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Topics - Arraxis

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Other Games / Azur Lane
« on: August 17, 2018, 11:17:24 pm »
As some of you may know, Azur Lane entered Open Beta yesterday, and I played it much of the day. So far it seems quite interesting. The story seems to be about the level of FE Heroes admittedly, but that's still more than Kantai Collection. There's a lot of different characters to collect, too. I'm not sure if I like the designs more than, say, KanColle or the as-yet-to-be-released Victory Belles, but there are definitely some quite good ones in there. Aoba's cool and cute at the same time despite being Common.

I'm not sure how pay to win the game is meant to be, but you'll be happy to know that many characters are available as drops in mission, and some can only be acquired this way. As for building/rolling, the chance of a top rarity character is 7%, and often it feels more like Magic the Gathering rarity. Yes, the characters tend towards powerful but they have more odd abilities. My Warspite, for example, snipes the enemies in the back, and I acquired Hiryu who does better when she is partnered with her sister ship. There's a lot to do as well, as you'll be outfitting your characters with different equipment, too. There's an auto-play function that can facilitate grinding or simply let you play on the go or while doing something else (even if they run into torpedoes more often than I'd like) and it is entertaining to watch, too.

Naturally it isn't available out of the US yet so I downloaded it using QooApp. Starting now gets you a free Yorktown carrier, who is a decent addition to your fleet.

Friend Codes:
Arraxis - 67132945
BlackStarLine - 67175543
Elvis - 67118617

General Chat / A friend in need is a friend indeed (ArrAid)
« on: January 29, 2018, 07:55:43 am »
Tiffany is a friend I used to RP with. Not so much anymore due to me mostly sticking with here, but she's still a good friend of mine. I recently stumbled upon her call for help on her dA and while I knew that she'd always been doing it tough, I didn't realise it had come to this point. I donated $50 myself, and while it seems like she's got some generous friends already, I thought it'd see if I can rustle up some more help.

I have my commissions with Kaze coming up soon and since it's up to five drawings, I want to make use of them all. I already know what some of them will be, but not all. Anyone who matches my $50 donation I'll include a character of their choice into these slots somehow. It will be mostly up to me how I do this, so it could be anything from an individual pic to joining something I've already planned - possibly even a giant group pic with all the donors - but definitely list your preferences for how to portray them. If lots of people want bikini pics, for example, it'll be easy to add them all together for a scene. If you don't want to donate that much, just give what you can and maybe you can offer a suggestion for something to include as a background element. If you want to donate more, by all means do so - I can't guarantee you'll actually get more, since ideally you're doing this because it's something you want to do, but I'll try to take your requests on board more.

Remember, Kaze prefers female characters, but can do male, and is willing to do ecchi and censored nudity.

Create n' Share / Hyperspace Genderbending
« on: January 23, 2018, 02:35:25 am »
I don't know where else to put this so I decided to make a new thread for it. Since Rev did it there are at least 2 out there and maybe Meli has things to share too. Anyway, presenting...

Kitsune Arra! Just a draft for now, but I like how I'm looking here. Unsure what I'd change or fix, but the artist is thinking of experimenting with her pose. Feel free to post your own creative genderbends!

Game Discussion / Rising Angels: Hope's Bonus Episodes
« on: December 06, 2017, 10:07:39 am »
I just finished reading the first bonus episode, and I'm definitely pleased with how things have started! I'll refrain from spoiling things in my opening post, but I thought I'd start a thread here so that people can discuss it! What they liked, disliked, what they think will happen, or is happening, that sort of thing.

Game Discussion / Joyce and Odessa
« on: September 05, 2017, 12:16:16 pm »
Thought I'd share a piece I commissioned of two new RA characters. Joyce, or 'Jinx', is the rabbit, and the brainbunny of Rev, while Odessa the Kitsune is my own. The canine-like races... don't handle their alcohol too well, it seems :D. Was unsure if I should put it here or in the Art thread, but since there's less things here, figured I'd give the RA board some love.

Other Games / Princess Evangile W Happiness competition!
« on: July 09, 2017, 10:02:15 am »
Since I had so much fun with the Pygmalion competition, I'm going to have another one, this time for the standalone expansion of Princess Evangile - Double Happiness/ This is a VN about a boy going to a girls boarding school as a test to see if they should become co-ed. It gets surprisingly dramatic at times, actually, and there's action, comedy, and of course, romance. This extra disc isn't quite as dramatic, but it's still really good, so I'm going to give away a Steam Code for the game, courtesy of MangaGamer.

How do I get this key, you might ask? Well, I'll tell you. This month's competition is "Male Maids". Create for me something to do with male maids. Perhaps write a short story about the first boy to ever become a Maid at the Lyceum, in honour of Maid RPG. Commission or draw some art of a boy cross dressing as a maid (Sorry Rev, can't enter your winning Pygmalion entry into this). Write a song, perhaps, or a poem. SING a song, or if you're particularly brave, cosplay as a maid! The winner is the person who I think deserves it most, and will be determined completely arbitrarily based on how much I enjoyed your entry.

The contest deadline is the 29th of July 7th of August, although if people wish it I can extend it a little longer for late entries.

