I'm curious on the "heightened sixth sense and at times even beyond, showing various psychic powers". To say that its a point of concern would be fair. I don't mind the pseudo-sixth sense but the psychic power is just pushing it over the edge. I wasn't aware that we were allowed that since I thought of that teetering on the more magical side of things.
Like what abilities do they have and how strong are they? How common are they? Why don't other races have any of these "Newtypes"/How did humans just living in space get these traits?
Psychic power in general is quite common in fiction. I wouldn't mix it with magic and science fantasy element. As for what Neue Mensch or Newtype can do? I am sorry to admit but I never got far enough with this civ in an NRP to even describe one. From that description you can guess how common they are. Not very much, I can tell you. Never fixed down the specifics because I never needed to.
So yeah, I am now practically improvising that here so I don't promise it to be great. Newtypes would be generally rare, somewhere between one in a thousand to one in the million. There are enough that most high nobles and knight orders at least have one or a few but rare enough the common person hardly encounters them. A low ranking Newtype has enhanced learning, reflexes and occasional bouts of the sixth sense. Hence why they are forced into the military, because they are decent pilot material. A more decent Newtype might feel strong intents or emotions, have occasional visions or feelings of the future but nothing absolutely reliable. These powers are not universal and one might be capable of one of these abilities but none of the rest. A strong Newtype is an inch away from being an outright telepath. Their visions might be more clear about the future or they can be outright lie detectors. It varies a lot and there more or a less powerful Newtype in this category. There can be specific and unique variations like a Newtype who can tell if a food he touches is poisoned or a bodyguard having a weird hunch when waking up on the day his master would be murdered. Newtypes can be valuable but they are never almighty in their powers. Another interesting note is that Newtype abilities work better between fellow Newtypes. Even a lowly Newtype can detect another Newtype by seeing him/her. More powerful Newtypes might just feel the presence of other if they're nearby. A decent Newtype might communicate telepathically. This could be just a heated moment ("Dodge!"), a short while or even an entire conversation depending on how good they're. Newtype powers cannot harm commoners but the same isn't true between a strong and a weak Newtype. Psychological attacks are plausible and some Newtypes train their powers to harm others of his/her kind.
Basically it has uses, interesting but it wouldn't dominate interactions with Krugstahl. That's my aim. There shouldn't be an occasion where one can go "Hahahah! You don't have any psychics and psychic defenses hence you're boned!". That's not my aim. Another thing you should remember that Krugstahl is a feudal principality so these people are divided between various nobles. Think of artisans and scholars employed by nobles. Kinda that's what Newtypes are.
It seems pretty good to me, however I too am weary of the sixth sense. Because if your humans have it, then most humans in the RP would because so far most of the human races in this RP spent a lot of time in space before becoming the civilizations they are.
About that:
It's more like an excuse for their spacenoid superiority propaganda than the actual reason. I thought it's obvious from the fact how Neue Menschen were not the bringers of utopia, either. Same with the "accidental" malfunction of the jump drive rather than some crazy man *ehm* Karl von Krugstahl *ehm* deciding to create a whole new civilization on his own.
Should I change the references to make it more obvious? I might be just so cynical by nature I felt I don't need to add hints.
Oh and I sure don't mind if other civs have psychics on their own. No intentions to monopolize them.
@Willy Vereb I'll need a brief description of your durametal and integrity field put into your Technology section as well. Right now, they are just named items under your Kriegschloss header, with no information about them. A description of your FTL drive should also be under the Technology header, outlining the method of travel (instant travel from Point A to Point B? travel time through a non-realspace dimension?).
Durametal is just a sci-fi buzzword for material of sufficient quality to work in the role it does. It's an effort to veer away from questions like "But titanium isn't this light! Steel can't support this size! This is made of X thus there's no way it can take even my multi-biggaton point defense lasers!" It's technically an artifact from previous NRPs when I copypasted the profile but really it can be vague enough to work in any setting. Durametal can be something like SW durasteel which is X times stronger than real life steel or it can be just a certain metal alloy renown for its strength yet nothing special. Duraluminum, durawood and so on are all real life terms for materials we used in the past so it isn't as weird as it would seem. I have no idea where to put its strength in this NRP aside from it being "average". It's good for what it's used for but nothing special.
