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Extremi Chauncey-Class Steam Locomotive by killerweinerdog
Extremi Chauncey-Class Steam Locomotive

As Blakfuel became the mainstay power source for all internal combustion engines, its disadvantages became more and more apparent: for one, its state of matter was very susceptible to temperature changes. In hotter climates, it would burn abnormally hot and gave off a lot more fumes, making it volatile and dangerous to work with. At lower temperatures, such as those encountered in Domoya, it would thicken into a tar-like substance that would burn very cold and gum up internal combustion engines. Another issue is that, while it ran well and efficiently in engines, its explosive power was limited at best and produced a low torque ratio. While this was not as big an issue for aircraft and zeppelin engines, it made it difficult to utilize for heavy hauls without using an extremely complicated transmission system. Advances in blakfire refinement and alternative fuel would fix this, but the need for a locomotive that was relatively easy to maintain and could operate in all temperatures without modification had become apparent. 

So, the engineers in Extremidad came up with the Chauncey, a steam locomotive fueled by Blakfire crystal. You see, while Blakfuel's burning temperature is unpredictable, unrefined Blakfire crystals, when heated with a regular fire, burn hot and consistent, much like this world's coal. The only downside is that the flames are hazardous to touch, but so long as safety precautions are taken, the flames can be contained easily like any fire. Of course, considering the nature of Blakfire flames to alter the very state of regular metals, the firebox and parts of the boiler of the Chauncey are reinforced with Blaksteel, which can survive the flames and abilities of blakfire flames. 

The result of the Chanucey's novel power design is a robust, powerful engine that can operate in almost any environment, and pull around heavy loads like no one's business. In fact, the design is so effective that the Chauncey is used under licence by many countries, and has become a staple, and symbol, of overland world logistics. 

- 4-8-4  wheel layout for even distribution of weight across the rails
- modular design allowing for additions such as side plates, cow catchers, and even full armor for military duties 
- "knuckle" style couplings, based on the pre-world "Janney" coupler
- post-world "reversing" valve gear; utilizes a gear mechanism within the piston housing to reverse the direction of force from the crank arm (based off a simplified Walschaerts design) in order to operate the pistons. While deceptively simple, it allows for an effiecient management of the steam to the pistons, though the downside is that the gears tend to wear easily with continued use, prompting routine inspections. Most engineers carry spare gears in the cab in case one needs replacement away from the works.

Height: 14'
Length: 52.4' (locomotive) 79.7' (with tender)
Width: 9.8'
Weight: 95 tons

Top speed (without load): 88 mph

Armament: None, but many are fitted to use on armored "War" trains.

Extremi P-140 Peregrine Fighter by killerweinerdog
Extremi P-140 Peregrine Fighter
"Squadron came across flight of Extremi Peregrines while doing patrol. Or rather, they came upon us. Did not even know were there until one literally came up from behind and waggled wings. Synchronized radio frequencies and made some conversation before they broke off and let us be. Graceful birds. Glad were on our side; our steamers not stand a chance otherwise." Domoyan pilot, detailing his encounter with a flight of Peregrines.

In response to the Barakuda, the Extremis decided they required a plane capable of matching, or preferably surpassing the so-called "flying rat rod." Rather than focus on speed, however, it was decided to make a plane that could out-fly rather than out-run the venerable craft. As a result, the Peregrine came to be, and, as mentioned in the older entry for the Peregrine, it was not based directly on any one aircraft, more rather loosely based upon the PRe-world Curtiss P-40 Warhawk and improved upon using elements from other planes, such as the P-36, the Spitfire, and some others. 

The Peregrine is initially geared towards escort and interceptor roles, however it may also serve as a ground attack/infantry support fighter as well. Compared to its rival the Barakuda the Peregrine is slower, but has a longer range and is more manuverable and stable at low speeds. In addition, its supercharged engine allows for a higher ceiling, making it useful for escorting Constable bombers and supplementing Banshee and Brigand aerial patrols. Also unlike the Barakuda, its thicker, more durable tires make them able to land on rougher dirt airstrips, or practically anywhere they can stop in a good amount of time. Overall, compared to the Barakuda, the Peregrine, while slower and with a lighter armament, can still out turn the Kuda at any altitude, and fly higher and farther as well.

