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Draft of potential hardware & systems

This is a work in progress and should be counted as research if ever mentioned ICly. At this point, most of whats here should be considered non-canonocial to SAoY.
This article is also a total draft and acts as a sort of sandbox.

Basic Components

Crotch Winch

A simple wire anchor system and pulley for pulling heavy objects.

Sensors & tactical systems

Beam units

Situated in the post-intermediates (IPI/IPO bays). Essentially a multifunction all-range electro-optical active protection suite, designed to disrupt the target designation, range-finders, and rangefinders and recognition functions of likely opponents, including their weapons. It also doubles as an active sensor system and has limited offensive capabilities.

Unfortunately, it can give the units position away and the units themselves are quite fragile, meaning they are usually held beneath protective armour plating, especially during direct engagements. As such, they are considered a tactical unit.

The beam-unit is effectively a compound high strength variable diode, capable of emitting very powerful active readings over vast distances of up to 8 kilometers in atmos with the naked eye alone. 1280 units sit in each of the four modules, each unit able to switch wavelengths, projections and vector of projection accordingly

Functions
  • Dazzler - by having the beams aim directly at a given targets optical sensors, they can be seared or blinded.
  • Redirection - Essentially, taking control of laser marker guided weapons, guiding them back at the source.
  • IR False positive - Denser areas of an environment, such as rock or concrete can be heated in specific patterns and shapes, fooling infrared sensors into thinking something is there, which is not.
  • Ignition - By spreading the beam over a wider area, it can be used to ignite foliage. Ideal for flushing out personnel or forming a cover of smoke.
  • Optical chaff - If dirt is kicked up into an area or smoke released, it can be heated or even used to dazzle objects in a wider range, making the 'cloud' blinding to look at.
  • Stencil - 1280 x 1280 images can be scored or burned into objects. Works best with metal, concrete and rock. Multiple images can be tiled to create a large image.
  • Projector - Particular images in the visible light-spectrum can be projected onto surfaces. Again, limited to a resolution of 1280 x 1280. Over a large combat area, composite projection can produce false-positives, especially in urban environments.
  • Blinder - As an anti-personnel tool, the unit can either temporarily or permanently blind an individual.
  • Spotting - Spreads the beam extremely wide, as an active optical search system, similar to active radar.
  • Outing - Used in specific ranges, lenses and sensor equipment 'light up' like shotgun pellets on an X-ray, making snipers extremely easy to detect.
  • Anti-personnel - To temporarily blind or create a false burning sensation on the skin of soldiers. Good for flushing them out of cover.
  • Illumination - By pushing the emission units into the visible spectrum and widening the beam, a variable-strength search-light can be created.

Sub-Computers

Dedicated independent processing centers to accelerate tasks and relieve the task-load on the primary processor. There are four sub-computer bays in the IPI/IPO units which may be removed and replaced with specialized equipment.

Stage-1 of sub-computation is observation - to note that there is an object or target. While this is usually handled by primary sensor clusters in the IPI/IPO units, torso and head, dedicated computational power allows PHAYDAR to spot targets at much higher speeds from all angles.

Stage-2 of sub-computation is orientation - the automated action of orienting a weapon at the target. With extra computational power, this can occur much more quickly than manual or neurally driven systems, since the complexity of the circuits and interface involved is much lower. Basic orientation alone will have trouble hitting high mobility targets without pilot intervention.

Stage-3 of sub-computation is compensation - the act of making subtle corrections to the aim of the weapon to ensure its strike will hit the target - otherwise known as a 'redlock'. This compensation takes into account a full spectrum of environmental conditions including wind-speed, air velocity, air resistance, temperature, altitude, atmospheric density and composition and then takes into account both the movement of the unit itself and the target and computes corrections in realtime. This means pilots do not need to intervene to form red-lock manually themselves, improving the response times of most pilots.

Stage-2.5 of sub-computation is identification. This happens in parallel with orientation and compensation. This takes into account the sensor information from all sources but instead of performing the break-down method of the primary computer which assesses individual attributes to make identification decisions, this instead performs 'flash shots' which it compares against a known database. This method is much faster but lacks the subtle nuance of the breakdown method which can identify what a target is looking at, its posture and its specific load-out.

Stage-5 of sub-computation is information distributing, sharing information about targets around it. In addition, the compensation and orientation information is also shared, allowing remote units to orient and compensate themselves if by design they normally lack these features.

Used in a 'tank' role with 'infantry' powered-Armour deployed alongside, this allows the Rhys to act as an early warning and targeting enhancement system for the units around it.

Phaydar

Situated in the B-Plates. Phayd3ar (Photon based Adaptive Topology, Detection, D_irection, Density And Ranging) is a system which uses the full electromagnetic spectrum in order to detect targets. Situated in the B-plates, it is essentially a passive diode sensor embedded on the microscopic level, reacting to impulses channelled into it. The same system can work in conjunction with the beam-units to produce impressive situational awareness, even if the primary sensor cluster of the unit is destroyed. It is usually smart enough to work out the density, size, range, direction and rough composition of an object given enough time using methods similar to those used by radio-telescopes.

