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TGC45 Skirmisher Gun/Troop Carrier by killerweinerdog
TGC45 Skirmisher Gun/Troop Carrier
"Riding in the back of a Skirmisher is like being put into a big metal shoe box and tossed around by some giant. I wasn't sure whether I should be more concerned about a lucky mortar round taking us all out, or my fillings coming loose." - Extremi Soldier after the Battle of Dead Man's Road, the first major engagement to feature Skirmishers

Early Pre-war accounts taught the Extremis of the importance of providing a quick, safe, and reliable method of getting troops into the battlefield. Many of the proposals, however, fell short, due to lack of practicality, technology, or funding. However, one idea that showed potential was that of the Armored PErsonnel Carrier, or APC. Nothing could be done to make advanced machines like the days of the past, but what was plausible was converting an existing design, in this case a Lancer Gun Carriage, into a capable transport vehicle. The result was the Skirmisher gun/troop carrier  

The Skirmisher is more or less just a Lancer with the main gun removed, and the boxy rear hull's height extended and armored up, the ammunition compartments replaced with benches. While by no means a comfortable ride, the durable hull provides protection for the passengers from all but the heaviest of fire. Since it shares its hull with the Lancer, repairs are easier, and the durable Royal Knight-based chassis  means it can keep up with the armor. It shares many qualities with the Lancer as well, such as a radio room at the co-pilot's position, an open-topped back, and engine compartment in the forward hull just behind the driver. 

Features: 
-Bench seating holds ten in rear hull, plus one machine gunner.
-Driver's compartment in forward hull in front of engine; while this provides driver safety from enemy fire, it makes communicating with the driver and radio operator more difficult.
-Uses same engine as the LAncer and Royal Knight, making repairs more managable
-Engine access in front of rear hull, machine gunner's step folds up to allow for access
-machine gun on ring mount for antiaircraft defense duties, however the open top of the vehicle's rear hull leaves passengers exposed to air attack and artillery.
-rear hatch drops down for quick disembarkement, though the steepness and lack of steps makes embarking somewhat of a hassle.

SPECS: 
Height: 11.3'
Length: 23.8'
Width: 8.8'

Weight: 43 tons

Armanent: 1 x .50 caliber heavy machine gun. 


Powerplant:  1 Ransel Ghost Radial Aircraft Engine
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Extremi T3L Footman General Purpose Vehicle by killerweinerdog
Extremi T3L Footman General Purpose Vehicle
"Oh yeah, I love the Footman. Spunky little jeep is just so easy to maintain, but hard to kill. I swear you could drop this thing straight from the zep and worst you'd have to worry about is replacing the headlights." -Extremi Mechanic

Much like the Pre-War Willys Jeep the Footman is based upon, the T3L is a light, versatile, and rugged machine, built to help mechanize Extremi ground forces and allow for greater mobility. Armed with a single .50 caliber machine gun (though many field modifications with heavier, and more novel, weapons have been observed) the Footman covers a variety of tasks, from recon, light transport, medevac, and fast assault, its speed and manuverability made possible by its small, but powerful and efficient "Speed Demon" straight-4 engine. The downsides of the Footman is of course, the exposed positions of the driver and passengers, with virtually no armor protection. Still the Footman serves well in its role, and is a valuable asset to Extremi ground forces. 

Features: 
- While the Footman is generally an open-top, a retractible roof can be deployed for operations in rough weather. 
- 4 wheel drive provides excellent grip on all but the roughest terrain, a testament to its mobility
- light frame means it is easily transportable and able to be dropped from carrier zeppelins on parachutes. 

SPECS: 
Height: 5.5'
Length: 13.7'
Width: 6.3'

Weight: 1.25 tons

Armanent: 1 x .50 caliber heavy machine gun. 


Powerplant: Extremidad Motor Works "Speed Demon" Straight 4 engine.
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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, though 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 can not employ a contractor to do something that is against the laws of the nation he or she is currently in. (i.e. murder, smuggling, extortion)
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.

