistic, Front)
Range: 4/8/12, ROF: 1 Damage D8, Extra tubes (+3) Heat-seeking, No Range penetration Mods, External tubes.

KTI Particle rifle (Right Arm, Energy)
Range: 4/8/12, ROF: 1, Damage: D8

Equipment: Target Acquisition Array           
Thermal Dampers (L4)           
Ejection System           
Co-Pilot / Gunner Seat           
Hostile Environment Modification (L1)           
Decoy Flares (OO)           
Smoke Dispenser (OOOOO)           
Enhanced Sensors (L2) Advanced           
Four legs



Also: Corrected values for other KTI units.

Hawkwood M35: (80)
Parmenion V40 (95)
UEL-130 Polizei (M14) (66)

My calculations, of course, are likely to be off by a few points here and there, for everything above. Disregard any fluff you don't like, as always. smile</r>

71

(2 replies, posted in Wardogs)

Pure vee play also stands a good chance of taking a shorter time than Mecha play: On a penetrating hit, there's a 5.5% chance of an insta-kill on a walker, but a 20% chance of an instant kill on a vehicle.

As far as vees vs. walkers go, you're certainly more threatened by penetrating shots, but you're probably going to have better fire arcs for all of your weapons due to your turrets. You also won't have to worry about stability rolls incurred by hits of any kind, so your battle plan is actually a little less threatened from non-penetrating shots.

IPC- Independent Press Corps.

Given the nature of interstellar communication, it is far easier for interstellar governments to keep unpleasant or upsetting news about the activities of the ruling bodies from flowing from system to system. the communications equipment required to communicate with other star systems is far beyond the ability of the average citizen to acquire, and so the black out of inter-system media is a viable tactic for governments who want to contain any civil unrest caused by the release of "undesirable" facts. However where there's a need, a supplier will inevitable arise.

The IPC came out of an alliance of disillusioned media companies that fell into disfavor with their various governments due to an inconvenient abundance of journalistic integrity. While they were removed from the airwaves, for the most part, they still had lots of money, and powerful backers. The plan then, was to run what has since been referred to as "black-market news"- An IPC vessel, after gathering the breaking news, would slip quietly into a system's space, maneuver as close to the planet as possible, and broadcast as much classified news as was feasibly possible before the attention of the local authorities.

It became clear early on that some entanglements could not be avoided, as well as the fact that pirates began to take a liking to dealing in information as well as goods, so the decision was made to arm IPC vessels with the mest weapons technology that could be found or built by the robust IPC research and development labs. Every IPC ship comes with a vast array of sophisticated electronic and full-spectrum cloaking devices, and while their armament my be slightly lacking, their vessels can take an inordinate amount of punishment as well. The news must get through, after all.

The IPC eventually took to finding news on their own, and that required even more firepower coupled with larger vessels to carry it. As such, the IPC is one of the best-equipped non-government space forces in the known galaxy.

IPC- All the news worth fighting for.


Surveyor- The Surveyor-class is the most common vessel used by IPC investigators. it is a fairly survivable ship for its size, though it isn't a total speedster. The weaponry has been considered a little lacking but this is what's most commonly used for light investigative work and the all-important task of delivering the news.

Surveyor-class (63)

(103) Surveyor-class IPC News vessel

Hull: 4 3 2 1                   
Engines: 7 6 4 2                   
Shields: 2 2 1 1                   
Weapons:
1:X 2:X 3:X 4:X 5:X 6:

X: Battle Laser: 3/6/9, 1/4+/1/2
[AB][AC][BD]

Special: Hyperdrive; Armor Plating; Anti-Fighter Batteries (4); Cloaking Device; Fire Control


Murrow-class Cruiser

The Murrow-class is a bit of a reverse on the old escort paradigm- most of the time in naval warfare, the escort vessels are smaller than the ships they mean to protect. the idea behind the Murrow-class was to create a safe-point in hostile space that the Surveyors could retreat to in case of unfortunate entanglements. The Murrow-class itself is substantially armed in order to effect such a mission, and even carries a compliment of minefields in order to deter any pursuit vessels.

(254) Murrow-class IPC Cruiser

Hull: 8 7 6 5 4 3 2 1               
Engines: 5 5 4 4 3 2 2 1               
Shields: 3 3 3 2 2 2 1 1               
Weapons:
1:X 2:X 3:Y 4:Y 5: 6:

X: Grav lance: 4/8/12, 1/4+/2/2
[AB][AB]

Y: Missile launcher: 4/8/12, 3/4+/1/1
[AC][BD]

Special: Hyperdrive; Armor Plating; Anti-Fighter Batteries (8); Cloaking Device; Fire Control; Mines (4)

Gutenberg-class Command ship

The Gutenberg-class serves as a command ship for larger media efforts undertaken by the IPC. As such, it is the most powerful vessel in their arsenal: without this vessel, larger operations simply could not be undertaken with any degree of coordination. While it does come with the standard cloaking device, it is also equipped with the best weapons available to the IPC as well as four groups of fighters.

(780) Gutenburg-class IPC Command vessel

Hull: 13 12 11 10 9 8 7 6 5 4 3 2 1           
Engines: 3 3 3 3 3 2 2 2 2 1 1 1 1           
Shields: 4 4 4 4 3 3 3 2 2 2 1 1 1           
Weapons:
1:X 2:X 3:Y 4:Y 5:Y 6:

X: Grav lance: 5/10/15, 1/4+/2/2
[AB][AB][CD]

Y: Missile launcher: 4/8/12, 3/4+/1/1
[AB][AC][BD][CE][DF]

Special: Hyperdrive; Armor Plating; Anti-Fighter Batteries (12); Cloaking Device; Fire Control; Carrier (264)

Carries 4 flights of:

S-16 Sedition attack fighter. (66)
Size: 5 Speed: 9  Attack 4+ Defense: 1 Piercing

73

(17 replies, posted in News)

go0gleplex wrote:

already number 2 on the sci-fi games at RPGNow. big_smile

You dig giant robots/
I dig giant robots/
Chicks dig giant robots.




smile

74

(17 replies, posted in News)

Neat! My stuff suffered a bit from being partially built with pre-revision construction, but glad to see it finally out. smile

(Then again, it may work anyway, if you can think they may not have the same multiplicity of sophistication that a full-on government).

75

(1 replies, posted in Grand Fleets)

Hello.

I'm in the middle of working on a conversion of the naval battles of the Spanish-American War. While the American ships have been almost more than easy, there seem to be some hols in the Spanish gun registries in Grand fleets. The 1880-something ESP 11" is there, but not thier smaller guns of the era, such as their 6"-ish guns, the 4.7", and their 8" or 10" pieces.

Does someone have the information on these weapons, or could point me to a place that does?