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United Forenia on Remnant (Arms Race/RWBY)

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Optional Discord some have taken to using. Joining is not required to take part in the game...
Turn 0: Introductory Post
Optional Discord some have taken to using. Joining is not required to take part in the game.

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It is January of 1938. The nations of Canalla and Forenia are on the brink of war after both nations were seemingly shelled by the other side. All of the limited attempts at diplomatically avoiding a war are rapidly seen to be failing and the nations are rapidly gearing up for war. Both had rapidly advanced in technology since their major wars had heated up in 1910, going from effectively backwater nations to major powerhouses of military technology on the level of the world powers, even surpassing them in some fields. With the greater resources available to the two now that their lands were united, a war between the two could result in them advancing far past the world powers and introduce weapons that would revolutionize warfare. However, a slight wrinkle to this would manifest in one of the universes as Forenia completely disappeared from the planet. Well, disappeared is an innaccurate term. The nation was relocated across the reality to another world.

For Forenia, the transport to Remnant was not seemless, as the sky turned a wild mix of colors. Concerned this may be a new prototype weapon Canalla was attempting to deploy against them, though they were uncertain as to why this wasn't used as their first strike if so, the military forces of the island were placed on full alert. This initially seemed to be unneccessary as the effects rapidly faded, seemingly having only been a strange Aurora Borealis. This assumption was challenged when a new extension of land, roughly fifteen kilometers wide and thirty kilometers long, was located to the northwest of Moskurg that seemed to link towards an unfamiliar landmass.

Limited scouting forces are sent out as the main force begins fortifying the new connection. Over the radios, disturbing reports begin coming back from forces that have progressed to the edge of the main landmass, speaking of demonic entities striking forth and rapidly overrunning them. The air force attempts to arrive in time, but the radios fall dead before they can arrive to support the fallback of the scouting parties. Aeriel observation of the areas sees only the dead and destroyed equipment. The fortification efforts increase as the military waits for this oncoming force...


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I may have gone completely insane to think this is a quality idea, but screw it, I thought similarly mad ideas were good.

Anyway, welcome to United Forenia on Remnant. For those unfamiliar with the nation, here's the description at the end of the relevant Arms Race. It's a bit barebones, but it and the rest of that Arms Race do give a general idea, and if you have questions there will be those who have participated in that Arms Race and the ongoing Intercontinental Arms Race who will gladly inform you more about the nation. This game will be a single faction version of Arms Race with everyone creating designs to fight off the Grimm, with victory achieved through securing enough territory that you get contact with one of the Remnant Kingdoms. Some may be asking what Arms Race is, and in simplest terms, it is a weapons design game with a spirit fairly well summarized by this bit from the Pentagon Wars.

First I'll list the rules, then you'll have a listing of the nation's starting armory.

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Rules
Turns:
The game turns are broken up into phases. During each turn you will design new technology, revise it, and assign your armies. Each turn will be representing an undefined period of time in this game, for certain reasons.

The Design Phase is your biggest phase, where you design a new technology. Simply write a proposal, or vote on an existing one. Remember to BOLD your votes for easy counting. The design with the most votes will be attempted. Then you will see the results of your design, based on a die roll and a difficulty which I assign (see difficulty, below). In a slight divergence from the standard rules, there will be multiple designs per turn (1 for Infantry Weapons, 1 for Emplacements (includes Artillery), 1 for Vehicles, 1 for Navy, and 1 Special Purpose that will be designated in the turn's battle report). In addition, the revision phase will be combined with this one (with 1 revision for Infantry Weapons, 1 for emplacements/vehicles/navy, and 1 generic able to be used on anything), as in this game, you will not be able to use your revisions on the designs you create that turn. I should note that due to the higher count of designs and the fact this is single faction rather than two dueling factions, I am going to be a bit less merciful than Sensei. Just because something was one difficulty or low rolls resulted in a certain degree of things in Sensei's games, does not mean it will be the same here.

Edit: The former design phase has been broken down into eight separate phases focused around each of types of actions that formerly constituted the design phase. These are the Infantry Design Phase (Infantry Equipment only), Emplacement Design Phase (Artillery and Fortifications only), Vehicle Design Phase (Land and Air vehicles only), Naval Design Phase (Navy only), a Special Design Phase (Changes each turn), an Infantry Revision Phase (Infantry Equipment only), a Non-Infantry Revision Phase (Anything but infantry), and a miscellaneous revision (Anything goes). You cannot revise equipment made on design phases of the same turn, and experience gained from prior designs does not affect designs from the same turn, if there would be overlap.

Edit 2: Changing around to a three part system, with Infantry, Emplacement, and Vehicle rolled into Design Phase 1, Naval and Specialty into Design Phase 2, and the revisions all rolled into one Revision phase

The Battle Phase is when you wait to see your Battle Report. I will write a summary of the fighting which demonstrates how effective your new technology is, and your armies will gain or lose ground. Once the battle report is posted, the turn is over and the next one begins. This essentially marks everything is locked in and it's time for planning purposes and yelling at me to hurry up with the turn.

Resources and Expense
Most pieces of equipment have a resource cost, expressed in Ore and Oil. For examples see starting equipment, below. Ore represents the total amount of mining effort which an item costs, and oil represents its use of chemicals. If something is big, or uses rare metals, it will have a high ore cost. If something burns a lot of fuel, or uses very high-grade fuel, or uses exotic chemicals then it will have a high oil cost. Costs represent what is needed to supply a company's worth of men, or about 100 men. This means, that prices given might be for 100 rifles, 50 motorcycles with sidecars, or 5-10 tanks or planes, or even a single ship.

Your nation has limited resources: The continent you start on provides 3 Ore, and 2 Oil, and plentiful wood. This is also listed in your Equipment section in each battle report. You can gain resources by taking certain sections of the map, and then holding them for one turn without losing ground. The map section, below, describes the resources available. If a design costs resources which you don't have, it becomes expensive, and can't be issued to everybody. The total amount of resources a design costs more than you have is called the Resource Deficit. A design with no resource deficit is Cheap, this means it can be issued to every soldier, or as often as your generals decide is tactically sensible. A resource deficit of up to 2 makes a design Expensive, meaning it can only be issued to 1 in a squad, typically the officer. A resource deficit of 3-5 makes a design Very Expensive, available to only about 1 in a regiment, or requires a special force. A resource deficit of 6-7 makes a design Excessively Expensive, available to only about 1 in a division. A resource deficit of 8-9 makes a design a National Effort, you can only field one at a time- so this is only worthwhile if it's something like an enormous battleship, a nuke, or mecha-godzilla. A resource deficit of 10 or more is Theoretical, and cannot actually be built. Some technologies Complex, being new and difficult to manufacture, and designs featuring them become one level more expensive. Consider expenses when planning your designs! Also, if you lose access to resources, any designs which become more expensive will immediately see the effects- equipment which doesn't have enough fuel and spare parts will need to be decommissioned.

There are also special resources. In the last game, each side captured some Aluminum and Manganese, and you still have access to these. Using them in your design adds ore cost, which is partly negated by holding the resource. On the new map (below) there are resources of Aluminum and Titanium, which can help you use even more aluminum or to use titanium, respectively.

The last thing about resources to remember is that you have a limited Transport Capacity which determines how much resources you are capable of claiming from other territories you control. Your TC is given from the single vehicle which gives the highest TC in each mode of transportation (land, sea and air). Your homeland's resources do not consume transport capacity.

Armor (Given you will be facing Grimm, I am uncertain as to how useful this section will be, but it is included for the sake of knowing what the Tanks and similar are talking about.)
The following rules apply to armored land vehicles, with thickness for reference being Rolled Homogenous Armor, steel armor standard throughout WWII.

Weapons capable of penetrating armor have "Armor Penetration" values, which are hidden. A round striking armor has a penetration value at medium range, with a +1 bonus for close range and a -1 penalty for long range. Armor values are as follows:
1) Thin, <10 mm (all measures approximate and used for historical reference)
2) Light, 10-24 mm
3) Medium, 25-50 mm
4) Heavy, 51-100 mm
5) Extra Heavy, 101-150 mm
6) Super Heavy, 150-200 mm. Only historical example I can find is the Maus tank and ironclad ships.
7) Extreme, 200+ mm, or composite equivalent.
8 ) Composite only, we might never get this high in this game.

Materials give a bonus to that value. Cheap, mild steel is -1, RHA is 0. Aluminum is -1 but lighter, Titanium is lighter with no such penalty, and alloys like manganese steel, composites or more exotic armors may be +1 or higher with various effects on the weight and cost. Good spacing and angling can give a further bonus (which might be wholly or partially negated by APBC rounds or an opponent's good marksmanship).
When building armor, you can specify the thickness and material of the armor in different areas, as well as attempt to research new materials and techniques. Thicker armor also presents an engineering challenge in general; making thick armor is a technology on its own.
Keep in mind that 0 armor is still armor and can stop stuff like 9mm pistol rounds, or small shell fragments.

Landing Strips
Landing Strips for aircraft are either Long, or Short. Small aircraft can use a short airstrip, while larger ones, such as bombers, may require a long airstrip. In this game, most landmasses will offer a long air strip, while a few locations as well as aircraft carriers will only offer short landing strips. Sea planes can also land at harbors you control. Unless aircraft are explicitly capable of long-range travel, they normally need to land a refuel at each region they pass through. Depending on the circumstances, having a landing strip close to the region in which combat is occurring may grant a bonus to air combat, especially in the case of aircraft carriers.

Outside of the homeland, fully securing 1 zone of territory (made up of a number of control points) means there is a Short airfield there. Holding the zone completely for five turns means there is now a Long airfield there.

Design Difficulty
The following difficulties apply to both Designs and Revisions, (henceforth just "Designs" for brevity) but revisions will usually be about one step more difficult than designs in addition to being limited in scope. For example, making a whole new design for a simple rifle in a new caliber would probably be Trivial, but Easy as a revision. Simple revisions are still perfectly capable of being trivial. Difficulty is mainly judged by three factors: What the best similar example of a technology you have built is, how long ago you built it, and what progress the outside world has made in that area. It's usually easy to make incrementally better designs, and the longer your factories build something, the better your engineering bureau grows to understand it. Real world countries serve as a frame of reference for what is cutting edge technology, it is very hard to get ahead from them, but it is also assumed your engineers might be able to spend some of their time learning from books, academic papers, photos, films and lectures available to the general public- although their reading comprehension is not to be relied on. Lastly, it is important to make a distinction from advances in engineering and advances in military doctrine: For example, assault rifles depend on using smaller caliber bullets than normal rifles so they can be controlled under automatic fire, and it took real life countries a long time to realize this. However, in the last game, you were able to make them far ahead of time because they are not actually difficult to manufacture.