Structural integrity fields are another common sci-fi buzzword which is used to further explain the toughness of materials. They basically reinforce the atomic bonds to make the hull stronger. Thought that without shields such a measure is more reasonable to my Kriegschlosser that are the keypieces of my military. Colonies might also get them or I might try to explain with this why mechs carrying a shield can make sense (or how melee weapons can withstand the strain).
Jumpdrives are well, I am seriously considering what to do with them. IIRC they were used to be opening wormholes for the ship to temporarily pass through. Don't say it's instant since the channel between wormholes still takes some time but it was notably fast. Another idea is the jump drives from BSG where they had practically instant jump but it had limited range and needed a recharge period till the next jump. Generally they'd be my way of traveling between star systems and that sums up their role. Currently there's no known way of building jumpdrives without that interacting with a micro blackhole to explain why there had been no attempts to scale down the system.
@Willy Vereb Okay, it sounds like we're all on the same page. Once you've made the edits we've all discussed here, I'll take another look at your sheet.
I already did, I think. Probably add more details later as per my fashion but every information is there. I'd only detail some common warship and Panzergeschickt types, some soldier equipment, misc vehicles and maybe create a short list for my unique technologies. But those can probably wait.
We're saying you're good to go as long as your mechs don't pull the stunts like they do in the video. How well fighter craft/humanoid mechs do in combat will matter on how you use them, not because they can utterly ignore point defense by dodging and boosting around. Newtypes or not, they will likely not be able to pull off the maneuvers shown off in that video since the video is extremely stylized to show off the mobile suits. That's the point we're trying to make. Don't have them ignore enemy defenses like they're non-existent and we're good.
Well, it'd bad sportsmanship and even kind of god modding if I outright ignore the enemy's attacks, doesn't it? So that thought didn't cross my mind. I might have hero characters that are capable of pulling of better stunts but they aren't just cheap saving throws where I can make up BS and turn fights around no matter what. Rule one of forum RPing is respect. You must play along with the actions of your peer to create an enjoyable story.
@Willy Vereb, of course they are ludicrous thats whats fun about them. And probably wouldn't work since having black holes as an integral part of your engine power pack would weigh any ship down considerably. Also if you didn't know Hard scifi is sortive my thing... :) But handwavium with pseudo science always makes things just as fun considering its an integral part of our RP.
I completely agree. As for weight, well, if you don't mind to be bathed in near-megaton energy per second in theory just 155 kilotons is enough for a black hole to last 10 years (in theory). But well, to contain that energy you'd need to make a gigantic core to begin with so that'd weight a whole load more. So the balance is likely somewhere in the multi-million ton range for a blackhole smaller than an atom. And that's me being optimistic. There are also other issues like how you make a black hole engine in a system that moves (like a ship) so yeah, you can bet I'd use some handwavium there. Honestly though the only reason I linked the black hole engine to my colony ships and FTL to make it all the more expensive overall.
@Willy Vereb Does everything have to be exact sciences and follow the exact laws of phsyics as we know them to be fun? Since I doubt people would enjoy having to look through wikipedia pages to learn it or have to spend a good deal of time on their things only to be told "guess what that doesn't work lol, gg try again later".
Besides, with handwavium you can get a lot more cool stuff in. There's a reason why things like Star Wars/Star Trek/40k/Mass Effect are so popular even if they don't listen to Newton.
Do you have some personal problem with me mentioning science? Seriously, chill out. I am not even a GM here so how did this whole line of argument even arise from you to begin with? I merely provided some insight on what black hole power would really entail because I am frequently see people having these weirdly exaggerated ideas about it. Which is a problem when I come under fire seemingly on assumptions based on this.
@Willy Vereb As long as your mechs aren't going to be mowing through battleships as easily as several of them just did in that video, I don't really care if they use energy weapons or ballistics.
It really depends on tactics and how a ship is equipped to fight enemy smallcraft. Without shields it's really about who can better damage the other. A smallcraft is less armored and there are more kinds of weapons to bring the hurt with but so there are weapons you can equip a fighter with which can take down the ship.
