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Approved Submission [Sourcian] Daiclonius Amelliaus

OsakanOne

Retired Member
<center>Daiclonius class Amelliaus (Gunship)

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</center>

About
Designed for strafing runs and inter-gunship dogfighting, the Daiclonius is a large self-aware and highly maneuverable foe capable of maneuvers traditionally associated only with fighter craft, appearing to move similarly to a dolphin in the way it's limbs flow and motion to vector the engine thrust.

The Daiclonius excells in descending deep into enemy terratory and masking it's presence, striking targets of oppertunity or making hit and run maneuvers to disable greater vessels and dogfighting with ships of similar classification, effectively an anti-gunship gunship.

Though by default it includes no primary weapon, the nature of the Daiclonius means its armory can change to best suit the events around it, making it a highly prized possession among Aevalli alongside it's ability to transverse vast distances under very little power.

The Daiclonius is also capable of atmospheric flight and landings by rotating it's rear ordinance pods "prongs" to face the ground and lower front landing gear from beneath the nose.

History
Prepared especially for the battle of Salvation, the Daiclonius was a super-imposition unit designed to go deep into enemy territory in tightly knit well hidden groups, a favored tactic of the Sourcian who prefer tactical advantage and suppression to outright brute force.

A total of three hundred were built before the end of the battle of salvation, a culmination of wars against a number of races who had grouped together to fight the Sourcian on their own turf using their own tactics.

Losses were heavy but the Amelliaus demonstrated it's worth time after time as tactics changed and it adapted: brute-forcing it's way through numbers of fleets, carrying it's deadly cargo to strategic destinations.

At present, Daiclonius gunships are scarce and alone. Since the second incident, many have roamed without command or orders, leaving them paranoid, frightened and extremely hostile under the majority of circumstances.

Statistical Data

General

  • Class: Amelliaus (Partial gunship, partial fighter)
    Type: Super-imposition Amelliaus, suppression/ECCS system
    Designers : Unknown
    Manufacturers : The House of Retana
    Production: 300
    Resource Point Cost Per Unit:4150(?)

    Passengers
    Crew: Unnecessary for ship operations: the ship is automated.
    Pilots: N/A
    Maximum Capacity: Rooms can be forged, making accommodations for up to 30 people.
Dimensions

  • Length :208.38 meters
    Width :105.49 meters
    Height :27 meters
    Decks :6
    Weight : 75296.33 KG

Propulsion

  • Speeds
    FTL: Wormhole Based.
    STL: .95c
    Range: Effectively unlimited unless a critical mechanoid part is destroyed and the Daiclonius is starved of energy for more than 3 weeks.
    Lifespan: 450 years
    Refit Cycle: Vast modifications are possible but unnecessary for the ship's survival.

    Shield Rating: N/A
    Armor Damage Rating: 7

    Armor Sections:
    1. Main body, dorsal (Transic cannons, neural cluster, bridge)
    2. Main body, ventral (Transic cannons, hanger, landing gear)
    3. Main body, Bow (Primary targeting cluster,
    5. Main body (Neural cluster, Life support, Gravitor box)
    7. Main, center engine pylon (engine area, denial wave)

    6. Main, starboard forward ordinance pod (Rifle-Pods)
    7. Main, starboard engine pylon (engine area, macro-vents, denial wave)

    8. Main, port forward ordinance pod (Rifle-Pods)
    9. Main, port engine pylon (engine area, macro-vents, denial wave)

    10. Main, starboard rear ordinance pod (Rifle-Pods, vent thrusters, landing & masking prongs)
    11. Main, port rear ordinance pod (Rifle-Pods, vent thrusters, landing & masking prongs

Inside the Daiclonius

  • General Description
    Walls are either of a dull smooth metalloid surface, ribbed or bare revealing a complex crystalline structure. Beneath all three lies a spongy teal and orange material.

    Engine area

    • Occupying the rearward section, the engine housing merely contains the power source to the engine and is quite a tight squeeze for the most part with a number of access shafts and ledges dotted about the Core.
      The majority of the engine itself is actually external in the form of conductive pylons and ion vents.