In addition to having "bugs" as a result of a poor die roll, some designs will simply have inherent drawbacks. For example, if you build a bomber with no top-facing guns, it will always be vulnerable to attack from above, or if you specify a tank design with lots of armor, a big gun, and a small engine, no die result is going to cause it to go fast. The consequence of bugs also depends on the nature of the design, a radio with severe bugs might just stop working and be hard to fix, but an aircraft with severe bugs will probably result in dead pilots. If a design makes simple advances in multiple areas, a poor result might only advance in some of those areas, where other areas suffer bugs or do not advance.

Keep in mind that, as with all things in this game, design results are subject to a lot of, well, subjectivity. These are merely guidelines which I follow.

Trivial:
A trivial-difficulty design would be one that pushes no new ground in terms of technology or engineering. If something is likely to be trivial, it should be done during a revision so as not to use up a design phase. An example might be adding an existing cannon design to an existing ship design which previously used a different kind of cannon. While revisions involving new technology are harder than designs involving new technology, revisions involving combining existing technology are often trivial.
1: On a roll of 1, there might or might not be a minor bug, depending on whether I can think of a bug that makes sense. If I can't think of a good one, the design succeeds as planned.
2-6: The design succeeds as planned.

Easy:
An easy design would be one that makes only a very small step in technology and requires some new engineering effort, such as making a new tank with thicker armor or a bigger gun or engine than previous tanks, but without any particularly new ideas involved, or a rifle designed to fire faster or be more accurate than its predecessors. It might also be several trivial changes in one design.
1: The design suffers some kind of bug, how severe it is depends on what sort of bug I can think of that makes sense. For example, perhaps a tank's ammunition is stored in a vulnerable spot or the new cannon jams often. Or the whole thing is just a bit rubbish.
2: The design probably suffers some kind of bug, but probably not too severe, or it just isn't as effective as you hoped.
3-4: The design succeeds as planned.
5-6: The design might accomplish something better than planned. For example, the geometry of a tank's armor might make it more effective than normal for its thickness, or a rifle might be extremely reliable even when caked in mud.

Normal:
A normal design advances your technology one "step" in a certain area, making it noticeably better. For example, you might build a cannon which fires shells about 50% larger than your existing ones, a machine gun which uses a new more effective type of action, your biggest ship yet, and so on. This is often the difficulty of a revision to remove a bug in an existing design.
1: The design suffers a pretty severe bug and the main advancement in technology probably isn't accomplished.
2: The design suffers a bug but the advancement in technology might be effective, or it works without any notable problems except that it isn't remarkably effective.
3: The design succeeds. It might suffer a minor bug, but it won't be crippling and probably won't affect future uses of the new technology.
4-5: The design succeeds.
6: The design might accomplish something better than planned. As with bugs, this depends on whether I can think of a way this makes sense.

Hard:
A hard design advances your technology by a couple "steps", such as building a new cannon more than twice as large as your previous largest one, or advances technology in multiple areas, such as building a tank with a new type of armor and new cannon and better engine than your previous one, or begins into a new field of technology but one which you would reasonably have access to, like your very first shaped charge explosive or radio system. A hard design might also be a design which was deemed Very hard or Impossible and failed before, but your team learned from the experience. Getting a technology advancement in a revision is usually Hard.
1: The design suffers multiple serious bugs or a bug which is difficult to fix, and the design is not very useful until these are corrected. It might not advance the technology as planned.
2: The design suffers a severe bug or multiple less serious ones. It might not advance the technology as planned.
3: The design suffers a noticeable bug, which future designs using this technology might have to deal with, or works in principle but isn't very effective.
4: The design succeeds. If it's a new type of technology altogether, it might suffer a minor bug.
5-6: On a roll of 5, or 6, the design succeeds.

Very hard:
A very hard design is something which world powers struggled with for years to get right, like radar or jet engines. It represents the very cutting edge of technology. You should expect to fail the first time you attempt something like this, but it can be worthwhile nonetheless. A revision which attempts to make a leap forward in technology might be Very Hard.
1: The design fails to yield a useable example. Your designers simply couldn't get anything produced in time.
2: The design suffers a serious bug or bugs which make it nearly useless. For example, a rocket explodes on the launch pad.
3: The design suffers severe bugs which might prevent it from being very useful, but a working example is produced. At this level of success or higher, attempting another similar design might be Hard rather than Very Hard.
4: The design suffers moderate to severe bugs.
5: The design succeeds, maybe with a minor to moderate bug.
6: The design succeeds.

Impossible:
A design with the "impossible" difficulty stretches credulity, or is out of your depth. If any real life countries attempted your design, they didn't succeed until a later time period if at all, and the engineering complexity involved is staggering. Alternatively, your design takes a flexible view towards the laws of physics. If you attempt an Impossible design, you risk wasting your turn. Examples might include a tank which is much bigger than your previously largest tank, but also uses less resources. Other examples would include being the first country to put a satellite into orbit well ahead of Sputnik, creating a working powered exoskeleton, or building effective laser weapons.
1-4: The design fails, probably with nothing to show for it. You might gain some small understanding of the technology with which you were attempting to pervert nature or flaunt physics.
5: You don't build a working example of your design, but your understanding in this field grows like succeeding on a normal design.
6: Depending on just out-there your design is, you make a significant breakthrough which will later allow you to attempt it again at Very Hard difficulty, or get a severely buggy working example. Depending on how badly you ignored the laws of physics, your working example might or not look like what you actually intended: For example, you might make a laser powerful enough to use as a weapon, but it requires a power source the size of a semi truck trailer.

Behavior
1. Don't be salty! If at any time you find yourself having an urge to mouth off at another player, step away from the keyboard, go outside, and take a breath. Seriously. Players who repeatedly get angry or passive aggressive will be asked to leave. If you have an issue with the way the game is being run, DO NOT expect a tantrum to get you what you want.

2. Keep in mind that I am not a historian and we will be dealing with stuff not really effectively covered by RWBY canon, so there will sometimes be mistakes and inaccuracies in the designs, and how they interact with the Grimm will be a bit subjective. Even in the best of circumstances, minor inconsistencies are a common occurrence. If some piece of equipment is imbalanced/unrealistic, I might consider changing it if you bring it up once -AND ONLY ONCE- and politely state your argument. However, I will err on the side of consistency. Sometimes it is more important to simply keep the game running smoothly than other concerns.

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United Forenia Armory

Precisely how well each of these weapons will perform against the Grimm you are facing will be explained in a to be written battle report. There do exist weapons in the original Arstotzka and Moskurg Arms Race (the very first one, I might add) that the nation can use, as it was formed from a popular revolution that united those nations at the end of that game (Point of interest. Scroll up for the designs that can be appropriated).

Rifles:
-M2 Osprey: The Osprey is a bolt-action rifle, chambered in 7.62mm, intended for snipers and marksmen. It is bolt-action, and has a 10 round magazine. It has a wooden stock, and the magazine protrudes a few inches beneath the rifle. It features a heavy barrel, and with its bolt action mechanism, has excellent grouping at long range. On top of the gun is a set of adjustable iron sights with a fine crosshair, and a rail for a telescopic sight. Costs 2 Ore.

-Eagle Sight MkII: [L] [Expensive] A refractive telescopic sight designed with the Osprey rifle in mind. It is available in two types with variable magnification from 4x to 7x (long-range type), or from 1.5x to 4x (short-range type). Has a large objective lens which creates a bright picture, but short eye relief and a narrow field of view. They are [Complex], and they must be custom fitted to weapons which do not have rails.

-AS-F14A: A 7.62mm, semi-automatic rifle. It is an open bolt blowback action, and uses a 12-round box magazine with a small charge handle on the side. It has adjustable iron sights. The weight of the moving action makes the gun difficult to control, but this is mitigated by a heavy barrel. The blowback action is fairly reliable despite being open bolt. Also available as a carbine. Costs 2 Ore.

-AS-AR34: The AR34 is an assault rifle chambered in new 7.62L ammunition, an intermediate powered cartridge. It is fed at the bottom from a wide 24-round magazine, or a 40-round drum, and ejects cartridges to the right side. It has a tactical rail an adjustable iron sights on top. It is select-fire, with a sliding knob for either single-shot or automatic. The knob is very stiff and requires soldiers to take their left hand off the weapon and force it. It has aluminum furniture, and a vertical pistol grip and foregrip. It weighs under 6kg. It has good stopping power and accuracy out to medium range, and is relatively easy for users to control even on automatic fire. It's about as long as the AS-F14, which means it is usable in close quarters but not ideal. Costs 2 ore (1 Al).

Machine Guns
-Cascade Sub-Machine Gun: This is a sub-machine gun, firing the 8.89 mm short pistol round. It uses a reliable closed-bolt blowback system. The bolt system is large, leaving room for an 8 inch barrel with a slotted hand guard. The stock is wooden, ugly, and stops at the receiver, where brass is ejected from the bottom of the gun. The short barrel gives poor accuracy, especially when hot, and the .35 cal short bullets have short range. The system fires about 400 rounds per minute. Costs 2 Ore.

-M3 Sorraia GPMG: A 7.62 mm machine gun fed from a belt. 50-round belts can be strung together for extended fire or stored in a belt box attached to the Sorraia, which for practical purposes is similar to a magazine. It uses a recoil action, and is configured to fire around 800 rounds per minute, achieved with the help of a muzzle booster (which looks like a flared end on the barrel). Weighs 22 pounds. Comes with a bipod, or tripod for emplacements. It uses copper heat sinks, which are now shrouded. It has a changeable barrel, which is necessary for emplacement use. It is effective to about 800 yards when mounted. Costs 2 Ore.