It's a bit weird but think of the relation between naval warships and fighter planes in WW2 with a twist.
A bit off topic, but I Remember an novel where black holes the size of pea drops were used in an engine used to approach near light speeds by producing an endless supply of anit-matter with it. Though there were safe self destruct mechanisms that destroyed the black holes before the grew large enough if the ship was critical.
That seems to be "hard" sci-fi on par with Tau Zero so I wouldn't draw any conclusions from it. Well, you can use neutron stars and black holes to make antimatter by gravitational shear effect but the relation is hilariously disproportionate. Think of stellar masses of a blackhole/neutron-star making kilograms of it per year (IIRC). Not to mention rather than the black hole growing you'd need to prevent it to get too light. Speaking of which the biggest issue is that black holes have hilariously high mass if you don't have handwavium/magitech to keep them stable by artificial means. Another point why only my colony ships have it. Don't wish to bore you here so just in conclusion blackhole engines in real theory are nowhere as amazing as it might seem.
@Willy Vereb 1.) It's not the anime inspiration that is an issue, but rather the power levels present in anime. I can't say I've seen either of the ones you're drawing inspiration from, but I think you're misrepresenting the point Dragonruby was trying to make. The issue isn't with giant mechs flying around and blowing things up, it's with the implied scale of the weapons they are equipped with.
1.5) Terminology aside, I'm still going to have to ask you to tone down the power of your mechs' weaponry. Anything that can be described as "[approaching] the firepower of a warship-mounted [weapon]" that is carried by ten meter tall mechs that already have inertial dampening tech and apparently don't require that much re-mass/fuel is fairly out-of-bounds for me. I can deal with the inertial dampening and I can live with the re-mass/fuel thing, because these are common tropes in a space opera and just about everyone in this RP is using it in some way, shape, or form. But I personally can't accept weapons with warship-scale firepower on comparatively tiny mechs.
2.) No longer an issue for me, then.
3.) The concern isn't that synthetic singularities used as a powersource are OP. Rather, it's the possibility of abuse that led to us presenting our concern. As you're no doubt aware, using singularites as bullshit power sources or failsafes for victory is not uncommon. If you're willing to stay in the bounds that you yourself have just outlined, I have no issues with you using them as a neat way of getting around.
Since 2 and 3 are seemingly solved I address the concerns for the other two.
1.5.) Didn't I describe it the other way around? The point is that Panzergeschickt has more limited endurance since it's a small vessel with less fuel reserves and it doesn't charge particle cannons by its own power but use capacitors with already prepared mega particles to get around that issue at the expense of more logistics related to it. This is the same as how fighters carrying nukes can punch above their weight class. Anyways without energy shields and such on the enemy side I suppose it's okay if I nerf them back to OYW levels, kinda the same equipment as you saw in the video. Only the more advanced mechs would have beam weapons. Making it a relatively new tech perhaps reserved for the more prestigious knights?
I've had a bit of discussion with MissingAxis on your sheet, and as is, we really can't accept it.
First off, though this is admittedly a pretty minor issue and one we talked about with Keyguyperson's sheet is that the anime inspirations might clash a bit with the whole idea that the RP is supposed to be a bit more grounded and with a lower power level. Of course, this is particularly pointed at your mechs, but by itself this wouldn't be a major barrier to your acceptance.
The real big issue is that we have some worries about your tech level in general, though in particular it can be narrowed down to three things, especially considering Gundam and Aldnoah:Zero are rather obviously major inspirations for your faction, and in those settings things get really extreme really fast in terms of technology.
1. As it currently reads and looks like, your mechs are equipped with "mega-particle" weapons on the scale of warship mounted weapons, and your Mobile Castle as well seems to be mounted with turreted versions. Generally in sci-fi, when someone brings out particle weapons, especially one called a "mega-particle" weapon, those are the sorta things that you'd find spinal mounted on warships as pretty massive superweapon sorta deals, and obviously having a spaceship with potentially a whole fuckton of those, as well as comparatively tiny mechs equipped with one each is a really big no-go. Either some clarification or down-teching of this will be required.