    Bridge

    • An inaccurate depiction, the Bridge features a vast tactical system but no specific placements or furniture for personnel to situate themselves upon save for a ledge at the rearward section and a number of panels set which reach inward about the room.
      The role of the bridge is to act as a surrogate control system should the Daiclonius be commanded.

    Cabins

    • In some events, a Daiclonius may be used for transit of materials or personnel. A number of chambers are able to create ideal conditions for crew cabins, 12 in total, dotted about decks 4 and 5, either side of critical systems.

    Storage

    • Directly beneath the engine housing in a secured area, a storage facility can be formed for cargo transport. In the majority of Daiclonius, this is instead a second engine housing, delivering more power to the engine pylons and weapons.

    Maintenance conduits

    • A number of small tunnels run through the form of the ship for emergency access to systems, both mechanoid and bioloid.

    Cannon junction

    • Situated against the very roof and base of the Daiclonius, the Cannon junction leads to a manual control system and storage capacitors for the cannons both on the dorsal and underside of the Daiclonius. Because the cannons are able to rotate and the payload may vary, manual gunnery control is also available though the majority of the time these systems rest forward or are controlled by the ship.

    Offensive override junction

    • A junction is placed which in times of emergency allows for all offensive systems to be powered down and for neural control of the ship to these systems be severed.

    Neural systems Junction

    • A junction set between the isolated neural cluster and primary control structure (otherwise known as the spine of the gunship). It allows modifications and upgrades to be installed into both bioloid and mechanoid systems of the ship or for the two to be separated entirely.

    Vascular systems Junction

    • A vast pump situated forward of the engine housing, the vascular systems junction pumps coolant and nutrient transport plasma through the bowels of the ship. If deactivated, the ship can sustain itself for up to 6 months.

    Digestive system

    • A throwback to it's biological origins, a digestive system is present within the bowels of the ship which can break down any biological matter through a combination of physical and chemical digestive processes. This system is normally dormant unless used as either disposal, torture or in emergencies.
      Once the digestive system is 10% through chemical digestion, it cannot be stopped and the contents will be destroyed.

    Passage ways

    • A number of hallways and junctions are placed between the rooms of the ship. In the event there are no rooms, the passage way can be replaced with a large primary weapon.

    Gravitor box

    • External of the engine room, the gravitor box shifts quantum phase to create a powerful graviton well at any given angle of the ship, allowing it to "fall" in the direction it wishes to travel. The phasic field created by the gravitor box is amplified through the engine room's systems and out through the engine pylons rear of the Daiclonius.

    Payload Launcher

    • The external pods of the Daiclonius contain a number of payloads which can be launched. Usually, these are razor sharp dense semi-crystalline-metallic forms created as a chemical waste-product of the engine room. The pods can rotate and lean against the structure of the body. A further two are placed upon the front-side of the secondary pods further back.

    Ordinance bays

    • The Daiclonius has a further two hanger-sized areas which connect directly to the payload storage areas which feed ammunition and launch a large salvo instantaneously.

    Hanger

    • One hanger place directly before the engine pylons which is hull-sealed and can comfortably accommodate three shuttles. Atop the roof is a caging system designed to rapidly deploy armored units into combat alongside drones.



Ship Systems

Internal skeleton

  • A biologically grafted flexible endo-skeleton exists beneath the structolloid hull, providing motion control for flexible parts and a framework to build around.
    This internal skeleton also houses the internal networks which allows the bioloid and mechanoid components to communicate with one another.

Structolloid hull

  • A biologically grafted metalloid hull, Structol (a type of Sourcian) is evolved and bred to absorb to exhibit traits of complex alloys and metallic structures yet heal like a living thing. Structol is able to rebound physical impact and deflect energy based weapons by using a highly constricted Casmir field across its hull preventing any object with an atomic mass from penetrating it unless it packs sufficient kinetic energy.
    When the hull is at full charge, it vibrates out of phase at the Planck scale, forcing particles and waves with a low density to rebound from it's surface, absorbed and thrown from it.