Heavy Weapons
-AS-AC18: An advanced primer ignition autocannon, which ignites cartridge primers before the round is fully chambered. It fires the 20x100mm round, fed from a top-mounted 25 round C-shaped magazine with a powerful spring, about 600 times per minute. The weapon is quite large with a simple action but heavy barrel, weighing over 40 kilograms, and it requires being mountedto fire with accuracy, although recoil is reduced by the nature of its action. It is dependent on a careful balance between the force of the shell and the force of the action, which means that different ammo types cannot be interchanged without recalibrating the gun, AP rounds are used most often. Costs 3 Ore.

-Incinerator Flamethrower: A heavy weapon, consists of two tanks on a soldier's back (one of harmless nitrogen as a propellant, and one of flamethrower fuel) and a nozzle with a pilot light. Shoots a jet of burning liquid about 25 feet. Includes an emergency cutoff valve. Costs 2 Ore, 2 Oil.

Sidearms:
-AS-SP30: General infantry sidearm. An Arstotzka-made semi-automatic pistol, firing 9mm. It has a 10-round magazine and can fire quickly with moderate accuracy, at short range. Moderate stopping power. It is pretty reliable, and has a threaded barrel and can be fitted with a suppressor. Costs 1 Ore.

-Sawed-off Shotgun: General infantry sidearm. Fires twice before breech loading, very effective at short range, ineffective otherwise. Poor armor penetration. Uses 12 gauge shells. Costs 2 Ore.

-Scimitar: [Expensive] Officer sidearm. Elite soldiers receive a scimitar, a deadly curved sword which can be used on foot or horseback. Even in 1938, an officer's uniform is incomplete without his sword. Costs 1 Ore.

Explosive Weapons:
-AS-1911 8cm Mortar: A light mortar tube with rocket-propelled explosive shells, which fire after being dropped into the tube and striking the bottom. Costs 2 Ore, 1 Oil.

-AS-RPG28 A: A rocket-propelled grenade, fired out of a launch tube. The grenade itself consists of a conical shape with a narrow tube of propellent out the back, and twisted fins in the middle of the tube. The launch tube is 3cm wide, a meter long and the rocket fits in up to the fins, and is just a metal tube with a handle. To ignite the propellant, soldiers remove a pin, on the rocket, which is first clipped by a short chain to a trigger on the handle. The tube itself and each grenade each weigh 3kg. It is accurate enough to hit a tank out to almost 100 meters, after which it drops quickly. Rockets are available with warheads based on each type of grenade, including a HEAT conical shaped charge. Requires 2 ore, 1 oil.

-AS-G27: The basic AS-G27 grenade is an oblong ball that fits comfortably in the hand, with a four second fuze started by pulling a ring. The casing breaks into fragments when it explodes. The AS-G27I is incendiary, the AS-G27S deploys smoke. The AS-G27AT is a cylinder shaped, magnetic shaped charge for tanks. A soldier can penetrate medium armor with it, but they have to run right up to a tank to stick one on. Costs 2 oil.

-AS-LM20: A landmine! Consists of an explosive, metal shell and button. Armed by removing a key. The mines are cheap and simple, and reliably kill or dismember infantry who step on them. Costs 2 oil.

-M34 Viper Landmine: A multipurpose landmine, but mainly used for tanks. It's a disc shaped box full of explosives, with a trigger on top. The mines are specially designed to be stacked, their triggers ignite eachother simultaneously. The trigger is locked with a removable pin. The mines weigh 2.5 kilos each. Two or three are effective against vehicles, but a bit taller and heavier than a single mine would be with the same explosive content. Be extremely careful when stacking the mines! Costs 2 oil.

TPD 'DOLPHIN' 38-1: This is an aerial torpedo, weighing in a bit more than half a ton. It is powered by a wet heater motor, and stabilized by a gyroscope. Both of these have proven to be delicate and finicky devices, and so much time was spent getting them to work that a planned magnetic detonator was never implemented, so it sits close to the surface and detonates on impact. Both the wet heater and gyroscope are delicate, so it must be dropped close to the water and at a low speed. Costs 2 Ore, 1 Oil.

Radios
-Model 3 Radio: Vacuum tube radio, in two separate 30-pound boxes requiring two men to carry. It also includes a light, flexible antenna to attach to a tent pole or vehicle frame. It can fit into most vehicles without affecting performance. Transmits and receives audio.

-Tiger's Whisper: This radio device, instead of being used to transmit speech, issues and receives 26 discreet amplitudes on a given frequency. The amplitude broadcast is selected with a dial, and the amplitude received is is used to indicate a letter, using a fully circular meter which reads amplitude and is labeled with letters. When the dial, or meter, falls to zero after displaying a letter, it moves the paper indicator by an amount based on its highest position, like a rotary telephone dial. This means that the messages are bit more complex than a simple substitution. A communications officer must jot down each letter as he reads it. The letter indicators both on the dial and meter are pieces of card paper which can be changed, so that new substitutions can be issued to communications officers regularly in case a radio communicator falls into enemy hands.

-AS-DC29: An Arstotzkan device design to solve Moskurg's cipher. It is basically a Tiger's Whisper, with its own code card with the numbers 1 through 26. It uses a typewriter mechanism to stamp each number onto a ticker tape. The numbers on the ticker tape are the simple cipher version of the Moskurg message, which is relatively easy to solve by hand. In addition it includes a counter for each letter, displaying the frequency in which letters occur which helps solve ciphers faster. An average Arstotzkan officer is clever enough to use this to crack a Moskurg message in five to ten minutes. With a stolen code card, it can also act exactly as a Tiger's Whisper would, where communications officers must write down each letter as it appears. It is [Complex] and fits into a very heavy backpack.

Uniforms:
-Uniform AS-GU23: The Forenian uniforms are based on the 1923 Arstotzkan ones, and come in patterned camouflage colors, grey/white, beige and olive. The uniform has parade dress colors on the inside, so can be worn inside-out at official funtions. Armor plates and helmet are lightweight Aluminum. Includes all the pockets and bandoliers a soldier could ask for, and one right on the elbow that nobody asked for. Costs 2 ore.

-AS-P32: Parachute rigging. The parachute itself is large and round, and various straps, clips and buckles allow a soldier to carry a light primary weapon, their ammo and a grenade. Alternatively, a paratrooper could also bring a mortar or LMG and a few rounds, but only their sidearm with it. Radios need to be dropped separately.

-Tiger Infantry Armor: Infantry armor made of a forged manganese steel alloy. All of the armor plates are relatively thick for infantry, and the full suit weighs in at 36 pounds. The helmet is particularly thick, and fits round and close around the head, low over the eyes and down to the neck with a little outward slope. It can be attached with a face mask, which when worn allows a wide but very narrow viewing slit between the mask and helmet, while even covering the neck. The breastplate is curved outwards for optimal armor angle, with appearance of a ridge down the middle. The backplate is thick, but flat. At the waist these plates end and there are flat curved single-piece taces to protect the upper legs, below the knee the armor has no coverage. The pauldrons allow comfortable shoulder motion, being made of three layered plates, and the upper arms are covered by rerebraces, which are round fitted plates to the outside of the arm. While the lower arms, lower legs, and sometimes gaps around the shoulders are exposed, most parts of the armor will stop a pistol bullet at point blank. The breastplate and taces will stop rifle bullets at all but very close range. AP Horsekillers easily penetrate at medium range. The armor is tiring and cumbersome, troops cannot effectively crawl and kneeling is difficult, as is aiming down rifle sights while using the mask. Costs 3 ore.

Defensive Structures
-Trenches: An excavation of the ground deeper than it is wide and narrow compared to its length that can be dug to be as deep as a man is tall. A fire step built of wood allows soldiers inside deep trenches to be elevated above the lip to fire at enemy forces. The side closest to the enemy often has barbed wire guarding it, with exception of areas with ladders to allow soldiers inside to advance upon enemy forces.

-Pillboxes: Small, hexagonal concrete structures with loopholes that weapons are fired through. Often equipped with an M3 Sorraia GPMG or a AS-AC18.

Artillery
-AS-1912 Artillery A: A field gun firing 80mm shells, loaded through a sliding bolt. The action is not dissimilar to a bolt action rifle, where the old casing is ejected when the bolt is opened. Must be towed by a truck. It can fire about 12 times a minute, and the barrel rests on shocks which keep it on target after firing. Aims between 0 and 90 degrees vertical. It has several kilometers of range. Costs 3 ore.

-B2 Destroyer: [Expensive] A big, long piece of artillery with firing 100mm rounds. The barrel is nearly 3 meters long, for maximum muzzle velocity and accuracy. Its barrel sits on a hydro suspension mechanism, and lurches back each time the gun fires. It weighs more than a ton and can fire at great distance around 10 times a minute, when hand loaded in its locking screw breech. These rounds can be placed with pretty good consistency, for their range. Must be towed by a truck. Costs 4 ore.

-Bumblebee AT/AA: A 3.6 inch gun. It can be aimed down close to the ground, or up the sky. It is aimed by a gunner who sits in a seat which inclines and declines with the gun itself, and has an iron sight which consists of two rings, the front of which has a "spiderweb" design. The gun is aimed with two traversal wheels. Fires fuzed flak rounds, which have an adjustable timer set by a dial on the gun itself. There is also a mechanical targeting calculator, which has a dial for target range, and rate of change of range, which can set the fuze time for shells accurately as the target moves. Additionally given an altitude and angle, the sight will automatically offset so that the gunner need merely keep the crosshair over the target. It is pretty effective, and also cheap and reliable. However, adjusting targeting calculator takes too long to aim at dive bombers and close, low-altitude planes. Fires about 15 times a minute. Costs 2 ore.

Ground Vehicles:
-L-1 Tiger: The Tiger is, despite its fierce name, a truck. It has a long, narrow nose in front of the cab containing a twelve cylinder engine, and the steering wheels are next to it under round cowls. It has a bed where a hopper, tanker, seats, trailer hitches or other things can easily be attached. There are six rear drive wheels, on independent suspension. Costs 3 ore, 2 oil. Provides +1 Transport Capacity.

-AS-M17A: A motorcycle which seats one passenger, and a second in a sidecar. The petrol motor is Arstotzka's first, with three in-line cylinders. On its own, the bike is capable of more than 80 kilometers per hour, cross country, and 110 on a road. The sidecar is available with a machine gun, sometimes on a pintle mount to aim at aircraft. 2 Ore, 1 Oil.