2. Fusion power approaching the levels of anti-matter generation is a little much. Not too much else to be said about that, just... It's a little extreme for things as is. Anti-matter generation itself is something we'd consider carefully about someone deciding to pick up, and using fusion to pretty much get a close approximation of it is kind of bending that rule.
3. Your blackhole FTL is something we had a fair bit of discussion about as well. Our biggest concern is with it's ability to be abused, as, well... The ability to generate a blackhole is pretty bullshit in terms of power if you could weaponize or, or "accidentally" have a ship's drive go critical and then just kill everything in the area. If it's just going to be a cool way to get around, then sure, but we'd like an absolute promise from you not to use this as a sort of 'trump card' to just wipe the board if you're losing a battle.
I can't see the anime inspiration as problem since there's nothing magical about UC Gundam's down to Earth technology. The only portion from AZ I took is the castle ships and even then it has more of the looks than anything (I am really not fan of that series). Feudalistic roots date back to my NRP from 2014 where the Rottenwand faction was a subset of the Galaxian Empire. Krugstahl is a heavily modified version of that.
1.) You sem to be stuck on terminology. Mega Particle Weapons accelerate mega particles, as in comparatively huge particles. This makes them much less penetrating like radiation but helps energy transfer and efficiency a ton. Or do you plan to limit energy weapons as a whole to be rare weapons? I don't mind that because it barely changes my style.
2.)Already fixed before your reply. That was an artifact from the previous NRPs where antimatter power was the norm. So I nixed that part and fixed more portions of my profile.
3.) Kriegschlösser are extremely valuable so intentionally losing them in a suicide run is not a good idea. Not to mention actual colonies. As for the threat of singularities? How much do you know about them? Singularities as a power source are realistically not as powerful as you might think, below an engine which consumes a few grams of antimatter per second (or the energy of a low yield tac nuke which seems to be commonly used as propulsion here). They also don't leave black holes of doom that eat everything in a radius. Much more like they rapidly blow up in a bright flash. Which is neat and I suppose destructive but then you also need to add inverse square law into the equation. So yeah, don't believe it'd wipe out fleets. EDIT: I feel changing the blackhole engine to conventional nuclear reactors would be more of a benefit to me than actually nerfing my ships. Basically you can now take them out by breaching the core. With reactors? At best cut off their mobility.
EDIT2: Hmm, seems like nobody has energy shields at all so I suppose I can drop the plasma screens and G-shield, too.
Krugstahl is a human colony originating from Earth's early interstellar history. It was supposed to be the first large-scale interstellar exodus vessel, propagating humanity in the distant reaches of the galaxy. For this purpose it mounted a gigantic and still experimental black hole engine which powered its "Jump Drives", design 80% identical to the Alcubierre Drive yet working by a different mechanism. All trials were a success and live-testings went perfectly. The designers were confident in the technology and began preparing for the first long distance colonization mission. A giant colony was equipped with a scaled up Jump Drive and blackhole engine and by 2092 it gained the shocking number of over 100 million inhabitants. Unfortunately Kurgstahl's systems suffered a critical malfunction during its maiden voyage, making the entire colony disappear. People were rightfully assuming the worst and this tragedy led to the ban of blackhole engines and the abandonment of Jumpdrives. In truth the system was successful, maybe even too successful. The Jump Drive overloaded and sent the colony Krugstahl with its millions of residents much further than their original destination. Having no way to replicate this feat and return to home the colonists declared this patch of the galaxy their new home, eventually growing into an entire fleet of wandering colony vessels.
