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New arts

Post by TitanSeraph on Sun 21 Dec 2014, 11:02 am

Armors:
Spoiler:


Spoiler:
The Rekal class halcyon gear. Heavy armor, battle engineers. 
Armor features multiple layers, including an semi organic and myomer based endo skeleton, impact gel, temperature and pressure gel. The armor also features both nanobacterium gel, and a base supply of nanites, and medicinal drugs which aid the user in performing at top efficiency.
This loadout features a haltek Yari short spear, and Haltek Iblis battle rifle.
Rekal are surprisingly resilient armors of surprisingly high costs and effectiveness - not a surprise, considering halcyons pool far more ressources and equipment into their individuals due to their low numbers.
Rekal class jade battlearmors have survived the heaviest stress tests of all halcyon power armors of their class.
The armor is very well angled, to allow for more effective protection - shots often ricochetting. This variant employs a high thickness of armoring materials on all layers. It also features several banks of super nanocapacitors which allows the armor to discharge surprisingly high quantities in a short ammount of times, powering effective shields. 
Some crafty users employ this armor while in close combat while altering the shields and overcharging them, frying surfaces and electronics in close vicinity - at the price of frying the internal nanomachines and shields.
This armor is slowly becoming more common. Regular variants being upgraded.
The endo/exoskeletal frame of the armor, however, provides negligible standard strentgh support - and energy requires to be derivated for this feature - which behaves as overlocking, lowering the armor's internal hull lifespan.


3D
[spoiler]

[spoiler]
Height wise, it would be 800km heigh / 550km high.

The citadel, is the center of the 7th legion. It requires to feature a gigantic ammount of assets. It behaves as a capital, shipyards, mining centers. It features the main university of the 7th legion, the main labs, not to forget the gigantic terraforming gear which is able to sow a planet in a single day (althought the planet, itself, only becomes trully terraformed a week after.).
The citadel, spans 900 kilometers in width, and 450 kilometers in height.

The citadel, being so big, is also very heavily armed, and armored. Which is rather reasonable, considering it's size. It sports battleship-class weaponary all over it's gigantic surface. 
The weapons spanning the citadel's surface are of the following types:
1) Messon PPC turrets - large and armored turrets, sporting three long range particle projection cannons - the exact same type sported upon the Spirit Of Intuition. They provide with an extreme penetration, and accuracy over long distances, over hull damage. They are numbered in the 6300. The PPCs fire pi-mesons at relativistic speeds. Their max range is 3 Astronomical units. 
2) X-ray laser turrets - large and spherical turrets, sporting multi barrel (6), rotary laser guns. The lasers are in the X-ray electro magnetic spectrum, and are of a very high energy. They are designed to accurately melt through shields and armor. They are numbered by 7200 They have a range of  1.2 light years.
3) Bombs- Literally bombs. Bombs of various sizes, which are gravitationally repulsed towards targets. The bombs come in various shapes and sizes, and also include mines. There are 1024 emplacements.
4) Dimensional tear guns - The 7th legion's finest. Takes matter, rotates it into 2D space, and projects it towards targets. Upon impact, generate an area of effect which rips matter into 2D space - annihilating everything into a thin sheet. The AOE radiuses range from 10 meters, to 500 meters. There are 720 of these turrets. They have a firing range of 0.01 Astronomical units
5) Gravitational manipulation devices - While mainly built with mobility in mind, they can anchor onto other things. There are 1 024 360 of these, but 720 000 are required to move the citadel.
6) Psyonic core - More to be found later on.
7) Terraformer - The terraformer, can be considered as a weapon. The technology found in the terraformer is, in fact, more advanced technologically than the halcyons themselves in this current era, and is possibly high templar technology. The terraformer is a mixture of nanomachines, gravitational machines, self replicants, semi organic constructs, quantum computer banks, psyonic devices and gravitational manipulation fields. It takes an entire day (24 hours) and a large amount of ressources for the effort, but the planet, itself, only trully becomes terraformed 12 days later - where a network of bug sized machines, and underground structures which will rot away over time, manage, and cater for the ecosystem. Each ecosystems developed through this technology, are found to be unique. The device can only be used upon planets devoid of life however - the entire device literally locking up if anything else is targetted. Found at the bottom of the citadel.
8) Centralised, focused explosives - these devices employ focused, high powered detonations. There is only one port, right beside the core of the terraformer.
9) 
The citadel, more importantly however, is literally a gigantic semi organic structure - with a semi organic, network crystal quantum computer skeletal hull core - which not only behaves as a gigantic computer, and an effective platform for mental synchronisation and networking, but also behave as a psyonic platform - which is the main threat of the citadel.