-AS-MV21-AL: [Expensive] This is an armoured car, designed to be maneuverable in tight quarters and offroad. The frame, armor and engine block are all built from aluminium for reduced weight. It sits on four big tires, the rear ones shrouded by armor, on hydro suspension. The V-6 motor gets it up to 70 KPH. Its shape is tight and rectangular around the crew cabin, which holds only a driver and gunner, to minimize the quantity of armor needed. The engine is in the rear, and includes the lightest (thin) armor in the slats over the radiator. The front armor is medium and most of the armor is light. A belt-fed AS-AC18 gun fires from the top of the car, with the gunner's hatch open. The gunner hatch provides the gunner a small amount of cover. 4 Ore, 2 Oil

Armor:
-SPAT: A self-propelled gun vehicle consisting of a petrol engine, caterpillar tracks, and a forward-facing Bombardier howitzer with just enough armor plating to hide the crew behind. Rolls on treads with 4 driving wheels. The armor is light, with a gap in the middle for the gun to rotate, raise and lower. Ammunition sits in racks behind the armor. The vehicle has a top speed of about 8 mph. The gun is just a Bombardier, fixed to the SPAT on a frame which pitches and yaws on a pair of hand cranks. The SPAT has a set of jacks to use when firing, which improve accuracy considerably by preventing the vehicle from shaking. Costs 3 ore, 2 oil.

-AS-MAT26-50: [Expensive] A light tracked platform for the DT25 gun originally designed for the AS-T25 tank. Moves on a simply 8-cylinder motor and treads. It has thin RHA armor in the front only, with the rest open to the air. The DT-25 gun has an extended barrel with a muzzle brake, and is mounted on a front-facing armature with good side-to-side and vertical angling, for direct fire. It includes an M3 Sorraia for good measure against aircraft. Costs 4 ore, 2 oil.

-T2 Breaker: [Expensive] A tank. It is medium armored throughout with RHA, with a slanted front but mostly square. The turret is specially cast as a rounded dome and rotates with electrical motors. Includes a 1.6 inch rifled Breaker cannon, with a long barrel, suspension and muzzle brake. The Breaker cannon can fire about 24 times a minute, it is single loaded by hand. It also has a coaxially mounted M3 Sorraia. The exit hatch is towards rear with another MG. The tank is a heavy, it sits on wide cowled treads and is powered by a big 12-cylinder diesel engine, and can get up to about 35 kph. Crewed by a driver, loader, gunner, and commander. Now with extra slat armor. Costs 5 Ore, 2 Oil.

-AS-T33: [Very Expensive] A tank similar to the AS-T25, with Heavy frontal armor, a radio as a standard feature. The shape is basically the same, a wedge with a cylindrical turret towards the back. It is powered by a turbocharged and fuel injected diesel engine, with twelve cylinders, which allows the tank to reach 45 kph. It is also armed with a new, enormous DT33 75mm cannon, which loads with a screw breech and can be fired about 12 times a minute, which happily penetrates medium armor at long range with HEAT rounds, and has similar accuracy but better range than the DT25. It includes one M3 Sorraia coaxially in the turret and one for a commander/spotter to use on a pintle. The turret is now operated by an electric motor on the horizontal traverse, and the tank has light spaced armor skirts around the turret, and on the sides down to the treads which help defend against HEAT rounds. A bit prone to running short on ammunition. Costs 6 ore, 3 oil.

Air Force:
-Model 4 Yellowjacket: [Expensive] A fighter aircraft, built fully of aluminium. It has flat low wings on a relatively long, narrow fuselage which holds its V12 motor. The motor is fuel injected, and cooled by a water radiator. It has six exhaust pipes poking out under the wing on each side, and a canopy-covered pilot seat close to the tail. It is relatively sturdy and maneuverable, it is fast and makes tight maneuvers but is "temperamental", prone to going into out-of-control rolls and requiring a tight grip on the joystick. The canopy includes a tubular gun sight. The six Sorraia guns in the wings provide ample firepower, but the six guns and their ammo are somewhat heavy. Moves faster and maneuvers better than the Wasp, as well as having a higher altitude ceiling. Costs 2 Ore (2 Al), 3 Oil.

-AS-DB-HF-23: [Expensive] An airplane built entirely from aluminium. This lighter, sturdier frame allows the plane be reasonably fast with a 9-cylinder radial engine and make aggressive dives and recoveries for bombing, with half a ton of bombs. The radial engine is designed entirely around an AS-AC18 which fires through the prop shaft, necessitating a relatively heavy and thick prop shaft. It has decent maneuverability, with its metal design allowing for strong forces on the wings and tail, and large control surfaces, but it is best at dogfighting while not carrying a bomb load. Costs 2 Ore (2Al), 2 Oil.

-AS-HF-32: [L] [Expensive] An aluminum built fighter with a mid wing. It has a long narrow fuselage with a water cooled, turbo charged and fuel injected V10 motor. It has a square-ish closed canopy and fixed landing gear. It is armed with 2 AC-18s in the wings and 2 AS-1924s in the nose, on an interrupter gear. It is faster and can climb higher than the AS-DB or AS-1931 by a good margin, and despite some turbulence from the landing gear it has better maneuverability at high speeds. Not often, but sometimes, the landing gear breaks off in an extreme maneuver, forcing pilots to land the craft on its belly. It also includes two bomb mounts (up to 200 kg of bombs), which can be fitted with extra fuel tanks (+1 oil when in use). It costs 3 Ore (2Al), 3 Oil

-AS-1931-HAFB: [Very Expensive] A three-engine bomber with a shoulder wing. It is constructed of a geodetic aluminium frame with resin-treated fabric skin. The pilot sits in a cockpit on the front of the plane with a pyramidal canopy, and between the two wings is an AC18 gunner, on top of the plane, with a 360 degree rotation under a trapezoidal canopy. Has 3 turbocharged and injected engines, one in the nose and under each wing. Despite its size, this enables it to almost keep pace with AS-HF-24s and gives it a high altitude ceiling. These engines burn a lot of fuel, limiting range. It carries a two-ton payload of bombs, and a bomber with a sight which can be adjusted based on a written table for airspeed and altitude. At full altitude, these bombs are incapable of hitting precise targets, and especially moving targets. The plane also has fixed landing gear. Costs 5 Ore (1Al), 4 Oil

Navy:
-AS-CV22: A steam-powered ship, worthy of sea travel. Uses two AS-51 S steam engines, which each power one screw. The vessel is around 60 meters long, and carries cargo enough to provide +1 Transport Capacity. It mounts an AC-18 on the bow for air defense, and an AS-1910 on top of the con tower. Costs 3 ore.

Wonder Weapons
-The Death Ball: [Excessively Expensive] A 30-foot boulder, on two equally large steel wheels, which themselves are lined with rockets to propel it. The boulder is hewn smooth and round, and hollowed by stoneworkers (in 1935!) to support a stabilizing gyroscope. It can reliably roll in something resembling a straight line thanks to its gyroscope, although large moguls or divots will send it wildly off course. For the ten seconds or so it keeps to speed, it can crush a tank hull. In fact the most difficult thing about its use is moving it around before firing it. It, or the boulder from which it is constructed, is too large to move around on a truck, so it is instead dragged on a sled by several trucks, in a modern mechanized method which resembles the way in which ancient people moved stone megaliths. Once hewn into shape and given their gyro, chassis and rockets, they are generally not moved, but kept in place and rotated to aim. Costs 6 ore, 2 oil, and can only be deployed in areas with flat land access to a stone quarry. The Gyro system renders it [Complex].

-AS-ARAC-35: [National Effort] The ARAC is a mobile runway, carried by coal train on more than 30 consecutive train cars, which unfold their top armor into a runway long and wide enough for a HAFB to land, be drawn back by a winch and cable (as it cannot taxi), then take off after being refueled and rearmed. The runway panels are supported by jacks on either side and take about a day to setup or pack away. The process of landing and takeoff takes about forty minutes, limiting the amount of traffic that can use the runway. The train also requires a sufficiently flat and straight railway to be useful as a runway. This often constitutes making a special track, but is easier than building a runway. There is a good section of track in the central desert, east desert, and plains. There is currently no system to move aircraft from the runway to the ground and back. The runways can land a few planes and take them off in order, which park on the ends of the runway, but far less than a normal runway could store. Costs 10 ore.

Design Doctrines
-Vehicle Radios: Most vehicles are equipped with a Model 3 Radio set, in a configuration suitable to the size and power source of the vehicle.
-Fuel Tank Liners: Unarmored combat vehicles have foam fuel tank liners which can stop or slow leaks if the tank is punctured.
-Warheads: Missiles, shells and bombs of various sizes can have various types of warhead attached, such as high-explosive, HEAT, incendiary, and so on. Developing a new warhead type means it will be available in other applications where it could easily apply, and new sizes of shells or bombs are available with various warheads.
-Pintle Mounts: Following old Arstotzkan design doctrine, machine guns are placed on pintle mounts where possible, to give them a good vertical aiming range capable of hitting ground and air targets.

Resources:
3 Ore
2 Oil
1 Aluminum
1 Manganese

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I'll get the first battle report so you will know precisely how your weapons do against the initial types of Grimm you are facing (more will be introduced as the game continues) soon (, but for now, feel free to contemplate what you might use designs and revision on. Oh, and if people are wondering if you will get to mess around with Dust, you will. However, the resource will only show up when territory has been seized from the Grimm, as none exist upon Forenia for the obvious reason it is from Earth. An alternate version of Earth, but still Earth.
 
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You should probably post a link to the Cannala Intercontinental Arms Race thread (though keep in mind visiting it would mean you couldn't really join Bay12's Forenia side of the Arms Race) so people can get a little bit of context for what Forenia is.
 
You should probably post a link to the Cannala Intercontinental Arms Race thread (though keep in mind visiting it would mean you couldn't really join Bay12's Forenia side of the Arms Race) so people can get a little bit of context for what Forenia is.

Already part of the Forenian one, so I can't link the Canallan side. I do have the original Arms Race linked in the Forenia Armory section, but I'll get a direct link earlier on to the relevant areas of the first Arms Race edited in.
 
Wooo! More Arms Races, featuring Best Nation United Forenia! GLORY TO UNITED FORENIA!!