-Landing gear wheels shorten and rotate through 90 degrees while retracting; while they do not lie flush with the wing, the fairings over the struts allow for some aerodynamic mitigation.
-modular design allows for quick conversion to other roles, such as recon, liaison, and fighter/bomber roles. 
-two-speed supercharger engine gives the Peregrine an altitude advantage over other planes; the supercharger and supercharger exhaust is installed under the cockpit with the  giving the Peregrine its distinctive stepped fuselage shape. 
-unlike the P-40 and P-39, the Peregrine's cockpit canopy does not slide back; rather, the top folds back, and the pilot climbs in. This allows for a somewhat simpler method of bailing out, where the pilot simply pulls a pin behind and above the seat that releases the canopy from its hinge, allowing it to be punched or blown away. 


Wingspan: 29.5'
Length: 28.7'
Height: 8.8'

Powerplant: 1 x Ransel Avenger V-12 Liquid Cooled Engine
Top Speed: 380 mph
Range: 400 miles
Ceiling: 30,000 feet

Armament: 2 x .50 synchronized caliber machine guns in nose, 4 x .30 caliber machine guns in wings, up to 500 lbs of ordinance.

Crew: 1 (pilot-fighter) 2 (pilot, passenger/camera operator-liason/recon) 
Extremi LH-15 Grasshopper Helicopter by killerweinerdog
Extremi LH-15 Grasshopper Helicopter
Since the Last War, many countries have stumbled across tech from a lost age, but unfortunately lack the resources or knowledge to unlock its secrets and reverse-engineer it for their own use. On some rare occasions, countries simply use what they have and hope it lasts (such as the case of Damontia and the Reavers, though that is a special circumstance in itself considering the nature of the Reavers), or use what technology they currently have to make a simpler version of the tech. As such was the case of the Grasshopper. 

The Grasshopper came to be after a Pre-World weapons cache was discovered by a village of Wood Elves while traveling along the Extremi coast, who reported the find to the government. While the cache was contanimated by seawater, which deteriorated the weapons inside to a non-usable condition, a Pre-world helicopter managed to survive the worst, and, despite itself being inoperable, the rotor system was intact enough to allow for an in-depth study. After determining that the technology could be replicated and feasibly used if developed on a less advanced level, the work was utilized to make the Grasshopper.

The Grasshopper is utilized as a light utility/ground support helicopter, as well as for search-and-rescue, aerial reconnaissance, and MEDEVAC duties. Powered by a single radial engine which drives both the main and tail rotors, its most notable features are its exposed framwork tail boom and large, rounded nose. Fast, agile, and light, it provides support to places where conventional aircraft cannot go, though as a helicopter its range is limited, requiring it to usually be carried by ground and assembled. Thankfully, its modular design makes this somewhat easier, and it being a helicopter means any place it can fit safely it can take off from. In addition, it can carry a good amount of firepower with it, making it a terror to an enemy that is not prepared. Still, it is not without its pros and cons: 

-light weight makes it easy to transport and agile, but with little armor and the tail boom crankshaft and gearbox fully exposed, even small arms fire can bring it down in large enough concentrations. 
-tricycle undercarriage means it can be towed around on the ground, and locking brakes allow it to hold fast to almost any surface. 
-detachable winglets allow for weapons to be added, making it a useful for supporting infantry in a pinch. However, the recoil of the machine guns has shown to cause stress to the single radial engine when fired in long bursts. In addition, when fully armed, the range of the helicopter is almost cut in half due to the extra strain on the engine. 
-single powerful radial engine can carry the heliopter well, but not effeciently. Compared to fixed-wing aircraft, the Grasshopper's range is very short. 
-in lieu of winglet arms, a door-mounted .50 caliber machine gun can be mounted to either side. However, as with the winglets, prolonged fire has shown to cause stress on the engines. 
-requires extensive training to fly; with such a vulnerable vehicle, only the best are chosen to ensure high survival rates.

In addition to military usage, the Grasshopper finds use in the civillian market as well for duties such as "air taxis," police surveiilence, private transport, etc. 