EDIT: Competition has been extended, but don't count on it being able to be extended again, so do try and get your entries in on time.

Other Games / Betrayal at House on the Hill - A Hyperspace Boardgame
« on: March 05, 2017, 07:02:11 am »
I was reminded recently about my (indefinitely suspended) Battlestar Galactica game and thought that while the idea was sound and think that it was quite fun, perhaps it was a little complicated, especially for a first game. Even if I know the rules and arbitrate, there's a lot of things going on that are tedious with an intermediary. I'm not against continuing the game if the players are interested in continuing after all this time, or starting again, but why not play something that's a little bit easier? Mansions of Madness is one that I'd love to play with you guys, but is still a little bit complicated, so I thought that a different game in similar mould would be fun... hence, Betrayal at House on the Hill!

Here's a link for the rules for your viewing

In summary, like many B grade horror movies, you and several others end up coming across a seemingly abandoned house, and decide to explore it. However, surprise surprise, it's haunted, and there's all sorts of spooky things going on there... and chances are one of your number is not who they appear to be. Everything starts off very simple - on your turn, you move a number of spaces until you run out of moves, or, more likely, enter an unexplored room, at which point something happens. Maybe there's a madman there, or a gun, or a crucifix. Some items are particularly dangerous, and require a roll upon discovery, which becomes harder to succeed at as more of them are picked up. When this roll is inevitably failed, we go to the second phase of the game, where, depending on the item and the room it was found in, triggers one of a hundred unique scenarios for you, with different ways to win and different adversaries to face.

This game is for up to six players, and I'm accepting signups from those interested! Oh, and don't forget to claim a stereotypical character while you're at it! Just post in the thread what you want.

Side A

Side B

The character plates are double sided, so if someone picks one of the two red coloured characters, the other one cannot be picked, so it might be a good idea to include colour in your choice. If you have no preference, that's fine, too - I'll give you a random one of the ones that are left. The green number on each of their stats indicates what that statistic starts at, and it can change over the course of the game.

And, as always, I encourage people to roleplay/alter the characters to fit what they might wish to play as.

Player List
1. mrgw4 as Father Rhinehardt
2. Jynx as Madame Zostra
3. rellimkram as Brandon Jaspers
4. Elvis Strunk as Zoe Ingstrom
5. Gamerjunkie as Ox Bellows
6. WeAreTheMeta as Jenny LeClerc

1. Pal
2. AdaverXCII


Upper Landing - you can go here from the stairs as if you were entering an explored room

Roof Landing - including this as it is not mentioned in the manual due to being part of the expansion

The Basement is not accessible until a room is drawn that gives access to it.

Other Games / Shadows of Pygmalion competition
« on: February 10, 2017, 06:58:48 am »
Shadows of Pygmalion is a game that I recently worked on as a beta tester, and found it quite compelling. It's by the same developers as Tokyo Babel, which a few of you have already played. The best comparison I have for this is something of a blend between Puella Magi Madoka Magica and Mai-HiME... basically all of those darker, more serious magical girl series. The link I've provided is for the MangaGamer page, although it is also going to be on Steam, and comes out on the 25th of February.

This is, coincidentally, the day that will be the conclusion of a little competition that I'm going to hold here. The prize? A Steam Key for Shadows of Pygmalion! This is open to anyone, so if you're interested, read on!

The criteria for this competition are simple. I'd like you all to put your creativity on the line and provide me with a short story, a drawing, papercraft, or whatever you can think of related to magical girls. Whatever entertains me the most in this completely arbitrary competition wins the key! This does not have to be related to Shadows of Pygmalion - although there is a demo available for it if you would like to use it as a source of information. Hell, if you want to pander to your biased as hell judge, write something action packed about Maid RPG, or a magical girl alternate fanfic of AdEva. Really, the sky's the limit~! The only thing I'll forbid is submitting things that exist prior to me posting this - it has to be made specifically for the competition.

Anyway, I hope this competition is entertaining for participants and observers, and I also hope that even if you don't win that you enjoy yourself and give the game a look.

Other Games / Hyperspace Plays: A Wise Use of Time - El Psy Congroo
« on: October 05, 2016, 09:29:12 am »
A Wise Use of Time
by Jim Dattilo


The beginning of your new life involves a busy intersection, a speeding truck, a text message, and time stopping. It happens so fast, in the blink of an eye, actually with the blink of an eye.

While you're walking across 12th and High Streets near that deli with the really strong coffee, a text message on your phone draws your attention. You look up to a green light and divert your gaze right back to your phone's screen. As you pass midway through the intersection, a large object fills the corner of your vision. You hear brakes lock and squeal. Looking up, you spot the massive front grille of a truck and large letters reading BakeTown Delivery. You close your eyes as the truck barrels down, but it only takes a second, maybe less.

The world goes silent: the noise of cars, the truck's horn, the hum of people talking, the clamor of the city. Your body tenses, and when you peek your eyes open, everything is stopped.