    The fully charged state cannot be maintained infinitely though it is self-sustaining until an impact is delivered at which point it must recharge after it's capacity has been depleted on the specific part of the armor.

    Structol is also highly flexible despite it's great thickness and able to extend and warp to envelop new components meaning the ship is able to continue growing long after it's conception.

Hull integrated systems

  • Integrated into the hull are a number of complex systems which allow the Daiclonius to mask its own energy patterns and output but also copy those of the craft it encounters. It is indistinguishable from other craft until in visual range should it choose to hide itself.

Life support system

  • A simple life-support system is able to change the temperature, gravity axis and specific air mixture aboard the Daiclonius. This system is often dormant until occupants are detected and is a separate independent system of the Daiclonius' intelligence network.

Core

  • Powering the Daiclonius is a hybrid Zero-Point-Energy device cum fission reactor and capacitor designed to continue working during all circumstances, since zero-point-energy disruption weapons were popular among Sourcian foe.

    Pressure from the fission reactor is often vented as controlled thrust through macroscopic holes in the engine pylons and in emulated engines from the rear ordinance pods for atmospheric flight and combat maneuvers but cannot be maintaned for more than 6 hours before the core's expulsion chambers are depleted, taking a further 8 minutes to normalize before the process can begin again.

    This 6 hours can be reduced to 60 minutes of high-speed atmospheric flight, comparable to a form of after-burner by injecting the same waxy substance used in the cannon mechanism in a form of "full bore" thrust or in sharp bursts by flooding the vent chamber with a vapor of the heated liquid wax to create a sharp controlled accelation which can be vented in the direction the pod is pointed in.

    All parts of the core require high precision calibration from the neural cluster.
    If any major component is damaged, the efficiency of the core drops dramatically.

Neural Cluster

  • The brain of the Daiclonius, the Neural Clusters are a combination of aligned crystal structures which store neural data, complex cells, optic neural fibers and an optic computing system. There is also a quantum computing system strictly used only for combat intelligence, estimation and wormhole calculations.

    The Neural Cluster of the Daiclonius is effectively sentient with the ship as it's physical body and is free to make decisions of its own though psychologically trained to act for the good of it's creators and to attempt to understand their needs during transit despite the fact the Neural Cluster has no active language capacity beyond what the computer translates from spoken language into impulses.

    The Neural Cluster is also tightly bonded to a vast array of sensors throughout the ship's internal and external, both mechanoid and bioloid. This allows the ship to not only observe it's surroundings but also within itself into the entire electromagnetic spectrum and various types of resonance on various scales to detect a target or track bodies within itself.

Engine Pylons

  • Complex capacitors and coil systems broadcast the Planck scale disruption to draw ripples into the phasic patterns of zero-point-energy and amplify the Structol armor's Casmir-Barrier.
    With a heavy charge, the engine pylons can generate a wormhole through space though the energy required to do so means that both halves of the Core must be active which would drain the entire capacity of the Core capacitor in a single use though the greater the distance to travel, the higher the energy requirement is.
    While time travel is theoretically possible with this system, it has not been explored and appears to carry an extremely high risk.

Weapon Systems

Trans-phasic cannons (8)

  • The cannon is a complex weapon and yet lacks any moving parts. The trans-phasic cannons work by super-heating a metallic waxy build-up within the ammunition stores which is then electro-statically charged to hold the round together. Finally, the end round is fired similarly to a rail-gun and it's quantum phase is shifted dramatically as it exits the barrel.

    Though single shots aren't effective on larger targets as conventional weapons, the fact the cannons can repeatedly fire at extremely high speeds makes them extremely effective with suppression tactics when concentrated on larger targets.

    The Trans-Phasic cannons are capable of stripping down both sub-space barriers (by de-stabilizing the sub-space and forcing it to neutralize into normal space) and causing a biased distortion among complex graviton systems, drawing them away from their source rendering graviton based technologies useless unless the distortion can be normalized or over-powered.

    Location: Dorsal and underside, 4 clustered together into a turret which retracts into the body when not in use.