Height: 10.4'
Width:  16.3'(Unarmed) 11.5' (Armed)
Rotor Diameter: 34.4'
Length: 33.8'
Powerplant: 1 x Ransel "Double Phantom" Engine
Armanent: 2 x .50 Caliber Machine Guns and 2 x 60mm Rocket Pods, OR 2 x .50 caliber machine guns on flexible door mounts.
Crew: 4 (pilot, copilot, door gunner, crew chief) 
Capacity: 4 Persons, OR 800 lbs of cargo. 
Blakfire Notes 1. Contracting Corps

The Contracting Corps is a vast, mysterious organization, known for having a prescence almost anywhere in the world and an abundance of knowledge about it, yet so little of its inner workings is known to the public. Described as a sort of mix between bounty hunters, mercenaries, and men/women for hire, the Corps is loyal to no nation. Unofficially, the Contracting Corps is a strictly legitimate organization, some Contractors have been known for taking contracts with...ambiguous legality. However, they are by no means above a nation's laws, and must suffer the consequences of violating such. To join the Contracting Corps, one must be at least 18 years of age and able to verify their age, and that's about it.

A Contracting Corps individual, known as a Contractor, starts looking for work at a Contractor's Board, basically a large bulletin board found in many towns where citizens will post up contracts, or jobs specifically for Contractors. Most contracts follow a similar layout, with a brief description of the job, contact information, an expiration date, and an area for a Contractor to stamp their emblem. Contractor Emblems differ from person to person, each one unique and featuring identifying marks such as a special symbol, initials of a Contractor, or both and while black stamp ink is the standard, sometimes Contractors use a special colored ink to differ theirs from others. Once a contract is stamped, the Contractor will get in touch with the person who left the contract to obtain more details, and to acquaint themselves with the contract holder. The details of a contract can vary, ranging from protection/bodyguard missions, courier missions, guides through hazardous or unfamiliar territory, or sometimes even domestic services (which themselves can range from something as simple as house-keeping to more...explicit services) Sometimes, contractors even employ other contractors to help with a particularly complicated or dangerous job. Of course, there are some rules clients must follow:

1. A client is legally responsible for him/herself if their contract violates the laws of the country they are in. If arrested, the Contracting Corps is not legally responsible for the client.
2. A client has no real authority over a contractor; he or she cannot force a contractor to do something he or she is not willing to do.
3. A Contractor has the right to void the contract at any time, for any reason.
4. A client purposefully harming a contractor, and vice versa, automatically voids the contract.
5. A client cannot "pass" a contract to another person. If the client dies, then the contract is void.
6. A client MUST pay a contractor IN FULL upon successful completion of a contract. IOU's are not accepted. Failure to pay a Contractor without an acceptable reason may result in a civil lawsuit filed by the Corps.
7. A client may void a contract ONLY if they feel that the Contractor failed to meet the contract's conditions, or if they feel that efforts to complete the contract may result in serious harm to him/herself or others.

On the other hand, Contractors have their own rules to obey. If these rules are violated, the punishment can range from their current contract being voided, suspension/termination of Contractor liscence, or even being put on the Corps' "blacklist," which basically means the ex-contractor will have a bounty put on his or her head to be captured, dead or alive. The "Contractor's Code" is as follows:

1. A Contractor is personally responsible for him/herself while in a nation. If a Contractor commits a crime, the Corps will not intervene for the Contractor's sake.
2. A Contractor cannot take a contract already claimed by another contractor. Contract Theft will result in the contract being voided and penalties applied to the offending contractor.
3. Forging of another Contractor's emblem is prohibited. Emblem Forgery will result in suspension of the offender's Contractor Liscence.
4. NEVER purposefully hurt an innocent. The Contractor is personally responsible for any harm they cause, be it purposefully or through negligence, to an innocent and may incur penalties from the Corps on top of legal penalties. If a Contractor sees a contract calling for the murder of civilian(s), then the contract must be voided and the client reported to the authorities. Anyone attempting to fufill a contract such as this instead of reporting it will be immediately blacklisted, NO EXCEPTIONS.
5. Never harm a client, unless in self-defense. Harming a client will result in the contract being void and penalties by the Corps.
6. Contractors may occasionally be called upon to serve in a "black squad" , a temporary team formed to deal with blacklisted Contractors. While exigent circumstances may excuse a contractor from this duty, it is otherwise mandatory and failure or refusal may result in penalties.
7. A contractor is loyal to no nation, not even their homeland.