And now you stand in the middle of the street, but the truck towers beside you, not three inches from your face. The grille of the massive vehicle leans forward at an odd angle, and a billow of smoke rises from its front tires, hanging in air as if painted on an invisible canvas. On the corner, a woman points at you, her mouth open to shout, but no sound emits. A bird flies high above you, stuck in the foreground of the sky, hanging in flight with its wings mid-flap. Somehow, it remains suspended.

You step away from the truck. Everything in your field of vision stands still, stuck in limbo, locked in the middle of motion. You spin to the side and face the corner you left moments ago. A tall businesswoman in a trench coat trips on a crack in the sidewalk but doesn't fall. A waiter at an outdoor café reaches for money on a table and pours coffee from an urn, the stream of hot liquid seeming never to end. A bus barrels down High Street, its wheels spinning, though it goes nowhere. A cyclist perches next to a parked car; he's balanced upright, though gravity should knock him over. And somehow, you perceive you are the cause of it. You stopped time.

In the back of your head, you sense a tickle, like ants crawling over your flesh. An energy bubbles inside your brain. You are in control but for how long? You don't know how you know, but time will start again soon.

You feel an intangible compulsion to move, to run, to test your power, to interact with the frozen city. You...

1. Stand the businesswoman up, so she avoids tripping.
2. Steal the money from the table at the outdoor café.
3. Open a car door in front of the cyclist to see what happens when time restarts.
4. Walk to the corner and try to restart time. Best to figure out the extent of my ability first.



Other Games / Hyperspace Plays: Thieves' Gambit - Curse of the Black Cat
« on: September 06, 2016, 01:07:30 pm »
Thieves' Gambit: The Curse of the Black Cat

by Dana Duffield


Ah, Paris. City of Lights, City of Romance. In the streets, lovers love and dreamers dream; and in the Rue des Caniches, a playground of the wealthy and well-connected, they do so with considerable style—the sleek business types and ladies who lunch moving effortlessly through the shops and cafes attired in the haute-est of haute couture.

It would be much more enjoyable to watch if you weren't currently five stories above it, standing on a narrow ledge on the outside of a building, wind whipping at your hair and your perfectly tailored Italian jacket.

Behind you is an open window leading to one of Paris's most expensive and discreet art galleries. It was supposed to be an easy job; the place really should have had better security if they were going to handle a Chagall. An afternoon's reconnaissance playing a potential buyer, a few quick and subtle tricks to disarm the alarm system, a distraction for the rent-a-guards, and you'd be in and out and home in time for dinner and a show. After all, you're the world's greatest jewel thief.

Well. Second greatest.


But when you entered the gallery, to your dismay, the stretch of wall where the Chagall was supposed to be hanging was empty. Below it, you found a small note on the floor. Picking it up, you couldn't help but grit your teeth at the all-too-familiar, spiky handwriting.

Better luck next time, it said.

And almost at that very moment, the gallery's alarm went off. You'd made sure to disable it. Apparently, someone took some care to re-enable it—no doubt the same person who'd made off with your prize.

Bouchard. That bastard.

Luckily, the window wasn't bulletproof. Luckier still, this is an old-fashioned building, covered in ledges and crenellations and ornamental bits. There's even a gargoyle to your right, leering uncomfortably at you. To your left—far to your left—there's a rickety fire escape, but even if you were able to reach it, it'd put you in full view of the street. A power line slants over your head, leading to what looks to be a transformer or fuse box, reachable with some effort. A climb straight down would be the best option to keep you out of sight but you've left your pitons and your climbing harness in your other jacket.

You take stock of your skills in light of the situation and consider the best possible course of action.

1. I'll have no problem climbing the building's face. My agility is my greatest asset, my upper arm strength my second greatest.
2. I'll see if I can access the building's electrical system and reroute the alarm. My intellect is considerable, and my skill with technology is legendary.
3. A flying leap for the fire escape is definitely an option. I don't care if I'm seen—it makes my inevitable escape that much more thrilling.
4. I'll go back inside and try to bluff my way out of it. I'm persuasive enough that it just might work.
5. Whatever I do, I simply cannot be seen. Stealth is the most important thing in any heist.


Sneak peak at Stats!
  Technique: 50%
  Intellect: 50%
  Je Ne Sais Quoi: 50%
  Flash: 50% Stealth: 50%   
  Honor: 50% Ruthlessness: 50%   
  Team Rapport: 60%
  Alert Status: 40%
  Notoriety: 50%

You'd think Meta would have voted for the Frenchest game there

Other Games / Dead End Junction
« on: August 02, 2016, 11:12:40 am »

This VN's being released by a friend and colleague of mine via his new start-up, and he asked me if I could help build some awareness for it. I'm not involved in this project, but I personally think that it looks pretty cool. If any of you have played Cherry Tree High, it's by the same dev as that. There's a demo available as well if you'd like to give it a look. Personally, I'm a fan of the aesthetic - the screenshots show this as being much like a comic, which given the setting of the Old West, definitely fits with what it's going for. It is a Kinetic Novel, so if you need choices, maybe not what you're looking for, but I like that it seems to be going for something other than standard love story at school. Though an alternate universe with comedic elements, it touches on more serious things like civil war and treatment of natives. Give it a look, and if it looks like it's up your alley, help it out via Greenlight.