The citadel, althought considered as a class 3 super weapon grade threat... Isn't able to even destroy a planet. It is able to torch a world through the use of focused high powered detonation bombs, but doesn't feature any weapons to crack a planet. 
What it does feature, however, is a gigantic psyonic potential - able to deploy gigantic psychic pulses which can overpower minds and literally force them to sleep, and toss large objects as if they were massless.

The citadel is run through by 8 nanoforges - each nanoforges are 3 kilometers wide, and 350km long, running through most of the citadel's height. The nanoforges are, in basic terms, assembly line tunnels, where all the machinery is comprised of micromachines and nanites, as well as psyonic banks, which deploy and shift themselves into producing the machinery required by the construction effort, as well as moving, and shifting the construction parts and materials. Each nanoforges, while difficult to program and requiring expertised staff for it's programmation and use, can be divided for smaller tasks - smaller sections being available for smaller tasks. These nanoforges, while unable to match the sheer construction speed of other nations' nanotechnological construction efforts, instead produce things with a surprising energy and ressource efficiency, and with a maximal production quality - not to mention that these manufacturing lines can also simulate lab grade construction steps - meaning that virtually anything can be built in the nanoforges, given the materials are available, as well as the power.

The citadel features 12 "docking yards", each spanning roughly 100 kilometers each. Each of these structures are used to repair, refit, rearm ships of both allies, owned, and captured assets, but are also used by the mining and transport fleet of the 7th legion - where 4 of those docks are used by those yards at all times. Trading, meetings, and joint efforts are undergone into these yards. These yards are easily modified and altered for the task, and can also be deployed if needed.
The citadel's source of energy... is by no mean exotic. The citadel sports several gigantic panels which reclaim magnetic, thermal and radioactive energy with an efficiency of 87% - this energy then transported into the citadel's gigantic hyperdense nanomaterial super capacitor banks - 64 of them.  There are also multiple high efficiency multi directional fusion cores, of both the micro, macro, cold, and hot fusion reactor types.

The citadel, while looking dark and imposing on the outside, is very lively and homely inside - forests and land spanning the entire hull, as well as cities and villages.
The citadel, like most haltek ships, move around through the use of gravitational manipulation, employing thousands of gravitational "arms" which grapple and manipulate upon a star's gravitational well, pulling, pushing, or moving around to direct the citadel - althought this technology has also been noticed to be able to lock onto... other things.

An interesting aspect of the citadel, is the fact that it is capable of entering very high sea depth able to sustain at surprisingly deep sea for hundreds of years.
What trully comes to sight however, is the fact that in Atlantis, nothing goes to waste - not even energy. All ressources are recycled where able, and the internal ecosystem is virtually self sufficient.

Atlantis features 12 "main cities", each with their specific community which feature their own facilities. Each of these train very specific castes to extremely high standards.

Atlantis features a dimensional warp drive.


About this model:
Done in Google Sketchup.
Made of multiple smaller components

Spoiler:


Spoiler:
Just a gundam-esque 3D model gift for somebody. Was never good with gundams.


Spoiler:
A halcyon swordship, strife variant. roughly 100 meters long, and sporting two nasty particle projection cannons - which projects sheets of unimolecular meshes towards targets. The ship variant is simply an upgraded variant of the standard swordship


Spoiler:
Basically, the main ships of my new faction, which are undead space pirate lizards. They are totally bonkers, fourth wall breaking, deadpool grade morons.


Spoiler:
Just a 3D pose of one of my synthetics, a Fidea. So kwute.


Characters
Spoiler:


Spoiler:
Just a dark breed Seraphim - kind of a "Jarl". Yep, the halcyon empire is kind of nordic in structure.


Spoiler:
A halcyon vampire. Mostly an exercise on doing a few things, but turned out quite well.


Spoiler:
Just a scene art. Nothing much to say.


Spoiler:

Name: Artyom
Race: Halcyon
Breed: Cerulean (Minor, stage II reform), dark breed
Class: Scout, marksman, agricultural monitor/scientist/engineer

Weapons: Bow, SCAR-H
Skills: Spotter, marksman, scout, hunting, survival, agricultural science, farming.

