NVP Bible Chapter 1.1: Tech Limitations (Season 2)

## Nos for Season

### Nos

•Humanoid sized robots / Cybernetic modification •Exoskeletons / Exosuits •Full composite armour •Active protection systems •SRBM/MRBM/ICBM •M1 Abrams/derivatives •F-14/F-15/F-16, A-10, Yak-38, Yak 141/derivatives, •Arleigh Burke-class/derivatives

# Tech Limitations (Season 2)

The first section of the Navalpunk Bible, the tech limitations (in Season 2) are needed in order to maintain a balance and or some challenge in order to demonstrate a sense of competency and or dedication to writing in the Navalpunk canon. These technologies being limited are needed for any article to be canonised, and will recieve a fair explanation in-lore.

#### **[I.] Phase 1: 1955 - 31 December 1965**

Technologies of this era as determined by the chronology in the Navalpunk universe will be the starting date of the Navalpunk **Season 2** and the end of **Season 1** tech limitations. This also means any technology, entity or concept that fill in the requirements of being before 31 December 1965 in applications (in their real life equivalents or similar) will be allowed. However a difficult topic can be discussed with Estates Generals to rectify any allowances not part of the article.

**Any technology in development before 1965 but entered service afterwards is not counted**. However this can be discussed with Estates Generals for further adjustment for acceptance into canonicity.

Any technology some years (1 - 3 preferrably) remains flexible as long as it satisfies the staff's judgement regarding accepting said technology.

#### **[II.] Phase 2: 1966 - 30 April 1971**

Technology limitations for Phase 2, Season 2 Navalpunk will end by (real life equivalent) 30 April 1971, not including the Navalpunk New World chronology. **Any technology in development before 30 April 1971 but entered service afterwards is not counted**. However this can be discussed with Estates Generals for further adjustment for acceptance into canonicity.

Any technology some years (1 - 3 preferrably) remains flexible as long as it satisfies the staff's judgement regarding accepting said technology.

### Definitions for Navalpunk Season 2

The definitions for NVP S2 will serve as both a reference listing for both roleplayers, writers and staff alike.

#### [I.] Power Armour / Mech Suit

The term **mech suit or power armour** refers to the (primarily) science-fiction term of the subject. Described as a human-sized armour, suit or other forms of wearable automata capable of withstanding small arms fire (rifle and machine gun fire) and or carry greater weight loads and weaponry. This alters from **exoskeletons or exosuits** which leans toward a mobile or utilitarian motive.

#### [II.] Exoskeleton / Exosuits

The **exoskeleton or exosuit** is a wearable mobile machine that is powered by a system of electric motors, pneumatics, levers, hydraulics or a combination of technologies that allow for limb movement for a variety of purposes, primarily increased strength and endurance. This can be also considered powered which lacked the electric components that need to operate the suit. This suit is typically only externally worn onto the body however this can be joined towards the body directly either via bones or spinal cord. (This is considered cybernetics and is not allowed for canon in S2.)

#### [III.] Large Tanks / Walkers

Vehicles considered as **large tanks or walkers** or simply armoured fighting vehicles and is capable of performing vehicle-on-vehicle combat (except for light pure-wheeled vehicles), infantry-fighting vehicles included. Minimum weight classification = 13.4 tons.

#### [IV.] Miniaturised Robotics / Cybernetics

**Miniaturised robotics or cybernetics** are modifications which are using external or internal biomechatronics which aims to integrate into the biology of a living entity.

Miniaturised robots also refer to the creation of humanoid robots or other artifiical being often made from a flesh-like material and, partiularly made to have a humanoid appearance frequently seen in science-fiction. These miniaturised robots can come in both gynoid and android forms and often are automatons in nature.

#### [V.] Close-in Weapon System (CIWS)

The **close-in weapons system** (CIWS for short) is a point-defense weapon system for detecting and destroying short-range incoming missiles and enemy aircraft which have penetrated the outer defenses, typically mounted shipboard in a naval capacity. Nearly all classes of larger modern warships are equipped with some kind of CIWS device.

#### [VI.] Gijinkas

A unique sort of weapons systems involving typically an android (doll) or humanoid (also typically female) equipped with miniaturised weapons systems and equipment that are representative of existing vehicles or weapons. In essence, a **gijinka** is a personification of an existing thing or entity.

