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Children of a Frozen Earth: A Post 'Day After Tomorrow'/'Frostpunk' style Apocalypse Timeline

#26
Eh, the settings I've been working on would never be for everyone, well at least if I take a 'realistic' take on things.
Not that I am saying it's a bad thing.

Psychics are somewhat uncommon thanks to general gene augmentations that improved mental capacity unlocking them. This has led to... unpleasent things being discovered and one of them is what is called a 'psy-memory'. Think of a highly traumatic event, one that can produce PTSD in a person, now have it attach to an object, a room, or even an entire building. Now give it the ability to suck people in to relive that memory (or in some cases a sequence of memories) at least once...
Any in-universe tales like aliens, lost arcologies, elder gods, etc?
 

Aaron Fox

SB's Minor Junker Descendant and Hunter of Nazis
#27
Not that I am saying it's a bad thing.
Eh, just limits my player-base as it were...
Any in-universe tales like aliens, lost arcologies, elder gods, etc?
Lost arcologies are an uncommon sight in the world, and for the most part people steer clear of them due to the horrible shit that usually kills an arcology making anyone not a bloody robot squeamish, let alone the Psy-Memories within them. [shivers] For the most part, the various factions take a look at them and see if they can be rebuilt... most of the time these dead arcologies can't be rebuilt, and during the first century PC were usually scavenged for parts and whatever supplies that are left.
 
Infantry Combat in the Post-Cataclysm Era (will be constantly updated)

Aaron Fox

SB's Minor Junker Descendant and Hunter of Nazis
#28
Infantry combat in the Post-Cataclysm era is both very different and very similar to it's pre-Cataclysm counterpart. Different that each soldiers has a massive (comparatively) array of short-range drones, sensor data links, and other gizmos and gadgets to vastly improve the grunt's sensing capability. Add to the fact that almost every soldier in any military has at least MMI implants and a cyberbrain (which can be used as a sort of 'lifeboat', which allows a soldier to be allowed to survive in situations that they wouldn't otherwise), which makes soldiers surprisingly versatile and effective in combat. Full-conversion cyborgs with power armor with their limiters removed is a frightening thing to face. How frightening? Well, to give you an idea, one platoon of full-conversion cyborgs can take on a company of unaugmented soldiers and come back with nary a scratch, just needing a full ammo resupply. Even gene-augmented soldiers tend to be hard pressed to deal with a full-conversion cyborg. Full-Conversion Cyborgs are an uncommon sight, mostly due to their maintenance costs.

Most military forces utilize man-sized EW and ADS packages onto their power armor (usually mixing it in a squad to have half of them use the ECM while the other half use ADS), making man-portable 'smart weapons' absolutely useless. Every time man-portable 'smart' weapons gets improved, it was quickly countered with modified and/or enhanced EW and ADS packages. Anyone that's heavily reliant on infantry 'smart' weaponry will not like fighting against any human force from the Post-Cataclysm era as their weapons will simply become useless. Thus why any Post-Cataclysm era military engagement is extremely destructive, as 'smart' weaponry's effectiveness have been severely degraded. While fighting a force without these smart-weaponry degrading capabilities, the opposing force will find out that under such conditions these weapons are incredibly accurate.

Most conventional small arms have completely converted to using Electrothermal Chemical tech, utilizing the Triple Coaxial Plasma Igniter branch. This allows for a far better velocity (up to and surpassing 3km/s) and fewer stoppages.


(an American Dominion 'pulse rifle', which utilizes TCPI (kinetic aspect) and 'Metal Storm' (grenade aspect) technology)

Small arms that utilize TCPI technology are called 'Pulse Guns'. The weakest 'pulse guns' tend to have a blue-white muzzle flash -and these weapons can fire a projectile at 2km/s at the minimum- while the strongest have violet-white flashes -which can have projectiles achieving velocities in excess of 4.5km/s. The lightest round masses in at 5 grams (a 10mm Auto style round, which at 2km/s has a KE of 10kj) while the heaviest is 50 grams (an HVAPI round for an American Dominion 12.7x105mm HMG, which at 2km/s has a KE of 100kj), which gives them extreme kinetic power even at the lowest velocities. It also ensures that these weapons are incredibly bulky in terms of size (an unaugmented pre-Cataclysm human can barely use an Assault rifle outside of semi-auto and a setup that makes the most powerful of anti-material rifles look absolutely pedestrian) and mass, but this is offset by the fact that only those in power armor are wielding it. This also has made any non-military cover (i.e. constructs that are military grade) only effective as concealment.

A far less demanding (for some measure of less) weapon is the various laser rifles that are in service since the early 0140s.