Government/Society/Species
The Principality of Krugstahl is a nomadic civilization that lives entirely in space. To their belief "gravity weights down human souls" thus they refuse to live in natural gravity wells, instead prefer their own colonies and space vessels. Indeed, over the centuries Krugstahl's population evolved to live in their low gravity environment.They also beleive the vastness of space and generations in living without the chains of gravity they became something more. Indeed there's a small population of people with extrasensory abilities. Legend says the colony's historical first leader the visionary Karl von Krugstahl did predict this, and called them "Neue Mensch" or Newtypes. According to him the Newtypes would be the next step in human evolution and would bring a great era of peace. Unfortunately neither of his theories proven right. Krugstahl's people are still warlike as ever and their once democratic system devolved into a feudalist principality. Newtypes are the government's favored tools for war and oppression. Unless born aristocrat a Newtype can only have two career options: Join the military and become a Panzerjagervig pilot or join the principality's secret police and use their psychic powers to spy on their own people. Some Newtypes choose the third option and go into hiding but they have no chance against their well-trained and experienced comrades. The principality is ruled by the Duke von Krugstahl while the nobles are his loyal vassals. High-class nobles can lord over an entire colony or even oversee a cluster of colonies. They enjoy considerable autonomy and these can be considered small kingdoms. Colonies are cylindrical space vessels with the average length of 20 kilometers and the diameter of 4 kilometers, each holding at average 5 million people, making them effectively like a tiny country each. They have their own gravity chiefly maintained by centrifugal force and have their own artificial environment including even food production. The original colony Kurgstahl is even larger, over 90 kilometers long and 16km wide with the staggering population of about 254 million people. Aside from regular aristocrats there's a military branch called Knights. Knights sire from aristocratic roots who pursue soldiering. Their title reflects their rank and influence within the military. Mere Landeritters (common knights) are just little above common troops, at best leading a Panzerjagervig squadron. Rittermeisters (Knight Lords) are owning colossal warship-castle colonies called Kriegschloss that make up the heart of Krugstahl's military. There's also the unofficial title Oberrittermeister (Supeme Lord of Knights) who control multiple Kriegschlösser and thus effectively lead more than one Knight Order into battle. Knights are free to ally themselves with any aristocrat of sufficient status and it's a matter of prestige between barons to own the most Kriegschlösser with the best knights available. The Duke holds great power with the ownership of Krugstahl and quarter of the other colonies yet his rule is only stable with the nobles' support. As such any attempts at proper centralization were so far futile.
Neue Mensch also called Newtypes are gifted people who by Karl von Krugstahl's teachings represent the next step in human evolution. In effect though there's little information on their origins or how they come to be. What they lack in understanding why they exist we have a far better understanding exactly what they can do. Newtypes are talented people with enhanced learning, extrasensory perception and at times even psychic powers. They can be ranked from Theta to Alpha rank and even in that there are 3 levels. There are much dispute whether a Newtype is born with power and only unaware how to use it or actually capable of raising their power. What is known that training, concentration and experiencing strong emotions can result in a Newtype raising in the ranks, albeit the exact process is unknown. Also while Newtypes are ranked they aren't equal in abilities. Some are gifted in one aspect or another. They might even be inept in everything but one ability.
Theta/Eta/Zeta: Low-ranking Newtypes generally only showing above average capabilities and hints of sixth sense and spatial perception. In case of Theta levels even their status as Newtypes is often questionable and they're unfelt by their peers.
Epsilon/Delta/Gamma: Decent Newtypes with more reliable abilities and occasional psychic powers like psychometry, empathic sense or brief premonitions. They are often either famous pilots or if their psychic abilities are developed can be part of the secret Newtype police and hunt their rouge brethren or occasionally spy on people.
Beta/Alpha: The most powerful Newtypes have further boosted abilities along with more reliable psychic abilities. While still nowhere perfect they can showcase some extend of telepathy, precognition and similar powers. They are extremely rare and valuable. Such people can rise to become heroes in war or be the secret tool of the Duke or a high-ranking noble. There are probably just a handful Beta rank Newtypes out there and there's no officially reported case of an Alpha-rank.
Technology
Having separated from humans during the early ages of interstellar travel, the Principality was forced to develop on its own. They have large self-governing automatized factories which can produce all their needs with various mining bases providing the required resources. Hydro-farms can cover all the population's need of food. Their primary source of energy is pure fusion reactors, gathering their fuel from stars and gas giants. Colony ships and Kriegschlösser have a controlled singularity engine as their main power which is also essential for their jump drive mechanism. No Principality ships smaller than a Kriegschloss are capable traveling interstellar distances. To protect their crew from shaking and great accelerations they use inertial dampeners which Panzerjagervig pilots also use to rapidly change vectors thus improving their combat maneuverability. Their main energy weapons are using mega particles that improve efficiency but usually needs a powerful reactor to prepare them in sufficient amount. They also have advanced guns, explosives, railguns and lasers.