## Minimums for Navalpunk Canon (Season 2)

#### [I.] Regulations for Power Armour

* At minimum the size of power armour would be equivalent to 210 centimetres (2.1 meters) in height.
* They are to be described as large, cumbersome and heavy by default, if powered it reduces 60% of it's mobility and speed or completely immobile if energy is exhausted or powered off.
* At speed, the standard speed of power armour or mech suit speed is at jogging pace (10km/h), maximum allows for slightly faster (15km/h) for lightweight power armour.
* Minimum weight for power armour is 127 kilograms.

#### [II.] Regulations for Vehicle Armour

##### Regulation for Composite Armour

* Season 2 will not accept full composite armour formulas (Combination K) instead provide allowance for limited formula designs.
* Design performance of composite armour designs being 1.5mm of RHAe steel per 1 milimeters (physical) against APFSDS / kinetic projectiles.

##### Regulation for Reactive Armour

* Season 2 will allow first generation non-reactive armour (NxRA) not including explosive-reactive armour (ERA), maximum RHAe rating being equivalent to 200 milimetres of steel.

#### [III.] Regulations for Guns

##### Tank and Walker Armaments

* Gun calibres for tanks and walkers in Navalpunk will be limited to around 180 milimetres (7 inches).

##### CIWS

* The fire-control systems for the CIWS is manually operated, with allowance for remote control with radar lock-on capability.
* The main armament of the CIWS can have a calibre under 60 milimeters. Larger weapons are simpler classified as dual-purpose weapons.
* The CIWS have a maximum traversal speed of 50 o/s, which applies for both traverse and elevation speeds
* Have very limited missile interception speed (reference: tomahawk sized missile at 500kph at sea skimming altitude at sea state 3)

#### [IV.] Regulations for Missiles

##### Launched Missiles

* Semi-active radar homing missiles (all types included) are to be larger than 810 kilograms and a diameter larger than 460 milimeters. Compact, miniaturised SARH guidance is not well encouraged.
* Non-tactical ballistic missiles are limited to a speed of Mach 3 (3,675km/h).

##### Walker Tank / Mecha-launched Missiles

* The missiles carried by a mecha or walker tank can only be as heavy as 6,000 kilograms.

##### Tactical Ballistic Missiles

* The missile has a range of 600 kilometres (600,000 meters)
* The guidance system at maximum range would have an accuracy (determined by circular probable error, CEP) of 700 meters.
* At the fastest these missiles can go at a speed of Mach 4 (4,900km/h).

#### [V.] Regulations for Aircraft

##### Aircraft Speed

* Aircraft speeds especially at high atmosphere should have a maximum attainable speed of Mach 3 (3,675km/h). Anything faster requires in-lore significance or discussion with Estates Generals.
* Airships altitude limits are limited to 157,000 meters (157 kilometers).

#### [VI.] Regulations for Energy

##### Nuclear Reactors

* Compact nuclear reactors are allowed, minimum size being 22 meters in width / diameter, 16 meters in length / height (7744m3 in volume) and power output of 10 megawatts (10,000 kilowatts). Must use era appropriate technology and designs. Anything different to this specification requires in-lore significance or discussion with Estates Generals.

##### Nuclear Weapons

* Nuclear warhead size is limited to 40 kilotons. Anything larger requires in-lore significance or discussion with Estates Generals.

##### Airship Reactors

* Airship reactors, or any other anti-gravitational function that allows an airship's flight are allowed to be compact, minimum size being around 10 meters in length / diameter, 5 meters in width / height (250m3 in volume). And must use era appropriate technology and designs. Anything different to this specification requires in-lore significance or discussion with Estates Generals.

#### [VII.] Regulations for Special Cases

##### Gijinkas

* Any gijinka character representing or using equipment or vehicle that they represent must use a full-sized version of said equipment or vehicle. Miniaturised equipment is off the table, they may use other available equipment or vehicles that are also full-sized.

##### Magic Powers

* Magic powers on a personal level (using own body or other energy mediums) are unable to exert magic that is capable of simulating WMDs (Weapons of Mass Destruction).
* Magic power levels on a personal level (using own body or other energy mediums) are not allowed to project energy past 8 - 9 megajoules (equivalent of a 5-inch or 127mm naval gun's muzzle energy). Any high energy power projection can lead to permanent long-term medical conditions or a shortened lifespan.