Personality: Artyom is your typical "nice guy". Plays video games, takes his job seriously, and so on. He is quite competitive. While he's quite open, he doesn't speak much of his past, or how he lost his original body.


Spoiler:
Tara. Female techpriest. New presentation style.


Weapons
Spoiler:


Haltek Yaris. Sturdy shortspears with unimolecular vibro blades, and a blunt looped end. A clean, simple, sturdy, effective design, which has proven itself years and years over.

Haltek Yaris are built with a surprising attention to details. The shafts are covered in a semi transparent woven kevlar like materials. The shafts themselves contain the mechanics for vibro blade, and are built sturdy and to last. Because guns are for pussies? Swords certainly are.



Spoiler:
Name: Haltek Air-Space tactical flight vehicle "Monicker"
Type: High mobility air/space fighter

Propulsion:
Space: Dual pulsed plasma thrusters, gravitational mobility drive
Athmospheric: Hybrid high temperature rocket
Power supply: Dual Cold Micro Fusion Cells 
Fuel: Hydrogen Isotope "Haltek Fusion Hydrogen IIc", "Haltek High yield Hydrogen Ia"

Weaponary:
Main/standard issue: 
Nose hardpoint: 1x high penetration auto particle projection cannon (High accuracy, medium range, v.high penetration, v. low caliber), 1x high heat thermal beam Ic (medium accuracy, low range, low penetration, heavy caliber)

Hardpoints: 
Wings: 4 each (1 on top, rear, 3 underneath)
Hull: 2 (1 on top, 1 on bottom)

Bio: Monickers are very rarely seen, and rarely leave traces of their usage. High mobility, efficient fighters, packing fast firing and high powered PPC cannon
with an excellent penetration rate through most armors, making this an excellent craft to neutralise high priority targets. Mobility allows them to outpace most 
defenses, and they can effectively neutralise a force's armament.

Monickers are, in specific, mostly employed for this reason: Neutralising enemy armament. Turret hardpoints and main gun hardpoints are easily penetrated by the PPC,
and not many drones and fighters can survive a direct salvo of high heat beams and high penetration particle projections.

Monickers are designed with this in mind. The PPC are very sharp in accuracy, allowing for 0-casuality neutralisation of a target. The thermal beam, on the other hand,
can exploit damage done by the PPC, the "hole" effectively funneling the high heat past the armor into critical space. 

While the PPC cannon is a weapon which is designed to pierce through armors, the thermal heat beam is surprisingly ineffective at getting through ship armors, but will rip and destroy unit internals such as engines, reactors, machinery, ammunition storage and weapons with high efficiency.

The Monicker is further effective by the ability to mount a wide variety of objects, ranging from extra fuel, missiles, or even transport space for logistical usage.

The Monicker are not the smallest of fighters, however, being 25 meters wide, and 10 meters long, meaning not many of these high speed, highly dangerous units are deployed at a timee.

They are typically use to soften enemy emplacements and targets to ensure enemy surrender in the prevention of casualities, taking out enemy hard points, and escort.

What makes these units so "special", however, is the unusual halcyon secrecy behind them - Would be encounter who feel the threat of these ships end up with their memory, both artificial and organic, wiped off of the unit design. It is unknown why the halcyons are so secretive about this fighter.
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Re: New arts

Post by Vero on Mon 22 Dec 2014, 6:00 pm

I cannot unsee those eyes.

They look like softballs.
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Re: New arts

Post by TitanSeraph on Thu 25 Dec 2014, 11:21 am

Vero wrote:I cannot unsee those eyes.

They look like softballs.
What do you mean? :o


New stuff:


Spoiler:
When the halcyons takes over a world, most of their first bases are made of deep underground structures and networks. Set without any noticeable or understandable pattern, these structures can be seen upon those said worlds. Spanning 50 meters, those structures sport a citadel grade projector battery. The turret sports 3 dual cannons which can be independently aimed. The upper cannon projects a hyper dense uni molecular mesh towards targets. The lower barrel is a muon particle projection cannon which projects it's payloads at relativistic speed to come into it's explosive, fusion half life upon projected impact. These turrets prove highly effective, with the ability to engage orbiting targets.
These structures behave as the entry, exit and vents of the wide undergrounds - which are built like their citadels - wide, large armored rooms, which are filled with the requirements to be self sustaining. 
Huge hover trucks, newly produced war machines, mineral ressources and productions can be often seen comming in and out of those huge structures.
These structures serve many purposes, but their primary one is security and safety. They are, in effect, just solid communication, sensor and defense outposts which serves as "border control" to administrate what goes in and out of a halcyon underground society.
These are often found around halcyon surface cities - as to allow quick retreats into the very deep tunnels during planetary assaults - where the depths of the densely armored underground structures can shelter communities and keep them functional for long extents of times.