    Primary purpose: Rapid suppression
    Secondary purpose: Incendiary & explosive damage
    Damage: Level 7 Plasma Damage.
    Area of effect: Point of impact and splash area
    Range: 598,000 Kilometers
    Rate of fire: 1.5 bursts per cannon every second
    Payload: Self regenerating


Rifle-Pods (128)

  • Rifle-pods are small pods set into the forward and rear ordinance pods which fire a sharpened highly dense metalloid crystal with an explosive or nuclear payload at trans-hypersonic speeds in rapid clusters designed to impale themselves into the hull of enemy craft.
    Some types are designed to impale into a craft and then de-equalize the pressure by delivering an explosive compression, either blowing off the panel it is embedded into rising the air temperature within the craft.

    Rifle pods possess an intense tracking capability beyond the dexterous ordinance pods they are launched from as they are partially living Structol with basic intelligence capable of following a specific target.
    All ordnance pods include a moderate laser-cannon upon their tip to attempt to make the target falter or cause damage without the intended impact and can be detonated with an intelligent proximity fuse.

    Location: Ordinance pods (either side of the primary hull & further back)
    Primary purpose: Penetration & bombardment
    Secondary purpose:Explosive/Nuclear damage
    Damage: Level 5 Nuclear Damage.
    Area of effect: Point of impact and splash area
    Range: 400,000 Kilometers
    Rate of fire: Once every 3 seconds, pods firing in rapid succession
    Payload: Slow self regenerating, 70 full volleys before empty


Denial-wave

  • By generating a wormhole and then shifting it's phase dramatically, the resulting shockwave near-randomly shifts the octave that zero-point-energy is fluctuating at, making it unpredictable and impossible to collect for up to 6 minutes at a time.
    The Core aboard the Daiclonius is pre-configured to collect from this frequency already at high speed, acting as a well which causes a denial-of-service for all active zero-point-energy devices.

    The weapon is highly impractical to deploy in poor odds as it drains the primary capacitor which prevents the Daiclonius from escaping. In the event the Core cannot fully reactivate for the duration of 6 minutes, it's primary weapon systems will not be 100% effective.

    Location:Engine pylons
    Primary purpose: Tactical Denial of service
    Damage: None
    Area of effect: The effect is more powerful towards the cause.
    Range: 550,000 Kilometers
    Rate of fire: Once every 12 minutes
    Payload: Unlimited


Vehicle compliment

  • Usually, the Daiclonius includes four Sourcian Warriors and a number of automated maintanance drones though the Daiclonius is highly adaptable to suit it's passengers.

OOC Notes:
So here's my first Sourcian submission. Wow.
I wanted something that while comparable to existing kit, it wouldn't abuse any "over-technology" like Zeusanium, Yamatainium or Aether of any kind.

You might note it has no main LOLOMGWTFKILL cannon which is quite unusual for a craft of this size in the SARP.
While one can be fitted, it's not part of the original spec and it's not recommended without another power-source.

I'm not entirely sure how much Wormholes cost and the resource point is an estimation myself and Doctor Tomoe made.

Again, this is my first Sourcian submission so help me hammer out the bugs, okay?

EDIT:
With some help from Tomoe and some reading, I've hammered out some additional systems to give the unit the desired performance characteristics it deserves (landing gear, macro-thrust vents, rear ordinance-pod vents) and I've added in a list of armor points. Now working on Wormhole kit.


 
This suggestion has been implemented. Votes are no longer accepted.
Wormhole cost is a form of point to point FTL and is calculated by light years per minute times 1000.

When the hull is at full charge, it vibrates out of phase at the Planck scale, forcing particles and waves with a low density to rebound from it's surface, absorbed and thrown from it.

I don't think you really need that. The armor is cool enough as is and I would think a Casmir effect stretched uniformly across the skin would bounce energy back anyways.

The Trans-phasic cannons seem wonky and I don't see any reason why plasma bolts would have much of an effect on sub-space or gravity outside of the gravity that its mass creates.

Finally, I don't see how playing with a wormhole would screw with zero point energy potentials. Other than that the ship seems good.
 
I don't think you really need that.

That's not the point. I want it.