Oh right, those of you who have no clue as to what Forenia is, here's a brief rundown: To the north is Moskurg and a great desert, to the south is Arstotzka in the frigid tundra, there's a jungle on the western side of the former island, mountains in the center, and plains to the east, where our current capital and our engineer's luxurious beachfront offices are located. Yes, I'm fairly sure Forenia is a meteorological mess. We use Metric measurements, a mostly Alpha-Numeric naming scheme (to use an example from the actual B12 vs Spacebattle Arms Race, UFN-CA-41 'Cataphract'), and one of our largest political parties is called PAROI, or Put A Rocket On It.
Oh right, our Official National Sport is Rioting.

For clarification on the naming scheme it's simple: UF-(Letters that designate what this is)-(Year of design) 'And then a more normal name here'

Glory to United Forenia.
 
A few preliminary things:
1. Replace the Cascade with the AS-MC16A. It has larger mags and better handling.
2. Bring back the Horsekiller 1912. Ordinary bullets might not cut it against Grimm.
3. Bring back the Five Shooter. Ordinary pistol bullets definitely won't work against Grimm.
 
Some further elaboration: The rioting is put into specific bounds by the Ministry of Riots, and is a cultural thing that comes to be because of how utterly quarrelous the Forenian people are -- they've been fighting for centuries, fought enough that the British threw up their hands and gave up on them as a colony, then fought each other until things got so bloody and awful that an Arstotzkan victory was then swept aside by a rebellion that formed United Forenia. Though there isn't civil warring in Forenia now, Forenians as a whole like to squabble and fight, and they have a lot of love for weaponry and engineering, hence having a whole government department, and in Intercontinental Arms Race having a bestselling book series that is just an excuse to list magical weapon escalation (a reference to another arms race game going on on the Bay forums).

Moskurg and Arstotzka were the original two countries to form Forenia, which before transportation to Remnant was in the South Pacific in a fairly large archipelago that we call, well... The Archipelago. Before unification, Moskurg used to be the Kingdom of Moskurg, which was led by, well, a king. They speak Arabic, on account of being the descendants of stranded Indian Ocean traders. Though they are Muslim, religion isn't very strong in Forenia as a whole, and far more prominent aspects of Moskurg culture are: an absolutely absurd love of tigers, just a LOT of love for tigers, a love for really big guns (the Horsekiller gun has been .60 cal for decades) and an advanced history of metallurgy, as well as liking fistfighting (a cultural aspect that has crossed over to Arstotzka as well post-unification).

Arstotzka used to be the Republic of Arstotzka, which miiight have been communist and certainly was dictatorial. Arstotzkans are the descendants of Russians that... somehow... got there, and speak Russian (though English is also a well-spoken language on the whole continent). They're Orthodox, but religion is again pretty weak in Forenia. More prominent aspects of Arstotzkan culture are: A remarkable penchant for bureaucracy to the point that they've named cities things such as "AS-CM-02" and "AS-CM-03", often being very precise, and a great love of rocketry (a cultural aspect that has crossed over to Moskurg as well post-unification).

Both regions breed some absolutely mad engineers.

Forenia as a whole is a fairly democratic and free body, and hosts a great number of parties: The Forenian Unification Party (which holds the majority in Parliament in 1938 when this starts and is basically just the old guard party descended from the rebels), the Forenian Socialist Party (what it says on the tin, but it does have a split between more and less extreme members), the National Forenian People's Party (actually proto-Fascist), the Forenian Capitalist Party (pro-business, pro-business, and then pro-business some more), the Forenian Self-Defense Advocacy Organization (basically the hyper NRA, they preach having the right to own some truly ridiculous guns and infantry armor, but they are a party), the Forenian Moderate Party (COMPROMISES GALORE, self-described militant moderates), and Arstotzkan and Moskurg Nationalist Parties being the major ones.
 
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Ah yes glorious Forenia where crime often escalates to shoot outs involving tanks such a wonderful place and one where grim who the do to much damage before people get organised
 
Turn 0: Battle Report
Initial Contact

While the names of the creatures beseting the Forenian military were unknown to them and they would subsequently given them different names, the people of Remnant, the name of the world Forenia had been transported to, would know of them as the Grimm. Not all of the variants known to the Remnant populace were present, but there were the Beowolf, Ursa, Nevermore, King Taijitu, and Death Stalkers types assaulting the lines.

Initial contact between Forenia and the Grimm, outside of the apparent overwhelming of the scouting parties by these creatures, is through a number of snipers utilizing M2 Osprey rifles with Eagle Sight Mk. II sights spotting several of the creatures emerging from the heavily forested isthmus at long range. Shots fired out seem to have little to no effect, so, initially through Tiger's Whispers or AS-DC29s but switching over to Model 3 radios when the need grew and no forces similar to Forenia being present, the Forenian military switches to a different tactic. They bombard the Grimm by using AS-1912 Artillery A and B2 Destroyers, some mounted on SPATs, to rain 90mm and 100mm HE shells down upon the Grimm forces, killing the Beowolves and Ursa with a fair bit of ease while having trouble hitting King Taijitu and needing direct hits upon Death Stalkers to reliably kill, and their aircraft move in to strafe and bomb the ground-based Grimm forces. However, upon their approach, Nevermores make their presence known and the AS-HF-32s move to engage the avian Grimm while the AS-DB-HF-23s and AS-1931-HAFBs drop their payloads upon the Grimm, the former of these two moving to assist the HF-32s after their payloads have been released. The Model 4 Yellowjackets not utilized due to their equal cost but worse performance to the AS-HF-32s. The bombardment of the Grimm wound their ground forces fairly well, and while some Nevermores prove a bit more difficult to take down, the armaments of the HF-32s combined with their greater speed and pilots with a great deal of experience against faster foes results in the Nevermores perishing at a fair rate, though some aircraft do manage to be taken down and their pilots slain by the ground-based forces as their emergency Sawed-Off Shotguns, AS-F14A carbines, or AS-SP30s prove drastically inadequate for fighting this new foe, though Cascade Sub-Machine guns do manage to wound at least Beowolves and maybe an Ursa if fire is focused upon one for long enough. The Grimm are fairly decently damaged, but are still in fairly large numbers.

As the Grimm begin to close to medium range, the soldiers in the trenches armed with AS-AR34s, M3 Sorraia GMPGs, or AS-RPG28 As and those in Pillboxes or AS-MV21-ALs armed with mounted AS-AC18s, begin to open fire upon the Grimm. However, only limited success is seen with most weapons, but the AS-RPG28 As and the AS-AC18s manage to do quite well in flat out eliminating the smaller Grimm and wounding the larger specimens to some degree or another. In addition, the tripping up of the sporadically placed AS-LM20 and M34 Viper landmines damage many other Grimm, the latter especially effective at damaging King Taijitu due to their chaotic movements. Further, the continuing bombardment of the Grimm by artillery, strengthened by the Grimm having entered the range of AS-1911 8cm Mortars, and aircraft is made even worse as AS-MAT26-50s, T2 Breakers, and AS-T33s begin contributing their fire, their HEAT rounds tearing apart Deathstalkers and standard rounds destroying Beowolves and Ursa. King Taijitu prove to be difficult to regularly hit, but those damaged by landmines, or lucky strikes by AS-RPG28 As are more easily targeted and finished off. Death Balls see new life here as the boulders race through lines tearing holes in the masses of Grimm and, especially if there's a screw up in the gyroscope, their chaotic movements preventing the larger Grimm from being able to effectively dodge the spheres of rocky death, killing off Death Stalkers and the occasional King Taijitu fairly easily.. In the air, the Nevermores now have to deal with fire coming from Bumblebee AT/AA rounds that only push that battle more in the favor of Forenia. Any pilots that manage to get taken down in this area are able to live longer than their counterparts further out were able to, as their AS-P32 parachutes can bring them to Forenian lines and into the trenches on occasion, though the lack of an ability to direct the direction of travel does result in some being surrounded by Grimm. Overall, this is a very deadly area for the Grimm to traverse through.

As the remaining Grimm close in and most Artillery is forced to avoid hitting Forenian infantry, there is a drastic shift as holes are ripped through the barbed wire that does kill a few Beowolves. Grimm begin to tear into Forenian infantry with ease, and while sustained fire from the infantry's weapons can bring Beowolves and Ursa down, Death Stalkers and King Taijitu are able to easily obliterate many Forenian soldiers, though some ducking low in trenches are temporarily able to avoid the coils of the Taijitu on a fair number of occasions. Incinerator Flamethrowers are utilized now able to be utilized prove to be somewhat decent weapons against the Beowolves and Ursa, but the whipping of the King Taijitu rapidly killing the user at the range needed and the armor of the Deathstalkers prevents it from being useful against those species of Grimm. AS-G27s save several lives, though on a fair number of occasions this is from a soldier deciding to perform the ultimate sacrifice to save others or spitefully taking the Grimm seeking to kill them out with them, as the explosives kill a number of the highly numerous Beowolves and Ursa while damaging King Taijitu, though the effect against Death Stalkers is very limited. One thing soldiers are exceptionally glad for is the aluminum plates of their uniforms on occasion managing to mitigate their injuries just enough that they, or allies, can occasionally finish off their attackers and allow them to live another day. Those strong enough for Tiger Infantry Armor prove to be able to be able to take a few hits from the less powerful Beowolves and Ursa before being killed or wounded enough to need to be evacuated, with some officers that had run out of ammo turning to their long-outdated Scimitars and getting the occasional kill at great risk. Pillboxes prove to be good defensive positions to fight from as the concrete holds out against the Grimm somewhat decently, for at least a short time, and the AS-AC18s are able to tear into those attacking, though King Taijitu and Death Stalkers can get through, the examples that manage to make it far enough to do so are very limited. It is the same story with the Forenian armor. While those Grimm and determined Beowolves and Ursa can tear into them, their numbers have reached the point that Grimm kills of Armor are rare. King Taijitus, and to a lesser extent Death Stalkers, that do manage to get that far are actually taken down by teams of soldiers in the backs of L-1 tigers or soldiers in the sidecars of AS-M17As or in the gunner positions of AS-MV21-ALs, using the moderately effective AS-RPG28As and their coordination or speed to damage or finish off the Grimm. By this point, even the most persistent of the Nevermores have been killed, so the AS-HF-32s and the AS-DB-HF-23s, while not able to bomb without great risk, are able to strafe the ground-based Grimm.