OK, not really, but did you really think I wouldn't link that? Anyway, by popular demand, the next CYOA we're playing is Saber Wars Pendragon Rising, where you play as Saber Arturia Gudako a bastard. Whether you're a noble bastard or a bastard bastard is up to you! I've never played this before, so here's hoping that this is good, or at least bad in an entertaining way.


Pendragon Awakens, by Ian Thomas


Chapter 1
The Carrion Field

You wake.

It's a struggle to breathe; a weight lies atop you, crushing you. Something sharp digs into your ribs. Pain pulses behind your eyes. There's the salt tang of blood on your lips.

You force your eyes open. Pale light stabs at you. Moonlight. It glints off the rings of the mail shirt worn by the dead body you lie on. There's a face next to yours, bloodless, mouth slack. Its helm is split in two.

The weight above you is another corpse. You heave at it with rising panic and it rolls aside like a sack of grain and now you can breathe.

Someone laughs, a guttural bark, and a figure looms over you. Long pale hair, tattered furs and leather and the gleam of tattooed flesh. Saxon! A blade flashes—a long dagger, rising, rising.

The enemy is upon you. You have no weapon. What do you do?

1. I attack my enemy barehanded—there's no time for anything else.
2. I try to trick my enemy, pretending there's someone behind them.
3. I grab one of the corpses and use it as a shield.


  Leader: 50%
  Diplomat: 50%
  Warrior: 50%
  Compassion: 50% Ruthlessness: 50%   
  Bravado: 50% Cunning: 50%   
  Old Faith: 50% Rome: 50%   
  Acclaim: Disliked
  Allies: Few

General Chat / Petition to change the banner
« on: July 14, 2016, 09:36:03 pm »
I petition our lord DesertFox to change the Hyperspace Banner to something else. As we know, the banner does sometimes change, often for seasonal stuff. Well, this one has been here for long enough, and quite frankly pales in comparison to the other ones, which would feature characters or war machines from the series hosted on the site. I would like a return to this. Thank you.

Please post here if you would also like the banner changed.

Welcome to the Interstellar Era.

It was in final years of the 21st century that the first successful matter/antimatter reactor was built. This reactor was the size of a small town, and only produced enough energy to be useful for research purposes. However, this breakthrough was the first herald of a new age of innovation. Over the next five decades, the technology behind the matter/antimatter reactor was refined and perfected, each iteration becoming more and more efficient. Research colonies on Earth's moon and Mars were built to house more powerful reactors.

In the meantime, humanity's colonization of the Earth's orbit continued at a slow, but steady pace. Small, but permanent orbital colonies were established, as was Olympus City on Mars, the first permanent settlement on another world. It was a combination of three breakthroughs in the beginning of the 23rd century that would change everything.

The first of these was a relatively energy-cheap method of producing antimatter. At last, the matter/antimatter reactor was a viable source of industrial power. Intense development of this new generation of reactors also led to the development of Inertial Canceller Fields and ultimately, the Variable Mass Drive. By the third decade of the 23rd century, humanity was able to travel faster than the speed of light for the first time.

The result was an immense boom in colonization efforts. Competing national governments established colonies wherever an even remotely habitable world could be found within range. Some colonial missions thrived, others never reached their destinations. The majority were unable to cope with the harsh conditions of their newly colonized worlds, and died slow deaths, or degenerated into barbarism within a few years.

Ultimately, the decision was made by half a dozen of the wealthiest and most powerful nation-states to create a unified authority to regulate colonial efforts. This new "Colonial Authority" was empowered not only to administer the colonies of its member worlds, but also given the power to field armed starships to police humanity's new interstellar domain. From now on, the majority of human colonization efforts would be carefully planned and administered. In recognition of this new age, the Colonial Authority instituted a new calendar, retroactively dated to the creation of the first matter/antimatter reactor nearly two centuries before. Under the new calendar, the year was now 177 ISE: Interstellar Era.

While some nations refused to go along with this scheme, the preponderance of wealth and resources wielded by the combined nations of the Colonial Authority quickly forced the dissenting states to either join, or abandon their colonial efforts altogether. Over the next century, the Colonial Authority would increase in power and slowly usurp the prerogatives of its member states as the colonies under its control grew into economic powers. The discovery of the Vedria wormhole, and the nearly earth-like world of Albion in the Faran System beyond it ushered in a new colonial boom. By the beginning of the 3rd century ISE, the Colonial Authority had become humanity's defacto government, on Earth and her colonies.

Not long after this, the ambitious colonial administrators of Albion began work on a massive orbital project. "Londinium Station" was to be a combination shipyard, trade port and orbital habitat capable of supporting ten million people. However, those behind the project had drastically underestimated the costs and requirements of the project. Far from the industrial capacities of the core worlds, Albion's fifty five million colonists could barely manage to construct a twentieth of the structure in the first seven years of work.

Londinium Station's construction was ultimately completed thanks to an innovative new technology, the Construction Armature: giant humanoid craft powered by miniaturised matter/antimatter reactors and piloted by a single specialist. With only one pilot and a team of two or three hundred support technicians, the Construction Armature could do the work of fifteen thousand space-suited workers. After the introduction of the Construction Armature, Londinium Station was finished in three years.