(the American Dominion Wattz series laser rifle, fully loaded with a thermal clip magazine, an older Metal-Storm style grenade launcher, and a fully charged power cell)

Laser rifles were slow to become commonplace in the Post-Cataclysm era, mostly due to the fact that the lasing arrays that were made up to that point couldn't even hope to cope with the required energy in such a small package. A few breakthroughs in miniaturizing and hardening the lasing arrays that could changed all that, but to get them that small required a lot of their cooling systems had to be removed or otherwise downsized. That is where the thermal clip came into play. Each energy (most of which are laser rifles, although some plasmoid weapons exist... they're incredibly rare outside of the American Dominion) or electromotive (i.e. coil/railguns) weapon utilizes a simplified cooling system that dumps all the heat into an eject-able heat sink, which after it is saturated with heat automatically ejects (or in some cases, forcibly ejected via the action that loads the first thermal clip of a thermal magazine). Most thermal clip designs automatically eject after two power cells and are mostly pulse lasers with the occasional continuous wave laser (but these chew up power cells like jet fuel). Each 'shot' is really a cycle of 10 laser pulses -usually blue, green, or violet part of the spectrum- that add up to the energy required to penetrate armor.

Any human being that gets hit by any weapon tends to be either chunky salsa or a bloody smear across the floor.
 
Call for a Map Maker

Aaron Fox

SB's Minor Junker Descendant and Hunter of Nazis
#31
Also, I'm making a call for a map for this new world, and I would like to have someone who is far better than me make a decent map.
 
Vehicular Combat in the Post-Cataclysm Era (will be updated in the future)

Aaron Fox

SB's Minor Junker Descendant and Hunter of Nazis
#32
Vehicular combat in the Post-Cataclysm era is similar to infantry combat, but with the addition of snow ships. Most vehicular combat oddly starts out similarly to antiquity combat, where both sides get ready for battle. Most vehicles might have the fuel capacity to cross large swathes of the landscape, but due to their size they don't have the navigation gear necessary (let alone being able to do the required maintenance in the field!) to safely navigate across that landscape or to survive in the conditions of a Death Frost Storm. Most vehicles either close to their assigned static base or on their assigned snow ships (usually the various snow ships that can carry vehicles like the Carriers), as infrastructure like roads and rail are rare.

Outside the fact that vehicles deploy in a similar manner to antiquity combat, at least in terms of assembling for combat, vehicle combat is quite similar to pre-Cataclysm combat in that it is a game of fire and maneuver. To get to the best position to eliminate the target. Infantry are usually not deployed in this sort of combat as there isn't much in terms of cover outside the Arcologies and outposts... and the equipment that allows infantry to harm snow ships (which are usually deployed in the snowy wastes between arcologies and outposts) require a lengthy amount of time to set up (not to mention requiring two to four people -in battlesuits I might add- to haul the weapon itself with the rest of the squad hauling the batteries, capacitors, and/or ammunition) and that means that they will be vulnerable to anti-infantry weaponry that vehicles all have equipped (usually some HMG). So IFVs, APCs, and infantry are usually kept in reserve.

Snow ships are another story.

Due to their size, they can utilize weapons that normal -for a degree of 'normal'- vehicles can't hope to fit onto their hulls. This size also affords them the necessary volume for various bits of equipment that allows them to practically go through any weather condition, making them viable in Death Frost Storms. In addition, any anti-'Snow Ship' weapon that is mounted -or hauled by a squad of foot soldiers in battlesuits- on a snow ship or Citadel-Arcology/Outpost Turret will annihilate any normal vehicle (and large groups of infantry if applicable) with one shot. A Snow Ship's armor is also thick enough that most 'normal' weapons simply do minimal damage at best, requiring more massive weapons. In a sense, these Snow Ships are like the old naval ships of yore, their massive size affording them to take chances that would otherwise ensured their destruction. This ability has allowed Snow Ships to pull victories out of defeats... and besides long convoys of 'vehicle trains' -basically a non-rail vehicle that is basically a train- Snow Ships are the only way to haul immense amounts of cargo reliably over ground.
 
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Aaron Fox

SB's Minor Junker Descendant and Hunter of Nazis
#33
Ok, (mostly) finished with the Neo-Prussia bit... and added the vehicular combat section... any discussion or creative criticism?
 

Aaron Fox

SB's Minor Junker Descendant and Hunter of Nazis
#34

This is a prototype map of Mars, only the borders and no cities and towns being displayed. The blue and light blue represent the American Dominion, the black and light black represent Neo-Prussia, and the dark red and pink-red represents the PRC. This is only the first prototype, so change is to be expected.
 
#35
similar manner to antiquity combat
Fixed.

This is a prototype map of Mars, only the borders and no cities and towns being displayed. The blue and light blue represent the American Dominion, the black and light black represent Neo-Prussia, and the dark red and pink-red represents the PRC. This is only the first prototype, so change is to be expected.
I assume the two lines are the actual border and claimed lands or sphere of influence?
 

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