In the end, the Forenian military is able to fight off the attacking Grimm and are victorious. However, upon seeing the dissolving nature of the Grimm, the Forenian Supreme Command is heavily concerned about the dissolving nature of the creatures. The best working theory they have in the aftermath of the combat is that it is some kind of spore that could potentially spawn more. As such, the Incinerator Flamethrowers are utilized to sterilize the area, but this is slow and results in there not really being any territorial gains after the first confrontation. As such, the nation's engineers are tasked with creating some form of incendiary weapon to better sterilize the areas, in case the theory proves to be true.

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

Special Design Category: Incendiary Weaponry

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Rifles:
-M2 Osprey: The Osprey is a bolt-action rifle, chambered in 7.62mm, intended for snipers and marksmen. It is bolt-action, and has a 10 round magazine. It has a wooden stock, and the magazine protrudes a few inches beneath the rifle. It features a heavy barrel, and with its bolt action mechanism, has excellent grouping at long range. On top of the gun is a set of adjustable iron sights with a fine crosshair, and a rail for a telescopic sight. Costs 2 Ore.

-Eagle Sight MkII: [L] [Expensive] A refractive telescopic sight designed with the Osprey rifle in mind. It is available in two types with variable magnification from 4x to 7x (long-range type), or from 1.5x to 4x (short-range type). Has a large objective lens which creates a bright picture, but short eye relief and a narrow field of view. They are [Complex], and they must be custom fitted to weapons which do not have rails.

-AS-F14A: A 7.62mm, semi-automatic rifle. It is an open bolt blowback action, and uses a 12-round box magazine with a small charge handle on the side. It has adjustable iron sights. The weight of the moving action makes the gun difficult to control, but this is mitigated by a heavy barrel. The blowback action is fairly reliable despite being open bolt. Also available as a carbine. Costs 2 Ore.

-AS-AR34: The AR34 is an assault rifle chambered in new 7.62L ammunition, an intermediate powered cartridge. It is fed at the bottom from a wide 24-round magazine, or a 40-round drum, and ejects cartridges to the right side. It has a tactical rail an adjustable iron sights on top. It is select-fire, with a sliding knob for either single-shot or automatic. The knob is very stiff and requires soldiers to take their left hand off the weapon and force it. It has aluminum furniture, and a vertical pistol grip and foregrip. It weighs under 6kg. It has good stopping power and accuracy out to medium range, and is relatively easy for users to control even on automatic fire. It's about as long as the AS-F14, which means it is usable in close quarters but not ideal. Costs 2 ore (1 Al).

Machine Guns
-Cascade Sub-Machine Gun: This is a sub-machine gun, firing the 8.89 mm short pistol round. It uses a reliable closed-bolt blowback system. The bolt system is large, leaving room for an 8 inch barrel with a slotted hand guard. The stock is wooden, ugly, and stops at the receiver, where brass is ejected from the bottom of the gun. The short barrel gives poor accuracy, especially when hot, and the .35 cal short bullets have short range. The system fires about 400 rounds per minute. Costs 2 Ore.

-M3 Sorraia GPMG: A 7.62 mm machine gun fed from a belt. 50-round belts can be strung together for extended fire or stored in a belt box attached to the Sorraia, which for practical purposes is similar to a magazine. It uses a recoil action, and is configured to fire around 800 rounds per minute, achieved with the help of a muzzle booster (which looks like a flared end on the barrel). Weighs 22 pounds. Comes with a bipod, or tripod for emplacements. It uses copper heat sinks, which are now shrouded. It has a changeable barrel, which is necessary for emplacement use. It is effective to about 800 yards when mounted. Costs 2 Ore.

Heavy Weapons
-AS-AC18: An advanced primer ignition autocannon, which ignites cartridge primers before the round is fully chambered. It fires the 20x100mm round, fed from a top-mounted 25 round C-shaped magazine with a powerful spring, about 600 times per minute. The weapon is quite large with a simple action but heavy barrel, weighing over 40 kilograms, and it requires being mountedto fire with accuracy, although recoil is reduced by the nature of its action. It is dependent on a careful balance between the force of the shell and the force of the action, which means that different ammo types cannot be interchanged without recalibrating the gun, AP rounds are used most often. Costs 3 Ore.

-Incinerator Flamethrower: A heavy weapon, consists of two tanks on a soldier's back (one of harmless nitrogen as a propellant, and one of flamethrower fuel) and a nozzle with a pilot light. Shoots a jet of burning liquid about 25 feet. Includes an emergency cutoff valve. Costs 2 Ore, 2 Oil.

Sidearms:
-AS-SP30: General infantry sidearm. An Arstotzka-made semi-automatic pistol, firing 9mm. It has a 10-round magazine and can fire quickly with moderate accuracy, at short range. Moderate stopping power. It is pretty reliable, and has a threaded barrel and can be fitted with a suppressor. Costs 1 Ore.

-Sawed-off Shotgun: General infantry sidearm. Fires twice before breech loading, very effective at short range, ineffective otherwise. Poor armor penetration. Uses 12 gauge shells. Costs 2 Ore.

-Scimitar: [Expensive] Officer sidearm. Elite soldiers receive a scimitar, a deadly curved sword which can be used on foot or horseback. Even in 1938, an officer's uniform is incomplete without his sword. Costs 1 Ore.

Explosive Weapons:
-AS-1911 8cm Mortar: A light mortar tube with rocket-propelled explosive shells, which fire after being dropped into the tube and striking the bottom. Costs 2 Ore, 1 Oil.

-AS-RPG28 A: A rocket-propelled grenade, fired out of a launch tube. The grenade itself consists of a conical shape with a narrow tube of propellent out the back, and twisted fins in the middle of the tube. The launch tube is 3cm wide, a meter long and the rocket fits in up to the fins, and is just a metal tube with a handle. To ignite the propellant, soldiers remove a pin, on the rocket, which is first clipped by a short chain to a trigger on the handle. The tube itself and each grenade each weigh 3kg. It is accurate enough to hit a tank out to almost 100 meters, after which it drops quickly. Rockets are available with warheads based on each type of grenade, including a HEAT conical shaped charge. Requires 2 ore, 1 oil.

-AS-G27: The basic AS-G27 grenade is an oblong ball that fits comfortably in the hand, with a four second fuze started by pulling a ring. The casing breaks into fragments when it explodes. The AS-G27I is incendiary, the AS-G27S deploys smoke. The AS-G27AT is a cylinder shaped, magnetic shaped charge for tanks. A soldier can penetrate medium armor with it, but they have to run right up to a tank to stick one on. Costs 2 oil.

-AS-LM20: A landmine! Consists of an explosive, metal shell and button. Armed by removing a key. The mines are cheap and simple, and reliably kill or dismember infantry who step on them. Costs 2 oil.

-M34 Viper Landmine: A multipurpose landmine, but mainly used for tanks. It's a disc shaped box full of explosives, with a trigger on top. The mines are specially designed to be stacked, their triggers ignite eachother simultaneously. The trigger is locked with a removable pin. The mines weigh 2.5 kilos each. Two or three are effective against vehicles, but a bit taller and heavier than a single mine would be with the same explosive content. Be extremely careful when stacking the mines! Costs 2 oil.

TPD 'DOLPHIN' 38-1: This is an aerial torpedo, weighing in a bit more than half a ton. It is powered by a wet heater motor, and stabilized by a gyroscope. Both of these have proven to be delicate and finicky devices, and so much time was spent getting them to work that a planned magnetic detonator was never implemented, so it sits close to the surface and detonates on impact. Both the wet heater and gyroscope are delicate, so it must be dropped close to the water and at a low speed. Costs 2 Ore, 1 Oil.

Radios
-Model 3 Radio: Vacuum tube radio, in two separate 30-pound boxes requiring two men to carry. It also includes a light, flexible antenna to attach to a tent pole or vehicle frame. It can fit into most vehicles without affecting performance. Transmits and receives audio.

-Tiger's Whisper: This radio device, instead of being used to transmit speech, issues and receives 26 discreet amplitudes on a given frequency. The amplitude broadcast is selected with a dial, and the amplitude received is is used to indicate a letter, using a fully circular meter which reads amplitude and is labeled with letters. When the dial, or meter, falls to zero after displaying a letter, it moves the paper indicator by an amount based on its highest position, like a rotary telephone dial. This means that the messages are bit more complex than a simple substitution. A communications officer must jot down each letter as he reads it. The letter indicators both on the dial and meter are pieces of card paper which can be changed, so that new substitutions can be issued to communications officers regularly in case a radio communicator falls into enemy hands.

-AS-DC29: An Arstotzkan device design to solve Moskurg's cipher. It is basically a Tiger's Whisper, with its own code card with the numbers 1 through 26. It uses a typewriter mechanism to stamp each number onto a ticker tape. The numbers on the ticker tape are the simple cipher version of the Moskurg message, which is relatively easy to solve by hand. In addition it includes a counter for each letter, displaying the frequency in which letters occur which helps solve ciphers faster. An average Arstotzkan officer is clever enough to use this to crack a Moskurg message in five to ten minutes. With a stolen code card, it can also act exactly as a Tiger's Whisper would, where communications officers must write down each letter as it appears. It is [Complex] and fits into a very heavy backpack.

Uniforms:
-Uniform AS-GU23: The Forenian uniforms are based on the 1923 Arstotzkan ones, and come in patterned camouflage colors, grey/white, beige and olive. The uniform has parade dress colors on the inside, so can be worn inside-out at official funtions. Armor plates and helmet are lightweight Aluminum. Includes all the pockets and bandoliers a soldier could ask for, and one right on the elbow that nobody asked for. Costs 2 ore.

-AS-P32: Parachute rigging. The parachute itself is large and round, and various straps, clips and buckles allow a soldier to carry a light primary weapon, their ammo and a grenade. Alternatively, a paratrooper could also bring a mortar or LMG and a few rounds, but only their sidearm with it. Radios need to be dropped separately.