Frozen Eye

Situated in the scout sphere, head and to a lesser extent, secondary limbs. A quantum sensor using super-cooled components acting similarly to a segmented passive electronically scanned array radar. It is a system searching for unusual arrangements of mass or energetic spikes. Best used in a vacuum where it serves as a long-range primary sensor system. Mounted in the head, scout-sphere and

Skirting hard-points

Located on the T-Truss making up the hip assembly, the skirting hard-points allow for the fitting of two frontal skirting components, a cod-piece cover, side-skirts and either dual back-skirts or single-backskirts. These hardpoints, like others, are powered and can be used to carry additional Armour, fuel, water or supplies. These hard-points can also be purged in an engagement to lessen the weight on the unit, then re-attached using the sub-arm assembly in the field. Essentially this grants the Rhys either additional protection or allows it to operate as a pack-horse alongside powered-armour or other units.

Hydro-electrolysis System

Situated in the bulk between the cockpit and the hip-joints. A filtration and hydro-electrolysis which can convert dirty water into drinking water and drinking-water into oxygen and hydrogen for use as fuel. Ideal when working in conjunction with other units, lessening the amount of equipment that needs to be carried. Used properly, it can also cycle Co2 back into breathable air and solid carbon.

Capture system

Situated in the intermediaries, head and skirting bulk. A suction reel linked to the winch-mount system and a series of air-cyclers which filter moisture from the air to provide fuel and drinking water for ground grew via the hydro-electrolysis system.

Voltaic recovery System

Situated in the B-Plates. Essentially another use for Phayd3ar, when the sensitivity of the diodes is maxed out, the electrical output of the sensors is quite appreciable and ideal for powering low-demand systems, such as lighting, cooking, environmental or heating equipment.

Pre-splitter hookmount (arms)

Located in the pre-elbow, the hookmount is a mobile mounting point, ideal for objects which require condensor connectivity – eg active shielding systems, external weaponary, friendly-buffing (particle transmission a la medic?)…

Back-Hardmount

Situated in the intermediaries and the rear of the cockpit unit, back-hardmounts allow extra equipment to be mounted, provided the back-units are in the skirt position. Optionally, the ends of the hardmounts may be fitted with a carousel unit for exchanging weapons during combat. They may also be used to dumb-fire weapons, ideal in ranges of 300-meters or less for bombardment purposes.

  • Phaydar Photon Topology, Detection And Ranging (B-Plates)
    • Essentially a sensor system using the quasicrystal diode systems.

Feet

  • Basic shock absorbsion (legs, feet)
  • Pile-Anchors
  • Internal mobility system

B-Plate

Repeated regularly, B-Plates contain C3R modules and are essentially skeletons of rectified plating. They are attached through structol coated cable to the main limb. This connection serves as a shock-absorbant assembly and rugged particle exchange system.

A-Plate

Making up the thighs and , the A-Plate is essentially a scissor-joint responsible for primary motion of the hip and knee joints, with structol posing as a secondary system. It can be severed in two at the hip point and features a number of interlocks.

C-Plate

Making up the interior skeleton of the leg, the C-Plate contains a number of plasmic engine systems and electromagnetic arrays. It also serves as the primary shock-absorber when walking, jumping and landing and can be condensed into a much smaller form.

C3R

Condenser, centrifuge, capacitor, rectifier – A modular component?

Condenser

Acts as a container to store non-weaponized aether carrier particles? Typically they're only manifested or present when specifically high electrical charges are dumped into a space in a very specific way, forcing some background system of function to compensate and 'switch' states – and only exist provided the charge itself remains – forcing them to fuse into a degeneracy state. There should in theory be other ways of producing them, likely from muon catalysed fusion or baryonic decay and they should have other uses and properties of their own prior to degeneracy and beyond indirect emergence due to charge density in a given space.

In effect, it wouldn't be aether. Just the carrier in our dimension of space.

Rectifier

A larger more robust take on what lines the interior of the condenser. Essentially, an antennae of some description that uses gauss-fields to influence the topology (arrangement) and geometry (pattern) of particles, allowing for some interesting side-effects by exploiting other properties (the absorption of photons, electrons and reactions to mass and inertia?)

Effectively, they'd be pretty dangerous in an environment now that I think about it… Not something you'd dare want to use in a populated area. Either the fields controlling it would crack and boil the concrete under it or if they fell into run-away manifestation due to count and density, they'd cause baryonic decay since they act as a catalyst.

Reification & Rectification

In theory, it should be possible to use these things to bind gluons (instead of snapping them, as they do in a degenerate state), making materials much stronger for brief periods of time – either the actual structure of the unit or out into the environment to create meaningful cover out of structures that would otherwise offer absolutely no protection – such as buildings or landscape.

Condenser

AXIS

 

lorath/mecha/project_kaibutsu/systems.txt · Last modified: 2012/08/27 16:53 (external edit)
 


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