The inauguration of Londinium Station ushered yet another colony boom: new massive orbital and deep space habitats were built over the next half-century, put together by increasingly more agile and powerful construction armatures.

This presented a problem for the Colonial Authority: the senior administrators who had carefully maintained humanity's expansion had become a closed, hereditary class of technocrats from Earth and the oldest of the colonies. This administrative clique feared for their monopoly on power as new colonies rose to prominence. As a result, in ISE 296, the Colonial Authority declared its senior positions to be hereditary, and ordered an indefinite moratorium on new colonies.

The outer colonies naturally did not take this very well. As the Colonial Authority's government ossified and informal political dynasties became formal houses of nobility, the discontent of the outer fringes increasingly turned to smuggling and piracy. Able to evade the relatively clumsy warships of the Colonial Authority's fleet, local colonial governments resorted to arming and deploying construction armatures from makeshift carriers to combat the problem.

In the core worlds, the Colonial Authority had turned into a feudal monarchy in all but name. "Administrator", "Governor" and "Manager", once job postings, now became titles of nobility, passed from mother and father to daughter and son. In 352 ISE, the Administrator of Earth finally grew tired of maintaining any pretences, declaring that the Colonial Authority was now the Empire of Humanity Ascendant, with himself as Emperor.

Almost immediately, discontent grew in the colonies. The attempts at rebellion were disorganized, but the Imperial Fleet had difficulty rooting out the final remnants of resistance. The Imperial military solved this problem by building their own combat armatures; no armed construction vehicles these, but purpose-built machines of war, to be piloted by Imperial conscripts and led by highly motivated, highly trained members of a newly developing, noble-born "warrior class".

As the rebellions grew in frequency and intensity, the warrior class gained more power within the empire. A new ethos was founded and became wildly popular among the Imperial nobility, one which hearkened back to the most feared soldiers of old earth: the Teutonic Knights, the Samurai, and the Grenadiers and Chasseurs a Cheval of Napoleon's Imperial Guard.

Despite the increasing militarisation of the Empire and the constant refinement of its Combat Armatures and warships, a rebellion powerful enough to spark a full-scale civil war was only a matter of time. In 414 ISE, that time came, when the governor of Albion and half a dozen other outer colonies declared independence, under the banner of the Coalition of Democratic Extrasolar Colonies.

This civil war has lasted five years now. Though bolstered by an increasingly organized military and the defection of several Imperial units, the rebel colonies are locked in a stalemate with forces still loyal to the newly-crowned Empress. With battle lines settled around the Vedrian Wormhole, neither side has the force to manage a breakthrough.

There is no end in sight.


We all like VNs here, right? We also like mecha, don'e we? Well, how about Choose Your Own Adventure books where you play as a mecha pilot? I've had Mecha Ace for a while now, and I've finished it once before, finding it to be quite a fun experience. On a whim, literally a few minutes ago, I thought it would be cool if you guys could vote on how to undertake the story. I posted up the history so you could get a bit of a taste before I start the game up, which I hope to do some time tomorrow.

How will this work, you may ask. Well, I'll post up the story here, along with the choices. You guys can vote, and when I feel like I've left enough time, there's a clear favourite, or otherwise happen to feel like proceeding, I'll select the choice with the most votes and proceed with the tale. Pretty simple, right?

The game is available for purchase on Steam here - - and was written by Paul Wang. Thanks for giving us an interesting story! If this turns out well, I might do some other games of this nature here.



Autocannon (Combat Armature)
The heavy autocannon has served as the combat armature's primary ranged weapon for decades. The autocannon mounted by the mecha of both Imperial and CoDEC forces are fully automatic coilguns capable of firing 45mm explosive shells at a rate of about 950 rounds per minute. The weapon itself usually comes with a stock and grips, so that a combat armature may handle and aim the weapon the same way a human might use a sub-machinegun.

While these weapons are reliable, easy to manufacture and relatively simple to maintain, their explosive projectiles are slow (and thus relatively easy to dodge) and ineffective against more heavily armoured targets.

Autocannon (Point Defence)
Like the autocannon used by combat armatures, the guns mounted on warships for intercepting incoming missiles and mecha attacks are fully automatic coilguns firing explosive shells. However, These weapons tend to be of a lighter calibre (20-37mm) and higher muzzle velocity so that they may deal with a greater number of fast targets.

Unfortunately, the relative clumsiness of a slow-traversing ship-mounted turret means that there is very little chance that a single point defence gun would be able to intercept an incoming target in time. As a result, these weapons are often clustered in turrets of four or six, with most warships mounting a dozen or more turrets.

Particle Rifle (Type I)
Developed by Wellington Defence Industries on Albion at the beginning of the current war, the particle rifle launches a bolt of particles towards its target at nearly 98% the speed of light. Upon impact, these particles impact with enough force to penetrate the armour of any combat armature or light warship.