-Tiger Infantry Armor: Infantry armor made of a forged manganese steel alloy. All of the armor plates are relatively thick for infantry, and the full suit weighs in at 36 pounds. The helmet is particularly thick, and fits round and close around the head, low over the eyes and down to the neck with a little outward slope. It can be attached with a face mask, which when worn allows a wide but very narrow viewing slit between the mask and helmet, while even covering the neck. The breastplate is curved outwards for optimal armor angle, with appearance of a ridge down the middle. The backplate is thick, but flat. At the waist these plates end and there are flat curved single-piece taces to protect the upper legs, below the knee the armor has no coverage. The pauldrons allow comfortable shoulder motion, being made of three layered plates, and the upper arms are covered by rerebraces, which are round fitted plates to the outside of the arm. While the lower arms, lower legs, and sometimes gaps around the shoulders are exposed, most parts of the armor will stop a pistol bullet at point blank. The breastplate and taces will stop rifle bullets at all but very close range. AP Horsekillers easily penetrate at medium range. The armor is tiring and cumbersome, troops cannot effectively crawl and kneeling is difficult, as is aiming down rifle sights while using the mask. Costs 3 ore.

Defensive Structures
-Trenches: An excavation of the ground deeper than it is wide and narrow compared to its length that can be dug to be as deep as a man is tall. A fire step built of wood allows soldiers inside deep trenches to be elevated above the lip to fire at enemy forces. The side closest to the enemy often has barbed wire guarding it, with exception of areas with ladders to allow soldiers inside to advance upon enemy forces.

-Pillboxes: Small, hexagonal concrete structures with loopholes that weapons are fired through. Often equipped with an M3 Sorraia GPMG or a AS-AC18.

Artillery
-AS-1912 Artillery A: A field gun firing 80mm shells, loaded through a sliding bolt. The action is not dissimilar to a bolt action rifle, where the old casing is ejected when the bolt is opened. Must be towed by a truck. It can fire about 12 times a minute, and the barrel rests on shocks which keep it on target after firing. Aims between 0 and 90 degrees vertical. It has several kilometers of range. Costs 3 ore.

-B2 Destroyer: [Expensive] A big, long piece of artillery with firing 100mm rounds. The barrel is nearly 3 meters long, for maximum muzzle velocity and accuracy. Its barrel sits on a hydro suspension mechanism, and lurches back each time the gun fires. It weighs more than a ton and can fire at great distance around 10 times a minute, when hand loaded in its locking screw breech. These rounds can be placed with pretty good consistency, for their range. Must be towed by a truck. Costs 4 ore.

-Bumblebee AT/AA: A 3.6 inch gun. It can be aimed down close to the ground, or up the sky. It is aimed by a gunner who sits in a seat which inclines and declines with the gun itself, and has an iron sight which consists of two rings, the front of which has a "spiderweb" design. The gun is aimed with two traversal wheels. Fires fuzed flak rounds, which have an adjustable timer set by a dial on the gun itself. There is also a mechanical targeting calculator, which has a dial for target range, and rate of change of range, which can set the fuze time for shells accurately as the target moves. Additionally given an altitude and angle, the sight will automatically offset so that the gunner need merely keep the crosshair over the target. It is pretty effective, and also cheap and reliable. However, adjusting targeting calculator takes too long to aim at dive bombers and close, low-altitude planes. Fires about 15 times a minute. Costs 2 ore.

Ground Vehicles:
-L-1 Tiger: The Tiger is, despite its fierce name, a truck. It has a long, narrow nose in front of the cab containing a twelve cylinder engine, and the steering wheels are next to it under round cowls. It has a bed where a hopper, tanker, seats, trailer hitches or other things can easily be attached. There are six rear drive wheels, on independent suspension. Costs 3 ore, 2 oil. Provides +1 Transport Capacity.

-AS-M17A: A motorcycle which seats one passenger, and a second in a sidecar. The petrol motor is Arstotzka's first, with three in-line cylinders. On its own, the bike is capable of more than 80 kilometers per hour, cross country, and 110 on a road. The sidecar is available with a machine gun, sometimes on a pintle mount to aim at aircraft. 2 Ore, 1 Oil.

-AS-MV21-AL: [Expensive] This is an armoured car, designed to be maneuverable in tight quarters and offroad. The frame, armor and engine block are all built from aluminium for reduced weight. It sits on four big tires, the rear ones shrouded by armor, on hydro suspension. The V-6 motor gets it up to 70 KPH. Its shape is tight and rectangular around the crew cabin, which holds only a driver and gunner, to minimize the quantity of armor needed. The engine is in the rear, and includes the lightest (thin) armor in the slats over the radiator. The front armor is medium and most of the armor is light. A belt-fed AS-AC18 gun fires from the top of the car, with the gunner's hatch open. The gunner hatch provides the gunner a small amount of cover. 4 Ore, 2 Oil

Armor:
-SPAT: A self-propelled gun vehicle consisting of a petrol engine, caterpillar tracks, and a forward-facing Bombardier howitzer with just enough armor plating to hide the crew behind. Rolls on treads with 4 driving wheels. The armor is light, with a gap in the middle for the gun to rotate, raise and lower. Ammunition sits in racks behind the armor. The vehicle has a top speed of about 8 mph. The gun is just a Bombardier, fixed to the SPAT on a frame which pitches and yaws on a pair of hand cranks. The SPAT has a set of jacks to use when firing, which improve accuracy considerably by preventing the vehicle from shaking. Costs 3 ore, 2 oil.

-AS-MAT26-50: [Expensive] A light tracked platform for the DT25 gun originally designed for the AS-T25 tank. Moves on a simply 8-cylinder motor and treads. It has thin RHA armor in the front only, with the rest open to the air. The DT-25 gun has an extended barrel with a muzzle brake, and is mounted on a front-facing armature with good side-to-side and vertical angling, for direct fire. It includes an M3 Sorraia for good measure against aircraft. Costs 4 ore, 2 oil.

-T2 Breaker: [Expensive] A tank. It is medium armored throughout with RHA, with a slanted front but mostly square. The turret is specially cast as a rounded dome and rotates with electrical motors. Includes a 1.6 inch rifled Breaker cannon, with a long barrel, suspension and muzzle brake. The Breaker cannon can fire about 24 times a minute, it is single loaded by hand. It also has a coaxially mounted M3 Sorraia. The exit hatch is towards rear with another MG. The tank is a heavy, it sits on wide cowled treads and is powered by a big 12-cylinder diesel engine, and can get up to about 35 kph. Crewed by a driver, loader, gunner, and commander. Now with extra slat armor. Costs 5 Ore, 2 Oil.

-AS-T33: [Very Expensive] A tank similar to the AS-T25, with Heavy frontal armor, a radio as a standard feature. The shape is basically the same, a wedge with a cylindrical turret towards the back. It is powered by a turbocharged and fuel injected diesel engine, with twelve cylinders, which allows the tank to reach 45 kph. It is also armed with a new, enormous DT33 75mm cannon, which loads with a screw breech and can be fired about 12 times a minute, which happily penetrates medium armor at long range with HEAT rounds, and has similar accuracy but better range than the DT25. It includes one M3 Sorraia coaxially in the turret and one for a commander/spotter to use on a pintle. The turret is now operated by an electric motor on the horizontal traverse, and the tank has light spaced armor skirts around the turret, and on the sides down to the treads which help defend against HEAT rounds. A bit prone to running short on ammunition. Costs 6 ore, 3 oil.

Air Force:
-Model 4 Yellowjacket: [Expensive] A fighter aircraft, built fully of aluminium. It has flat low wings on a relatively long, narrow fuselage which holds its V12 motor. The motor is fuel injected, and cooled by a water radiator. It has six exhaust pipes poking out under the wing on each side, and a canopy-covered pilot seat close to the tail. It is relatively sturdy and maneuverable, it is fast and makes tight maneuvers but is "temperamental", prone to going into out-of-control rolls and requiring a tight grip on the joystick. The canopy includes a tubular gun sight. The six Sorraia guns in the wings provide ample firepower, but the six guns and their ammo are somewhat heavy. Moves faster and maneuvers better than the Wasp, as well as having a higher altitude ceiling. Costs 2 Ore (2 Al), 3 Oil.

-AS-DB-HF-23: [Expensive] An airplane built entirely from aluminium. This lighter, sturdier frame allows the plane be reasonably fast with a 9-cylinder radial engine and make aggressive dives and recoveries for bombing, with half a ton of bombs. The radial engine is designed entirely around an AS-AC18 which fires through the prop shaft, necessitating a relatively heavy and thick prop shaft. It has decent maneuverability, with its metal design allowing for strong forces on the wings and tail, and large control surfaces, but it is best at dogfighting while not carrying a bomb load. Costs 2 Ore (2Al), 2 Oil.

-AS-HF-32: [L] [Expensive] An aluminum built fighter with a mid wing. It has a long narrow fuselage with a water cooled, turbo charged and fuel injected V10 motor. It has a square-ish closed canopy and fixed landing gear. It is armed with 2 AC-18s in the wings and 2 AS-1924s in the nose, on an interrupter gear. It is faster and can climb higher than the AS-DB or AS-1931 by a good margin, and despite some turbulence from the landing gear it has better maneuverability at high speeds. Not often, but sometimes, the landing gear breaks off in an extreme maneuver, forcing pilots to land the craft on its belly. It also includes two bomb mounts (up to 200 kg of bombs), which can be fitted with extra fuel tanks (+1 oil when in use). It costs 3 Ore (2Al), 3 Oil

-AS-1931-HAFB: [Very Expensive] A three-engine bomber with a shoulder wing. It is constructed of a geodetic aluminium frame with resin-treated fabric skin. The pilot sits in a cockpit on the front of the plane with a pyramidal canopy, and between the two wings is an AC18 gunner, on top of the plane, with a 360 degree rotation under a trapezoidal canopy. Has 3 turbocharged and injected engines, one in the nose and under each wing. Despite its size, this enables it to almost keep pace with AS-HF-24s and gives it a high altitude ceiling. These engines burn a lot of fuel, limiting range. It carries a two-ton payload of bombs, and a bomber with a sight which can be adjusted based on a written table for airspeed and altitude. At full altitude, these bombs are incapable of hitting precise targets, and especially moving targets. The plane also has fixed landing gear. Costs 5 Ore (1Al), 4 Oil

Navy:
-AS-CV22: A steam-powered ship, worthy of sea travel. Uses two AS-51 S steam engines, which each power one screw. The vessel is around 60 meters long, and carries cargo enough to provide +1 Transport Capacity. It mounts an AC-18 on the bow for air defense, and an AS-1910 on top of the con tower. Costs 3 ore.