Materials&Manufacturing: Krugstahl has advanced material science knowledge and manufacturing. They utilize nanolathes, an evolution of the sintering method which allows precise and fast worksmanship but above all versatility. By just changing the program and procuring the right materials it's possible to switch a factory from producing one thing to another. This also let them to engineer with materials like never before. One of the most commonly known product of this is the family of durametals. Resilient, strong and designed for the purpose they make the basis of almost any construction in Krugstahl. Acquisition of materials is generally accomplished by automated mines. These are factories building automated miners that bring back materials for refinement. Automated mines help Krugstahl to survive and let their industry to properly function.
Fusion Power: Using the M-effect it's plausible to contain the heat and pressure of nuclear reactor enclosed within an I-field. Initiated by high-intensity laser pulse the fusion power is versatile with multiple easily accessible fuel types including (but not limited to) hydrogen and helium. Panzerjagerviger uses the slightly over-engineered variation of this to fit inside the unit called the ultra-compact fusion reactors. M-type fusion reactors (as in practically any nuclear plant in Krugstahl) have one issue, though. If a concentrated burst of M-particles breach the containment it could easily lead to runaway chainreactions, turning the otherwise safe reactor to violently explode.
Pulse Engines: A versatile engine design using nuclear power for propulsion. Two of its most popular modes nuclear pulse and plasma impulse are also the two extremes. In nuclear pulse mode there's hardly any fuel spent but in return for minimal thrust. Plasma impulse mode allows the highest accelerations at the cost of much higher fuel consumption and losing any pretense of stealth.
Jumpdrives: Developed in a much more optimistic past the Jumpdrive is a huge and complex device and Krugstahl's only means of interstellar travel. They work by using the blackhole engine's gravity to generate a special wormhole punching a hole in reality to a alegedly a different dimension. While that's true the transit is almost instantenous. What limitation it does have the range. Jumpdrives are extremely demanding in power so after one or a few jumps the ship's capacitor must be drained.
Inertia/Gravity Control: Jumpdrives in part use the gravity of their blackhole core to operate. Derived from this Krugstahl developed artificial gravity and inertial dampeners for more widespread use. On the other hand these devices are still power hogs so they find most use in the military.
Structural Integrity Fields: Derivative of the artificial gravity technology, this reinforces materials down to the elementary levels to make them tougher. Structural integrity fields are rather power-hungry but they can be useful to enhance a portion expected to be under attack or strain. Also jokingly called the poor man's shield this is very often used as a defensive reinforcement albeit there are examples where it involves offensive uses.
I-Field: With alternating fields the M-Particles can be arranged into a well-organized lattice, this so-called M-Effect is used in fusion reactors for compact and safe operation. The same could be used as a sorts of barrier called the I-Field which can repel radiation and charged particles but especially other M-Particles. Designed against mega-particle beam weapons they require severe power to break through the barrier. Radiation and beam weapons not using M-Particles are somewhat more effective and kinetics generally have way too much momentum to be stopped by an I-Field. While promising the I-Field technology is still experimental and consumes too much power to be constantly active. They are rare sight reserved for the wealthiest. Large vessels also have too much surface area to be entirely covered with an I-Field. As such a variant I-Shield was invented which covers only a limited area at the time, allowing the crew to cycle emitters depending on the direction where they mostly expect an attack.
Mega Particle Cannon: The binding properties of the M-Particles can be used to form a single superheavy particle, the Mega Particle. Using this and the repulsing effect of I-Fields in a chamber it's plausible to unleash a highly energy efficient particle beam. That's the Mega Particle Cannon, generally abreviated as beam cannon. They are close to standard for warships but the compression process requires too much power to be viable for a Panzerjagervig thus the MPC technology was born. Proper name Mega Particle Capacitor it holds already compressed and ready Mega Particles so even the meager power of Panzerjagervig reactors can fire them. These weapons are called the Beam Rifles, possessing power close to the beam cannons (or more like the thinner beam compensates for much of the difference in penetration). Beam rifles have shorter accelerator coils thus inferior range to cannons but regardless their threat is real. Their other drawback is that the capacitor can only hold particles for a limited amount of shots, limiting the mech's combat endurance. Beam Rifles are still far from widespread and only the more elite units utilize them.