The Trans-phasic cannons seem wonky and I don't see any reason why plasma bolts would have much of an effect on sub-space or gravity outside of the gravity that its mass creates.

The idea is that it destabilizes subspace operations and forces them to normalize by firing a round that's in a disruptive frequency in terms of subspace which to my knowledge. Read and note the phase shift which is the most important part of the weapon.

I thought that a wormhole was a "gap" in the potentials and by creating a shock-wave from whatever gap, the potentials would be forced in a compression wave away from the source of the shock-wave, like a storm ripping up a beach to reveal the rock underneath.

I don't know the specific numbers but I thought that since this is set in a different time, we'd have a better scientific knowledge with slightly different conclusions from the ones we have at the moment in terms of our theories so I could have a weak leeway with this.
 
Usually vibrating out of phase with something will have no effect on that something because the net result of the vibrations will equal 0. It would be more likely to harm the armor itself rather than stop or refect anything.

Quantum phase transitions deal with low energy materials like superconductors. According to the Wikipedia it generally deals with magnetic fields. You would have to be projecting some kind of subspace field to get an effect on another subspace field so 'phase shifting' wouldn't have much if any effect.

Wormholes are two different points in space that are connected. There would be no gap in zero point energy potentials inside of a wormhole because space is still continuous inside of it.
 
I'll be frank: you've commented on something that probably only you and possibly Zakalwe comprehend which I've spelled out is designed to be balanced.

It comes accross as disruptive and destructive.
My knowledge in this field isn't as... Immense as your own and thus I would appreciate some help.

Is there any way I can make these functions work as perscribed or is this a lost hope in your eyes, Uso?
 
Again, Uso. I believe you are being TOO critical of submissions, requiring a level of complexity simply not possible for a lot of the technical submissions. The concept of "the mods should ignore it if they disagree" doesn't address those you discourage.

Keep in mind that this is technology hundreds of years ahead of what scientists IRL have developed, possibly a thousand. If scientists can't do it to the level you want, don't expect the RPers to. Try to find a balance.
 
I propose we throw some hot words in there, such as: "Subspace" "Quantum" "Gravametric" "Space/Time distortion" "Immunity" "Quantum field structural bubble allowing for space/time differential to prevent conclusion of assault"
 
I dislike it when people get off topic. Complexity isn't a problem as the descriptions are simple enough. Mods ignoring problems is a non-issue because it really doesn't matter if they take a look at it or not as long as someone is there to critique it. Technology being hundreds of years ahead of today is also a non-issue as the ability to create this technology isn't in question. What is in question is the extremely fuzzy nature between the effects the weapons generate and the causes of those effects.

If you want to screw with Zero Point Energy potentials then you'd have to manipulate the number of points in any given area of space, or screw with the observable medium in which the energy is collected or something that pertains to Zero Point Energy.

As for fixing the Trans-phasic cannons: You need to be doing something with subspace/gravity/whatever you want to call it to affect a 'subspace barrier'. Shifting quantum phase just comes off as unnecessary when you essentially would still have plasma cannon either way.
 
Uso, you dislike a lot of things. And that's fine. But Wes needs to rule on the tech, not you. This stuff needs to be put in terms understood by the majority of players in this RP, or else we cannot interact with it.

Wes, please get a ruling in here, would you?
 
Uso, it's a tactical weapon for stripping down defences and shooting the crap out of ground installations.

I imagine it would wreck havok on any vessel using subspace for propulsion or defence.

While it won't phase a Yamatai vessel, I'd at least like to be able to intimidate one even slightly, dispite the fact the ship has no big fat destroy-everything-lol-aether weapon.
 
What the weapon is designed for dosen't matter. What matters is the tech behind it. As it stands I don't see how the weapon would be able to work as it is explained nor do I seem to see anyone able to explain/defend the tech by saying 'Well, this is why I think the tech would do what it does'.
 
The tech behind it doesn't matter as much as what the weapon was designed for.

Corrected. This is a roleplay setting, not a damned university course in quantum mechanics and whatnot.