The firing process of the particle rifle generates an enormous amount of waste heat. WDI's earliest solution was to deposit the heat in disposable heatsinks, which would then be ejected into space to liquefy without damaging the rest of the weapon. This was done through a primitive, but proven bolt-action mechanism, fed through a small, interchangeable box magazine.

Particle Rifle (Type II)
A further development of the particle rifle by Wellington Defence Industries, designed as a weapon upgrade for the third generation of CoDEC combat armatures. Instead of a manually-cycled bolt action mechanism, this new iteration diverts a minuscule amount of the power from the weapon's firing mechanism into an automated system.

As a result, this type of particle rifle is capable of firing as fast as the pilot can squeeze the trigger, though sustained rate of fire is still limited by magazine size.

Anti-Capital Ship Missiles
These weapons are designed specifically to be launched by large warships for use against other large warships. They range from about 8 to 12 metres in length. They mass anywhere from 30 to 60 tonnes.

Cruisers are the smallest type of warship that usually carry ACSM tubes, fielding anywhere from 12 to 18. Larger vessels, like Imperial dreadnoughts, can carry up to 100 tubes, arranged along both sides of the hull (broadside).

When ejected from their launching tubes through the use of a low-powered conventional explosive charge, they quickly lock onto their designated target and begin moving along a flight path given to it by the launching ship's Fire Control AI. The missile then quickly gains velocity as it travels to its target.

Missiles are too small to be equipped with inertial canceller fields. While they are capable of making wide turns to track targets, they are unable to make tighter turns to evade point-defence fire. Generally, about 95% of all missiles fired in a fleet engagement are shot down by point defence fire.

As a result standard doctrine is for a missile-armed capital ship to face in the direction of the a target or group of targets and fire all the missile tubes on that side of the ship at once, in coordination with any accompanying capital ships.

An ACSM's warhead consists of anywhere from 50 to 250 grammes of antimatter, held in a containment field. When the missile impacts with a target or runs out of fuel, the containment field fails, and the antimatter mutually annihilates with the matter of its casing, causing an explosion roughly equivalent to that of a large 20th century thermonuclear bomb. In addition, this reaction also releases a burst of lethal gamma radiation, killing all unshielded living things within close proximity.

Swarm Missile
These weapons are the miniaturised cousin of the ship-launched ACSM. They are designed to be launched from specialised combat armatures. They range from 50 to 90 centimetres in length, and mass somewhere between 300 and 800 kilogrammes.

Swarm Missiles share many of the advantages and disadvantages of their larger counterparts: they are similarly vulnerable to point-defence fire, but their small size allows them to be launched in large volleys by lances of combat armatures. An Imperial M404 Revolle can carry up to 48 of these missiles in shoulder-mounted box launchers.

A small size means a commensurately smaller warhead: generally 0.5 to 4 grammes of antimatter. While formidable, the explosive yield of these warheads are incapable of dealing severe damage to armoured warships except through multiple direct hits. As a result, standard doctrine is to use these weapons on "soft" targets, like civilian shipping and combat armatures.

A basic melee weapon and a staple of the combat armature pilot's armoury, the chainknife is a slashing and stabbing weapon with a blade ranging from three to six metres in length. Its cutting teeth are usually made of synthetic diamandoid and pulled along a chain wrapped around the blade by a simple battery-powered motor at the rate of about 1200 revolutions per second.

While the chainknife is almost completely ineffective against modern combat armature armour, it can still deal considerable damage should a skilled pilot be able to thrust the blade through gaps in an opponent's protective coverage.

Plasma Cutter Derived from the industrial strength welding tools so commonly used in orbital and deep space construction, the plasma cutter projects a jet of superheated gas which is shaped into a 10 metre-long blade by a containment field. This "energy sword" is capable of cutting through all but the heaviest armour with minimal effort. In addition, the containment field used by the plasma cutter is the same type used by the Imperial militay's monosabres, allowing the pilots of plasma cutter-equipped CoDEC machines to block the monosabre strokes of their Imperial opponents.

Unfortunately, these properties come at the cost of colossal energy expenditure. A plasma cutter must be fuelled through power linkages which tap directly into a mecha's reactor, meaning that any machine using a plasma cutter cannot use the energy of its main powerplant to its full potential.

The ultimate embodiment of Imperial power and technical know-how, the monosabre is the signature weapon of the Imperial military's combat armature pilots.

The monosabre itself is a metallic nanofluid, projected from a hilt which also serves as a power cell for the containment field which shapes the blade. Unlike a mundane blade made out of solid materials, the containment field is capable of shaping an edge which remains sharp, even on the molecular scale.

The result is the famous "infinitely sharp" edge of the monosabre, an edge which never dulls or breaks and is capable of cutting through any material, be it paper or battleship armour, with the same effortless ease.

The only way to stop the stroke of a monosabre entirely is by parrying it with the containment field of another monosabre or plasma cutter.

The only way to communicate in real time between human worlds, Ansibles use the principles of quantum entanglement to instantaneously replicate data over interstellar distances.

However, the technology involved is expensive to manufacture and costly to maintain. Most colony worlds only have one (Earth has four, Albion has two) in use at any time, usually controlled by the planetary government on CoDEC worlds, and by the Imperial military on core worlds.