While the last is mostly made to make it clear that Contractors do not belong to any nation, there are times when their neutrality makes an exception. One exception is when a country becomes openly hostile to the Contracting Corps, and actively attacks members and Corps property, such as offices, or Contractor Boards. In this case, the Corps will denounce the country and pull its members from it if possible, as well as block off contracts from said country. This has happenned twice, once during the First Damontian War, where the Corps denounced Damontia after they targetted and raided several Corps buildings in Deadland, Damontia's capital, under the accusation that the Corps were "harboring Extremi spies and made their bed with the enemy." The second time the Corps denounced a nation was fairly recent, when the Nilatio Empire enslaved several Elfin and REAVER* contractors and refused to return them, citing Nilatio's policy on non-humans being open for enslavement. Following the Corps' denouncement and pulling of Corps resources from the country, the contractors were returned, however negotiations to end the denouncement failed when Nilatio refused to acknowledge the Corps' condition that Contractors, no matter the race, would be immune to enslavement. The denouncement, like the Demontians's denouncement remains active to this day. In addition, there have been cases in the past where groups of Contractors were allowed to be hired by a nation's military to serve within their ranks. Due to a Contractor's ability to be flexible, reliable, and to think outside the box, their expertise is useful for irregular warfare and assignments otherwise not suited for large rank-and-file armies.

* REAVER: Pre-World sentient androids.
Blaktionary Entry #1: The Contracting Corps
This is just one of a few little bits I'm going to post every now and then, basically just talking about different elements, places, and people of Blakfire. Mostly they're just filler, but they do have lots of useful info about other pieces of my little universe. 

The above symbol is, of course, the Contracting Corps' emblem, consisting of a blue diamond with two large C's, one reversed, making up the inlay with a crosshair in the center. This emblem is used to mark Contracting Boards, Corps buildings and vehicles, and is stamped into any official documents. 
Extremi Cherub-class Patrol Boat by killerweinerdog
Extremi Cherub-class Patrol Boat

"The secret to not dying on a Cherub is to always keep moving; As soon as you slow down every gun within a two mile radius will be trained on you. That, and stay close to shore. " - unnamed Extremi Cherub Patrol Boat Crew

Before the Cherub, Harbors were guarded by shore-based coastal defense batteries, torpedo nets, and the occasional cruiser or destroyer standing at attention at the mouth. While this is effective against large-scale raids, it was found lacking against smaller infiltration craft carrying saboteurs, small arms, or sometimes even high explosives and torpedoes, which would be either launched within the harbor or the entire boat turned into one large torpedo, with the crew locking the throttle and (hopefully) jumping free before impact. As these sorts of incidents became more prevalent, the need for a light, fast craft that could keep up with them was made apparent. At the same time, another growing issue was a lack of a fast, shallow draft boat that, ironically, would enable the Extremi's to carry out raids of their own, and in addition, a boat that could be sent up rivers to drop off and/or support small shore parties. 

To deal with all of this, the Cherub came to be: Also called a "Mosquito Boat" or endearingly referred to by its crews as "Cheri" the Cherub proved itself as just what the Extremi Maritime Navy needed. Fast, reliable, and mission configurable, the Cherub came in two basic variants: The first was a standard "Ocean Patrol" variant, featuring traditional screw propellers/rudders and equipped with torpedo tubes for fast, brutal attacks against enemy ships and infrastructure. The second variant was a "River Patrol" variant, featuring a more advanced pump jet system and lightened considerably to allow for fast river operations. Of course, as with all small, fast craft, the Cherub is lacking in heavy armor, meaning her speed and maneuverability is the only things standing between her and Davy Jones' locker. In addition, despite her Ocean Patrol version having a deeper draft, her range is limited and larger swells can tip her over if her crew isn't careful, she is still not suited for independent open ocean operations, limiting her use to coastal duties at best (though there have been instances where several Cherubs have been operated in deep water from a "Mother ship" tender, allowing their use in naval warfare as fast, light raider boats.)