OsakanOne, I'm inclined to believe that if the Sourcian were approved that much of your submission actually holds up well to scrutinery.

One thing that concerns me is the 'FTL' wormhole-based travel. How quick are those ships supposed to travel?

Another thing I'd like to see is subsections of the ship as well as the ship's shield power if there's any - I didn't see any of this listed and seeing you are using a unique material for the hull, I'd like to have an equivalency to another material established (at least for comparison, if nothing else).

There are a coupe of spelling mistakes here and there (its/it's misuse is one example), so you could try covering that until Wes can give this a look (mostly for the wormhole travel/wormhole weapon issue).

'Daiclonius' looks eeriely like 'Diclonius', a human mutant species in the anime 'Elfen Lied'. Coincidental or intentional resemblance?
 
Wormholes connect two points in space. It'd likely be instantaneous, but have a maximum limit distance-wise and a recharge time. This is offset by a disadvantage of not being able to escape an area until the vast energies needed are recharged.

Another issue is that STL engines may be needed to REACH the wormhole once created, and other vessels may follow the ship if the wormhole stays long enough.
 
I share your outlook on this Toshiro. The specifics about those, though, are still unknown.

Up-to-30 light year jump with a two weeks charge time with the wormhole only being able to be opened in a low-gravitational field environment (often outside a star system) are restrictions in the BattleTech universe. OsakanOne could come up with his own limits to get some interesting results, I think.

Uso, you keep mispelling doesn't. ^__^
 
I've been occupied with a big college deadline, sorry!

Time to settle some points. :3

One thing that concerns me is the 'FTL' wormhole-based travel. How quick are those ships supposed to travel?

I'm not entirely sure since my brain is wired poorly for distance but because of it's small size, it's used as a tactic to hop around. 4 hops maximum every 24 hours. The larger the distance, the higher the charge needed to create limitations.

Another thing I'd like to see is subsections of the ship as well as the ship's shield power if there's any - I didn't see any of this listed and seeing you are using a unique material for the hull, I'd like to have an equivalency to another material established (at least for comparison, if nothing else).

Oh, do you mean the internal construction and the construction methods, Kotori?
I need you to be really specific on this.

There are a coupe of spelling mistakes here and there (its/it's misuse is one example), so you could try covering that until Wes can give this a look (mostly for the wormhole travel/wormhole weapon issue).
Ah, you can blame my dyslexia on that. I've been practicing a lot but I'm still let down. Do you think I could get someone to proof-read it and explain my errors to me?

'Daiclonius' looks eeriely like 'Diclonius', a human mutant species in the anime 'Elfen Lied'. Coincidental or intentional resemblance?
It's inspired by a science fiction myself and a friend are preparing for a visual novel in our free time.
A Cyclonius is a type of agent who moves into a country and disrupts socio-economic operations as a sleeper agent, via a parasitic synthetic bacterium set into the spinal cord.

I swapped the C for a D in reference to a dinosaur from the Cretatious period in reference to the two "horn" like fins stemming from the forward ordinance pods and the cannon.

I would like to point out that putting things 'out of phase' dosen't have the results he things they do. I would think that would be proof of why the tech wouldn't work and shouldn't be approved as is.
If not a sort of quantum phase then maybe on a plain of physics we haven't yet discovered (which would make a lot of sense considering there is a class of Sourcian that exist on another plain of reality who wreck havok on their bretherin of our universe who I plan on introducing later).

However, this would mean we'd have to create rules and psudoscience to make it fair so we don't end up with another aether :3
 
What I mean was the hull solidity rating and how many subsection 'damage' can be applied to... just like the Sakura gunship has listed on its data sheet.

I don't need you to get into crunchy molecular-based details. I just want to know what sort of punishment it could take.
 
Thanks, Kotori. It's 3:32am here at the moment and I'd like to attend the gym before I pop off to class so this might not get answered right away.

After a bit of talking with Doc, he says Level 7 coverage sounds about right.

Tosh, I'm sorry. Have a sub-plot or something.

Keep in mind this is my first starship submission so I might need a bit more help and explination until it all "fits" into place how it should. I really appreciate it.
 
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