Vernier Thrusters
Named for 16th century French mathematician Pierre Vernier, these small, adjustable thrusters are the devices behind a combat armature's ability to make precise manoeuvre in the microgravity of space. Most mecha carry three to six dozen verniers in addition to their main thrusters.

Dispersed all over the body of a combat armature and controlled by a central flight computer, vernier thrusters are capable of directing thrust to any angle, either by themselves, or in concert with other thrusters mounted on the same mecha. This, coupled with the effects of the inertial canceller field, allows combat armatures incredible agility both in space and in gravity.

Inertial Canceller Fields
If there is any defining technology of the Interstellar Era, it is the Inertial Canceller Field Generator, or Variable-Inertia Field Generator. Developed in the late 2nd century ISE, the ICF Generator is capable of creating a field which reduces the intensity of inertial movement to a fraction of its original force.

This technology is what makes it possible for combat armatures to make tight turns at high speeds, despite the fact that such manoeuvre would subject the pilots to lethal g forces under normal conditions. Similarly, it is what allows starships to accelerate at immense rates without reducing the crew to a red paste.

The drawbacks to this technology are many: First, ICF Generators are extremely expensive to produce, something which renders the manufacturing of starships and combat armatures similarly costly. Secondly, inertial canceller fields are extremely power-hungry, and thus, require the immense power produced by a matter/antimatter reactor to function.

Lastly, there is the fact that current technology does not allow for an inertial canceller field to be made any smaller than a roughly 5x5x5 metre sphere, or any bigger than a 100x100x100 metre sphere. As a result, the smallest craft capable of mounting ICF generators are combat armatures, and larger starships must carry several generators to have full coverage.

Matter/Antimatter Reactors
The beating heart of every starship and combat armature is its matter/antimatter reactor.

To generate the vast amounts of power needed for interstellar travel and mecha combat, antimatter is injected into a heavily shielded reaction chamber from a containment field. When the antimatter makes contact with a heavily controlled injection of equivalent matter, the result is a violent mutual annihilation which produces a massive amount of energy.

The dangers of using matter/antimatter power generation technology can be extreme: though a dozen fail-safes and heavy shielding make a catastrophic loss of containment almost impossible during normal operation, a reactor casing breach in extraordinary conditions (like combat) could easily lead to a critical containment failure, causing the reactor's antimatter reserve to make direct contact with the reactor casing and cause an uncontrolled mutual annihilation, destroying the reactor, and usually, the starship or combat armature carrying it.

Variable Mass Drives
Barring the use of wormholes like the one that connects the systems of Vedria and New Lisbon, the Variable Mass Drive (Or Tachyon Driver) is the only way for ships to travel between star systems without spending decades or centuries in transit under conventional power.

The Variable Mass Drive uses the same principles as the Inertial Canceller Field to break through the light speed barrier. This process requires immense amounts of energy, and can only be sustained safely for short "hops" which last only a few seconds. Each hop can cover distances ranging from 16 light-hours for low-grade commercial drives to up to 96 light-hours for top of the line military ones. In between hops, a ship must spend several minutes recharging its drive capacitors, and cannot jump again until then.

This means that it only takes days or weeks to travel from one human world to another, allowing for interstellar colonization on a large scale.


CA-70 Picton
CoDEC General Purpose Mass Production Model
Manufacturer: Hesse-Castle Macroindustrial
Armament: Autocannon, Chainknife In the decades before the rebellion, piracy became a major problem on the far side of the Vedria Wormhole. In response, several manufacturers in the outer colonies produced conversion kits to turn civilian industrial armatures into fully-armed combat models. The most effective of these conversion kits added military-grade armour to the cockpit and leg assemblies as well as basic electronic warfare capabilities. The resulting conversion, designated the CA-70 Picton, was more than a match for lightly-armed raider vessels.

Unfortunately, the onset of full-scale civil war has proved the Picton to be inferior to many of its Imperial counterparts. While hastily-modified variants have been rushed into production to fill the gap, CoDEC is already in the process of phasing out the outdated combat armature entirely.

CA-82 Uxbridge
CoDEC Close Combat Mass Production Model
Manufacturer: Hussar Aerospace
Armament: Plasma Cutter, Autocannon
In the opening stages of the Civil War, CoDEC High Command quickly realized the need for an immediately-available combat armature capable of facing the Imperial M403 Vallier on near-even terms. A hasty design process led to the development of the CA-82 Uxbridge, a close-combat variant of the CA-70 Picton with an enhanced vernier system. While still outmatched by its counterparts, the Uxbridge's high speed allows a skilled pilot to keep up with most Imperial machines.

CA-95 Manningham
CoDEC Long Range Mass Production Model
Manufacturer: Wellington Defence Industries
Armament: Particle Rifle (Type I), Chainknife
At the beginning of the Civil War, CoDEC forces suffered heavy losses at the hands of the Imperial M404 Revolle, which was equipped with swarm missiles capable of tearing apart lightly-armoured CoDEC ships, as well as heavy armour which could shrug off most counter-attack. CoDEC's answer was yet another variant of the versatile CA-70 Picton; the CA-95 Manningham. Armed with a heavy particle rifle capable of piercing the thickest armour, the Manningham soon proved highly effective against armoured targets in the hands of a skilled and sufficiently cautious pilot.