-Modular weapon design means Cherub boats can be configured for mission needs, and can support a variety of weapons
-River Patrol Version's impeller pump jets allow for fast shallow draft operations without fears of damaging the inner works, though the more complicated design leads to mechanical difficulties if not properly maintained. 
-all variants equipped with basic short-range radar/sonar, allowing them to act as "spotter" ships for Leviticus class destroyers on submarine patrols. However, due to their limited usefulness in river ops, many river patrol captains elect to remove the sonars to save on weight.
-Equipped with a small launch behind her exhaust stacks, useful for landing troops/as an emergency raft
-While space is limited, Cherubs also have a small berthing and simple galley with stove, allowing for some crew comfort. 
-Navigation/radio room located just fore of the wheelhouse and aft of the forward gun

3 x Main weapon emplacements which may consist of any of the following: 
Dual 40mm "Pom Pom" AA guns
.50 Caliber Heavy Machine Gun
40mm "Thumper" Semi-automatic Grenade Launcher/"Flak" Cannon

4 x 18" Torpedo Launchers
1 x 13" "Hedgehog" Mines/Depth Charges in 8 shot retractable launcher (Note that this is the only weapon not modular in design; "Sub Hunter" variants have to have their aft weapon emplacement specially built to carry the launcher)
4 x 5' Multiple Rocket Launcher Tubes (Mounted in place of Torpedo Tubes, usually found on River Patrol craft)

Length: 78'
Beam: 22'
Draft: 7' (Ocean PAtrol Variant) 4' (River Patrol Variant)
Height (From Keel): 25'

Top Speed: 60 Knots

Powerplants: Two Ransel Dullahan V-12 Aircraft Engines powering twin screws (OPV) Twin impeller water jets (RPV)

  • Mood: Tired
  • Listening to: Buh.
  • Watching: Not really sure,
  • Playing: Fallout New Vegas
  • Eating: Chinese Food
  • Drinking: SODAPALOOZA
The first 10 people to comment on this journal, I will put their avatar and the three deviations I like the most from their gallery on the list! -If you comment, you have to do the same in your journal, putting me in the first spot. -The idea of this is not to get a free feature, it is to spread art around for everyone! If you don't re-do it you will be taken off the list.

1. :icondjblackshado: 

Mature Content

Demon Crossing's Necrol and Arial (Colored) by DJBlackshado

Mature Content

Demon Crossing's Necrol and Arial by DJBlackshado

Mature Content

2. :iconthebigredbutton123:
War Machine Against the Sky by TheBigRedButton123Johnny Gat Profile by TheBigRedButton12350s Dex by TheBigRedButton123

3. :iconnickworcester:
High School Showdown by nickworcesterSketch - Heavy and Engineer at Control Point by nickworcesterAUTHORITY by nickworcester

4. :iconlaceups: 
love by laceupsleo by laceups<da:thumb id="447622225"/>








United States
Current Residence: Georgia
Favourite genre of music: Rock/Alternative
Favourite style of art: manga, mecha musume, WWII aircraft, cybernetic weapons
Operating System: Vista (lol, sucks to be me)
MP3 player of choice: Sansa Fuze
Shell of choice: 88mm Antitank
Personal Quote: KEEP THE DISTANCE.

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cheif15 Featured By Owner Nov 28, 2015
Happy Birthday!
killerweinerdog Featured By Owner Nov 28, 2015
FFDP-Neko Featured By Owner Oct 24, 2015
Thank you for the :+fav:
killerweinerdog Featured By Owner Oct 24, 2015
FFDP-Neko Featured By Owner Oct 24, 2015
Panda-Jam Featured By Owner Mar 6, 2015  Hobbyist Traditional Artist
Thanks for the fav ^^
Joodoo Featured By Owner Oct 9, 2014
Hey there, thanks for watching!  I hope you enjoy my transformation renders and Transformania Time!
killerweinerdog Featured By Owner Oct 9, 2014
No prob! THis is Zephyr from the Valentine family by the way. 
Joodoo Featured By Owner Oct 10, 2014
Ah, hello!  I usually send out these watch thank you messages once enough have built up.  I sent out 23 last time.
killerweinerdog Featured By Owner Oct 10, 2014
No prob! Good to hear from you! 
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