Just like their government, the Krugstahl military is in the hands of nobles. Knights of various title fill up nearly every leading position within the army. Yet in times of war Duke von Krugstahl can rally all nobles under the Bundeswehrmacht, often abbreviated just as the "Bund". In addition there are the duke's own personal army the Zentraler Kriegsmacht or just "Kriegsmacht", reserves kept exclusively for war while the central colonies were protected by another forces called the Reichswehr. These three organizations together form the core of the Krugstahl military. Because interstellar travel capability is limited only to their largest vessels the Krugstahl military doctrines also concentrated around these. Using civilian colony habitats as war carriers was foolish early idea thus they developed a new kind of vessel, their mobile castles AKA "Kriegschloss". These are the base of operation for each knight order and the forward bases during military campaigns.
Name: Kriegschloss, Mobile Castle Classification: Mobile Military Base, Military Factory, Fleet Carrier Dimensions: Length: 4km, largest diameter: 1.2 km Mass: c. 12 billion tons Maximum Capacity: 120.000 people (while usually less than 12,000 of them being soldiers) Hull Material: Durametal Alloy Composite Powerplant: Compact Singularity Control Engine Propulsion: Gravity Drive, Pulse Engines Defensive System: Integrity Field, I-Shield Generators (only rare variants) Interstellar travel: Jumpdrive Weapons (specific numbers and loadouts are variable):
Durametal Ram (frontal spike made of solid durametal, also used for landing operations)
Missile Ports (launching thermonuclear missiles)
Interceptor Pods (launching swarms of smaller interceptor missiles)
Gun Turrets (armed with railguns, mega-particle beams and other means)
Point-Defenses (smaller scale gun turrets, or laser emitters fit in flexible ball-mounts)
The Kriegschloss is a sturdy warmachine which is also the home of an entire knight order. It's a colony just as a warship, serving as the soldiers' habitat even outside combat. It's also a carrier, holding and servicing multiple warships and hundreds of Panzerjagervig. It has habitat modules, hydrofarms, mining modules, refinery systems, factories and even more. Overall it possesses everything to support itself thus if required a Kriegschloss can act independently for extended period. Their versatility also make them preferred to send out for establishing mines and other installments which help Krugstahl to sustain itself. Kriegschlösser are too big to be produced in regular factories and instead made in special hollowed out colonies which were entirely transformed into a gigantic plant to manufacture Kriegschlösser, always one at the time. Due to this Kriegslösser are rather expensive and replacing even one of them could take a considerable time. Even the loss of a single Mobile Castle can be seen as a major blow to the military.
Used to be the primary weapons of space warfare, nowadays that had gradually shifted for the Panzerjagervig. Still, Panzers have limited endurance and require servicing. Warships offer more consistent firepower and potential to deploy more potent weapons of mass destruction. In addition to this they are also carriers for the Panzers which allows them more flexibility than just being deployed from the Kriegschloss. There are also more dedicated carrier warships but usually the standard warship can accomplish this duty fine. Warships and Panzer complement each other well in battle.
Also can be abreviated as Panzer, they're roughly 8-12m tall humanoid warmachines equipped to fight both in space and on the surface. They're fast, agile and surprisingly powerful for their size. They have ultracompact fusion reactors and capable of using their limbs along with the inertial control mechanism to perform some maneuvers quickly and without spending precious fuel. Regardless the Panzerjagerviger in general are known for their short endurance and need to engage enemies from relatively close range. Panzerjagerviger make up the backbone of space combat and they have a key role even when fighting on planetary surfaces. There are a host of practical reasons for this but more importantly the Panzer is in the focus because they're associated with the knighthood of Krugstahl, the Ritters. As explained before the Ritter are noblemen practicing for military deeds from early age. Once becoming fully fledged knights their most reliable option to advance is by performing feats and heroics while piloting their Panzer. Thus the culture of war fought with Panzerjagerviger was born. Panzers are also used in sport events, competitions and frequently the chosen tools for resolving duels. Outdated or decomisioned Panzers may also end up in the civil sector after disarmament and used for labor and construction jobs.