The outpost featured is, clearly, in a more desertic, arid landscape. The outpost in snowy, tundra or desertic zones can employ the environment to their advantage - with a relatively simple mechanism which reproduces snow/sand storms. The snow/sandstorms can rather easily be made to look natural, and cloak their positions in times of need. Due to the structure and underground nature, output radiation can be effectively minimized. 

There are stories of such outpost having been lost for years out of sight until they were unearthed.

Due to their small size, making them appear like dunes is relatively cheap




Spoiler:
Name: Cassandra ‘iron’ Ranjolf
Gender: Female
Age: 126
Specie: Halcyon
Breed: Arctic
Class: Engineer, Guardian
Specialities: Mechanics, precision shooting, first aid
Abilities: Excellent hearing and sight
Skills: An excellent engineer, and markswoman. 
Strentghs: Accurate, precise, sturdy build, unphased by extremely cold temperatures.
Weaknesses: Not the most agile, ill in warmer weathers, easily ill, generic halcyon weak spots
Equipment: 
Plate and weave armor (halcyon - dwarven design)
Mosin Nagant - 5 clips (one loader) - 30 rounds
Engineering tools
Survival axe
Pouches 
Items:
Chocolate bars
Various books
Bio:
Not much is known about Cassandra, beside that she was one of the main engineers who worked on this train - and from the very start. She sees the safety and function of the train, and the safety of it’s passengers as her duty.
She often comes off as cold, almost drone like person - typically when she is working, and around strangers, but proves to be a very warm, loving, cuddly and gentle person once relaxed and off duty.
She, just like most halcyons and dwarves, come from the range of halcyon - dwarven mountains, where she spent half of her life studying and training. She was once an ambassador between the french embassy and the dwarf - but soon turned back to what she knew best - cold tools, precision work and calculus.


Spoiler:
The Hydra is a 3 kilometer tall structures designed mostly for orbital use - althought some have been found in use in deep space as outposts.

A Hydra structure behaves as an orbital long range fighter base ( squadrons of 6 fighters each.). It features storage, communication and sensor infrastructures.

It's main purpose are to behave both as a defence structure, as well as a structure to allow the refuelling and of other general checkpoint duties (change of crew or material, shipping, communication, diplomacy, etc. ).

The fighters aboard each Hydras are implaced mostly to enforce the juristiction and the border customs - but are often employed to push back enemy attack crafts.

The Hydras are built on land, then raised through the use of a ship, and an orbital elevator - which employs a "rope" of graphene reinforced nanocarbon fibres alongside a cover comprising of a multiple of layers of ceramics and alloy materials alongside a "motor" which raises the unit. 

Hydras are typically crewed by 83 individuals - mostly Ceruleans and Fideas.

Hydras can sometimes be found in deep space - where they are fitted with supply and storage extensions, and crewed by machines. These are typically implaced in strategic locations.

Halcyons' warships' warp drives require refueling of their capacitor batteries after every 4 jumps - which typically have a jumping range of 3 solar systems ( 0 - gravity areas in space, or "black zones" do not exhaust the portal, and allows them to reach). Due to this, it is not unusual to find several of these to be fitted in tactical zones in which the halcyon fleets require for efficient movements.

These are used by both civilian, ressource and trade, and military crafts.

THIS VARIANT IS SHOWN AT TIER 3.
Tier 1 is able to supply 3 ships at once, and sustain 3 fighter squadrons. Basic infrastructure with basic communication and sensor suites.
Tier 2 is able to supply 6 ships at once, and sustain 6 fighter squadrons. Advanced infrastructures with advanced communication and sensor suites. Basic point defence drones and shielding.
Tier 3 is able to supply 12 ships at once, and sustain 12 fighter squadrons. Features increased armor and shielding, as well as additional point defence drones
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Re: New arts

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