CA-108 Grenzer
CoDEC Advanced Long Range Mass Production Model
Manufacturer: Brunswick Interstellar
Armament: Particle Rifle (Type I), Chainknife
A further evolution of the CA-95 Manningham, the CA-108 Grenzer is the first CoDEC combat armature designed for warfare from top to bottom. Armed with the same powerful long range particle rifle which equipped the Manningham, the Grenzer's upgraded reactor also allows it to carry additional armour.

CA-109 Reiter CoDEC Advanced Close Combat Mass Production Model
Manufacturer: Brunswick Interstellar
Armament: Plasma Cutter, Autocannon
The close combat version of the CA-108 Grenzer, the CA-109 Reiter boasts an updated suite of vernier thrusters and a weapons outfit more suited for close range combat. In addition, the Reiter's upgraded reactor has allowed it to carry heavier armour over vital areas such as the cockpit, improving the survivability of both pilot and machine.

XCA-118 Lionheart
CoDEC Advanced Combat Prototype
Manufacturer: Wellington Defence Industries
Armament: Particle Rifle (Type II), Plasma Cutter
Developed in secret on Vedria Prime by Albion's Wellington Defence Industries, the XCA-118 Lionheart has been touted as the “silver bullet” needed to end the Civil War once and for all. Key to the Lionheart's design is a next-generation experimental matter/antimatter reactor capable of immense power output, allowing the experimental combat armature to carry heavy armour without compromising its exceptional speed. In addition the Lionheart is equipped with a semi-automatic variant of the Manningham's particle rifle.

Should the Lionheart's initial tests prove promising, CoDEC is prepared to manufacture a mass-production variant in small numbers, to be assigned to elite pilots and used to spearhead counter-attacks into Imperial-occupied space.


M401 Fantin
Imperial General Purpose Mass Production Model
Manufacturer: New Hyderabad Systems
Armament: Heavy Autocannon
Designed as the mainstay of a vast force of conscript pilots, the M401 Fantin was designed to be rugged, easy to pilot and cheap to manufacture. Despite being inferior to CoDEC's CA-70 Picton, sheer numbers and a number of resourceful Imperial pilots have made sure that the increasingly outdated Fantin remains a useful weapon in the Imperial arsenal.

M403 Vallier
Imperial Close Combat Mass Production Model
Manufacturer: Caballero Aerospace Solutions
Armament: Monosabre
The M403 Vallier is the current standard front-line combat armature of the regular Imperial armed forces. While most conscripts and rear-echelon units are still equipped with the M401 Fantin, the swifter Vallier has become the mainstay of the Empire's better-trained volunteer units. The Vallier is armed only with a deadly monomolecular sabre, capable of effortlessly shearing through the heaviest armour. The lack of ranged weapon means that any Vallier pilot would have to use their machine's blinding speed to charge into close combat with the enemy, a tactic well in line with the warrior ethic of the Imperial elite.

M404 Revolle
Imperial Fire Support Mass Combat Model
Manufacturer: Knox-Gribeauval Industries
Armament: Swarm Missiles
Those Imperial pilots who have shamed themselves on the battlefield or whose skills have been proven wanting are dealt the ultimate humiliation: they are assigned to “Fire-support units” equipped with the M404 Revolle. Instead of fighting at close range in honourable battle, Revolle pilots are required to remain clear of the battle in their lumbering, heavily armoured machines, firing swarms of guided missiles at “soft” targets like damaged enemy units or supply ships. There is no honour or glory in such combat, and although the strategic value of such units are immense, Imperial pilots have been known to shoot themselves to spare themselves from being reassigned to such duty.

M414 Grognard
Imperial Advanced General Purpose Mass Production Model
Manufacturer: Caballero Aerospace Solutions
Armament: Heavy Autocannon, Monosabre
The M414 Grognard is the Imperial military's answer to CoDEC's Grenzer/Reiter line. While not as agile as the older M403 Vallier, the Grognard is much better armoured, and its automatic cannon allows it to theoretically blast apart any enemy machine which it cannot run down. In recent months, the Imperial Fleet has begun equipping selected veteran pilots with the Grognard. Initial reports have been nothing short of ecstatic: Pilots report that the new machine outclasses everything in CoDEC's current arsenal.

Other Games / Victory Belles
« on: May 02, 2016, 11:38:15 am »

To summarise, this looks like a combination of Arpeggio and Kantai Collection. Initially I had thought it was a KanColle clone of some sort, but it genuinely looks like it's trying to do something unique. Simulate combat more accurately, have national objectives to compete against other nations while simultaneously fighting the Morgana, who seem kinda like the bad guys in Sky Witches - I haven't seen that - and even has story and character interaction, and lengthy missions that can be completed multiple ways. Also, as you might expect, the art is quite cool. I'm hoping that this will be a successful venture, and curious to know what others think about this.

Oh, and Meta, France is a playable nation.

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