Machinegun: Autocannon firing heavy shells from a proportionally scaled up rifle. While decent it isn't generally made for fighting warships.
Rail Rifle:Panzer-sized rifles using electromagnetic force instead of propellant, generally powered directly from the reactor. Rail Rifles tend to not focus on rate of fire (albeit Rail Repeaters do) but on raw penetrating power, acting kind of like semi-auto rifles. This makes them better against heavily armored and preferably less agile targets and at times even used as snipers. Another variant is the Siege Railgun which goes even further in power in return for long charging times.
Bazooka: Large tubular weapon using composite multi-stage launch methods to deliver a heavy warhead to the target. First stage is always a moving charge that works similar to a large gun. The mech's thrusters are linked to fire in a way to overcome the recoil forces. The following stages are akin to a rocket, often having a cheap chemical stage first and then a battery-powered pulse engine. There are simpler and more complicated methods than this but Bazookas more or less follow the same ideas. Warhead can change, too. Kinetic blast, plasma, tactical nuke and so on. Bazookas are generally employed for sieges and for anti-warship warfare. Whenever their raw destructive power is needed. There's also a smaller and simpler cousin to the Bazooka, the Sturmfaust. It sacrifices sophistication, range and a bit of firepower for cheapness and easy portability.
Missiles: A vague term for various other missile types, delivery methods and so on. They are not as prominent in Kurgstahl's battle and known to run out fast but they can add some extra utility. They are not handheld but rather mounted on the mech's hull so as to supplement the main weapons.
Beam Rifle: See technology section. Basically it's a compact mega-particle cannon using MPC to store limited amount of particles to fire beams unusually powerful for its weight class.
Beam Saber: Utilizing M-particle plasma contained within an I-Field for destructive effects. These weapons are easier to obtain than Beam Rifles but still denote a measure of quality.
Vulcan: Rapid-firing gun (or guns) used to engage thin skinned targets. While chainguns are still popular there's a gradual move towards small-caliber rapid-firing railguns that save considerable ammo and space. They're fixed armament of the mech and most commonly mounted in the head, making that a sorts of improvised turret for the weapon.
Simply referred as armed vehicles, this is a category for mostly ground vehicles. Since the Principality is diverse this is reflected back the most in the chaos that accounting for various ground vehicle variants. They can range from repurposed civilian vehicles to mass-produced vehicles unique to a certain house or even entirely custom battlewagons sparing no cost in their construction. As such rather than trying to reconcile these Krugstahl introduced a standard system categorizing these vehicles.
Wwgn-1: Ultralight vehicles with the maximum weight of 1 ton.
Wwgn-10: Light vehicles with the maximum weight of 10 tons.
Wwgn-25: Intermediate class vehicles with up to 25 tons of weight.
Wwgn-50: Medium-class vehicles with up to 50 tons.
Wwgn-100: Heavy vehicles up to the 100-ton range.
Wwgn-100+: Superheavy combat vehicles with over 100 tons of weight. They are usually custom-made and rare.
Wwgn-1000+: Not an official classification but semi-popular for referring to gigantic mobile constructs that stretch the meaning of vehicle.
Most land vehicles have conventional propulsion like wheels and threads and powered by fuel cells or standard generators rather than fusion reactors. When a vehicle is hover-capable it's signified with an S (Schwebend) letter at the end, ie: Wwgn-10S. Similarly if it's flight-capable but still mostly considered a surface vehicle than aircraft it gains the F letter, Flügend. If a vehicle has an ultracompact fusion engine rather than traditional powerplant then it gains the N designation, Nuklearen.
Since mostly conducting wars in space foot soldiers don't have an obvious use in most battles. They are used for security, policing and occupation. Since the majority of the soldiers equipped by the nobles their gear can depend on which lord they serve. It can range from unarmored troops with bolt-action guns to people in environmentally sealed full body armor suits with pulse and electromagnetic armaments. Wealth of the person or the one equipping them often directly correlates to quality. Also while heavily restricted in use by treaties the infantry has a stockpile of nuclear demolition charges and atomic mortars as their ultimate weapons.