Wonder Weapons
-The Death Ball: [Excessively Expensive] A 30-foot boulder, on two equally large steel wheels, which themselves are lined with rockets to propel it. The boulder is hewn smooth and round, and hollowed by stoneworkers (in 1935!) to support a stabilizing gyroscope. It can reliably roll in something resembling a straight line thanks to its gyroscope, although large moguls or divots will send it wildly off course. For the ten seconds or so it keeps to speed, it can crush a tank hull. In fact the most difficult thing about its use is moving it around before firing it. It, or the boulder from which it is constructed, is too large to move around on a truck, so it is instead dragged on a sled by several trucks, in a modern mechanized method which resembles the way in which ancient people moved stone megaliths. Once hewn into shape and given their gyro, chassis and rockets, they are generally not moved, but kept in place and rotated to aim. Costs 6 ore, 2 oil, and can only be deployed in areas with flat land access to a stone quarry. The Gyro system renders it [Complex].

-AS-ARAC-35: [National Effort] The ARAC is a mobile runway, carried by coal train on more than 30 consecutive train cars, which unfold their top armor into a runway long and wide enough for a HAFB to land, be drawn back by a winch and cable (as it cannot taxi), then take off after being refueled and rearmed. The runway panels are supported by jacks on either side and take about a day to setup or pack away. The process of landing and takeoff takes about forty minutes, limiting the amount of traffic that can use the runway. The train also requires a sufficiently flat and straight railway to be useful as a runway. This often constitutes making a special track, but is easier than building a runway. There is a good section of track in the central desert, east desert, and plains. There is currently no system to move aircraft from the runway to the ground and back. The runways can land a few planes and take them off in order, which park on the ends of the runway, but far less than a normal runway could store. Costs 10 ore.

Design Doctrines
-Vehicle Radios: Most vehicles are equipped with a Model 3 Radio set, in a configuration suitable to the size and power source of the vehicle.
-Fuel Tank Liners: Unarmored combat vehicles have foam fuel tank liners which can stop or slow leaks if the tank is punctured.
-Warheads: Missiles, shells and bombs of various sizes can have various types of warhead attached, such as high-explosive, HEAT, incendiary, and so on. Developing a new warhead type means it will be available in other applications where it could easily apply, and new sizes of shells or bombs are available with various warheads.
-Pintle Mounts: Following old Arstotzkan design doctrine, machine guns are placed on pintle mounts where possible, to give them a good vertical aiming range capable of hitting ground and air targets.

Resources:
3 Ore
2 Oil
1 Aluminum
1 Manganese

Slight Notes: May not be the best, but I'm going to have work tomorrow and would rather not delay this by potentially up to a week, which might kill the thing before the game really starts up. Only basic varieties of the listed Grimm were encountered. Alpha Beowolves, Ursa Majors, Giant Nevermores, and others have not yet been fought and, as with the other varieties of Grimm, will be introduced later on. Also, in exchange for expense levels, there's going to be a different labelling system: Common (unmarked) - Rare - Very Rare - Exceedingly Rare - Unique. This will functionally serve the same purpose.
 
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To confirm, we have not yet made contact with any of the other inhabitants of Remnant, right?

No, that is going to be the end state. This is essentially a fight to secure enough territory from the Grimm that contact with the Kingdoms is made. While I am still deciding upon the specific territory layout, there will be 10-12 control points on a land based route that need to be secured before contact is made on that route, and 7-8 control points by sea (lower as there really isn't a navy at all).

Oh, and if anyone is wondering when Forenia arrived in the Remnant timeline, that is currently undefined, dependent entirely upon when you reach the end state. Some are aware of what I have planned for that, but I'm going to keep silent on that. Let's just say the epilogues of these go completely mad and Arms Race veterans will have stories on what occurred in prior.
 
Well, we've entered the Design Phase, it seems. Will it be sequential or all at once though? (Also what's the timescale for each turn?)

Either way, come on people, come out with ideas!

I'll start: For our Navy (As that seems to be a dedicated design category) perhaps we should start with an escort focused Destroyer? As in, ASW and AA focused. Doesn't matter if you have battleship guns if the Grimm can swim under your boat and stab holes all throughout the bottom after all.

Glory to United Forenia.
 
Well I think we need to update our infantry fire arms so here the one of two ideas i purpose


-UF-F38: Basically a -AS-F14A re chambered to fire .338 Lapua rounds (8.58×70mm), and instead of using a Box magazine we replace it with a bottom fed magazine like the -AS-AR34 and increase the ammunition in the magazine to 20 rounds. Also it has a forward grip added to it as to increase user accuracy and stability for the weapon.
This should hopefully increase the damage output of the Rifle and make it easier to kill the Grimm with it.

(One reason for doing this is so we can see if the .338 Lapua rounds is damaging enough to the Grimm that if it is we could then go ahead re chambered all of our other Rifles to that caliber. If not then we know we need to make a much bigger round which will likely mean we will need to design new rifles for it. Even if we do not get the desired results with the weapon this should be at least more useful then the AS-F14A we are using at this time)

-UF-MAT26-50: Zippo verient: Basic idea is to take a -AS-MAT26-50: tank and replace its main gun with a super sized -Incinerator Flamethrower that has a installed large fuel container that is either internally in the tank or externally on the outside of the tank.
This should hopefully extend the shooting range of the flamethrower and make the crew more likely to survive encounters with the Grimm. and if it has enough Fuel it could be used as a Area denial weapon against the Grimm and should in" theory" make Grimm Spore clearing operations go much faster.

(These idea's likely suck but if anyone can improve on my idea's go right on head I won't stop you.)
 
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Good ideas, although note on the naming scheme: The AS you see at the start of most of our designs stands for Arstotzka, but we aren't just Arstotzka, we are United Forenia! So use UF. Or UFAF if it's a plane, or UFN for a boat. On top of that, you can add a little extra at the end, like my suggestions below do. Also .30-06 bullets measure 7.62x63mm in metric, so your rifle wouldn't boost the power very much... (I don't know how long the AS-F14A's ammo is, but it's already 7.62mm wide) But the Flamethrower tank seems solid, and fits into the special design slot. Although with a Design, you could make a dedicated Flamethrower tank instead of revising a currently existing one, that is what revisions are for after all. Don't be afraid to suggest crazy ideas, we have Practical Bulletproof Infantry Armor, Giant Rocket Propelled Boulders and a Train that doubles as a Mobile Runway for our heavy bombers, after all!
Now, for some more ideas:

-UFN-DD-38 'Footman'
The 'Footman' is a Destroyer, notably an escort destroyer optimized for ASW and AA duties. Carrying 3 125mm main dual-purpose cannons based upon the Bumblebee that are capable of firing our rocket-propelled ammunition for for greater range, a pair of racks at the rear for depth charges, and AS-AC18s placed wherever they can fit, the 'Footman' is expected to perform adequately as Forenia's first actual naval combatant.

-UF-AC-38 'Raptor'
The 'Raptor' is heavily based on the AS-AC18 autocannon, but features a massively lowered firerate, around 60-90 rounds per minute, and as a result doesn't need as extensive of a mechanism, lowering the size, weight and the difficulty of personally handling the weapon at fully automatic fire without a dedicated mount. The gun is calibrated to the same 20x100mm rounds that the AS-AC18 uses to simplify supply. This is intended to become our new primary infantry weapon against the monsters to the north.
 
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If someone could come up with a dedicated Flamethrower tank design I'll support it, I just don't have the knowledge on how to make a design for one.
Do you know if we can purpose fictional rounds for ammunition, like say 8.65 caliber rounds? Because I'll change it to that if I can.
Also do .338 Lapua rounds exist in this game? it's 8.6×70mm or 8.58×70mm.
 
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If someone could come up with a dedicated Flamethrower tank design I'll support it, I just don't have the knowledge on how to make a design for one.
Do you know if we can purpose fictional rounds for ammunition, like say 8.65 caliber rounds? Because I'll change it to that if I can.
Also do .338 Lapua rounds exist in this game?

Of course you can make fictional ammunition! After all, Forenia made assault rifles FAR before their IRL time, built the first fully functional jet fighter (in the Intercontinental Arms Race, so we don't have it here...), and do I have to bring up the Death Ball or Tiger Armor again? Although, do try to keep things at least somewhat grounded into reality, at until we get access to Dust, at which point go nuts I guess... Do remember that Zanzetkuken has to do a write up for how our designs actually turn out, depending on what the d6 decides, so you don't have to go into every little detail, just go into the general strokes.
 
Cool, thank you very much! I went ahead and changed my rifle to fire .338 Lapua rounds instead.

I think it would be a good idea if someone was to design explosive 7.62mm rounds, I'd do it myself but I don't know how I would go about doing that.
 
Maybe once we get access to Dust Captain Cat, a 7.62mm round just doesn't have the internal volume for a proper explosive that's stronger than a firecracker... (At least I think that's the case? Someone feel free to prove me wrong, it'd be nice to know if it would be viable with 1938 tech) We are at least somewhat bound by physics after all.
 
Here is a video on WW2 German and Russian explosive rounds, It seem that it is more effective when hitting thick targets. The Mosin nagant uses 7.62x54r as standard ammunition.
 
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Hmm... Alright point made for viability, now design or revision, is the question now. And if design, would this help more than a bigger caliber?

By the way, we have 2 designs for infantry weapons, 1 for our Navy, and 1 for the Special Design...
We still need 1 for Emplacements/Artillery and 1 for Vehicles for this design phase. But of course everyone go ahead and offer your designs for the categories we have.
 
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Type 24 Armoured battle truck.

Advancing the design of the L-1 Tiger The engines and frame have been overhauled and enhanced with newer technology. The biggest difference was the utilization of space. Before, the L-1 Tiger was a transport vessel the Type 24 Is an transporter of death. The truck has 6 AS-AC18 autocannons that it can transport throughout the battlefield. Any extra space is used to carry the crew.
 
But the naming scheme darkgamer!.... Hmm... How about UF-MV-38 'Niyon'? (How I got Niyon: I see that 'Proud Juraki Engineer' thing you have darkgamer, the Juraki people are Japanese, and Niyon is romaji (AKA, it's a Japanese word, but written in English) for 二四, or 24, which is the main describing thing your design name had.. No, I am not the best at naming things...)
 
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