Of course, 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.
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. 
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Damontian Drache Tank by killerweinerdog
Damontian Drache Tank
"High command cared little for the safety, much less comfort, of the soldiers on the front line when the Drache first rolled out of the factory. Sure the Drache looks mean on the outside, but the inside is a crowded mess. If you took a hit and started burning you may as well begin praying." -Captured Damontian Tank Crewman

Known only as the "Drache," this is the Damontian's response to the growing issues caused by utilizing the Pre-World blueprints for the venerable German Tiger tank.  While they did their best to work with what they had, it soon became apparent that the base Tiger would not cut it, especially in a world where found technology could far outpace any of the ancient blueprints they had, as proven by the Extremis' production of the new Royal Knight tanks. So, the Drache was created, using the Tiger as a base and improving the design until they had a venerable fighting machine. The Drache is a terror on the battlefield, being much faster and more manuverable than the older, slower Tiger tanks, and boasting the old torsion spring gear, but with modifications to make it more reliable and serviceable in the field, though it is still a complicated design nonetheless. Paired against the Knight, the two tanks come up just even, with each one able to pierce the side armor of the other, making tank duels more a matter of who can aim and fire faster. STill, the Drache does have some shortcomings. For one, it has a notable lack of antipersonnel and Antiaircraft weapons when compared to the Royal Knight, making it reliant on ground troops and specialized vehicles, and a lone Drache is often a dead one before long. In addition, it, like its predecessor, suffers from simply being too big and heavy, somewhat limiting its mobility. Still, a Drache bearing down on you is a scary sight to behold, and many enemies of Damontia learn to fear the clack of treads...

Features: 
-Wide track base makes going over muddy and soft terrain easier than its nemesis, the Royal Knight, though the heavier treads also hurts fuel mileage. 
-Front-mounted dozer blade, originally designed to give the vehicle utility and allow for cross-country travel since its weight and size makes it unsuited for roads, often used in cities for demolition of buildings and clearing debris. 
-.50 caliber flexible mounted machine gun. Made as an attempt to up the caliber of and copy the infamous German MG42, this gun sadly falls short, suffering from a dissappointing rate of fire compared to the gun it is inspired from, and bad durability and reliability problems stemming from the power of the larger 12.7mm cartridges.
- unique hull crew hatches, which rotate sideways instead of swinging up, since the size of the turret would not allow them to open fully. This leads to difficulty in abandoning a damaged tank, and unfortunately many drivers and gunners do not make it out.  

SPECS: 

Height: 11.3 ft
Length  26ft (front of hull to back)
Length  29.8ft (from back of hull to tip of main gun)
Width: 12 ft

Weight: 65 tons

Armanent: 1 88mm High Velocity Antitank Gun
1 .50 caliber machine gun on hull
1 .50 caliber machine gun on ring mount




Powerplant: 1 Rottstein V-16 Diesel Engine
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Damontian BRC-157 Bremse (Horsefly) by killerweinerdog
Damontian BRC-157 Bremse (Horsefly)
"Truly, the Damontians' Horsefly bomber is a wonder of aviation technology; that is, it is a wonder that the bloody monstrosity manages to get off the ground." - Unnamed Extremi Pilot

The Horsefly is more or less the Damontian analogue of the Extremis' venerable Constable bomber. A huge, heavy craft, notable for its distinctive "bent" appearance, this thing is like a B-17 on steroids. Extremi pilots have a good reason for calling an attack run on a Horsefly formation "Running the gauntlet" and oftentimes Horseflys will fly missions without escort. However, it is not without its flaws. For one, it is notoriously unstable and underpowered, even with its four huge V-16 engines driving two coaxial props each. For this reason, even the loss of one engine can spell doom for the plane, and sudden moves like tight turns or even just cutting the throttle too quickly can send it plunging. Whle heavily armed and armored, and boasting an astounding bomb payload, the Horsefly suffers in speed and manuverability. Its open cockpit also severely limits the ceiling, though its ponderous and often dangerous climbs mean its questionable if the plane can get up there in the first place. The Horsefly also has some interesting features: 

- Air cooling intakes in the prop spinner hubs, which, while limiting idling times, allows for a more direct flow of cold air into the engine and radiator and increase efficiency 
- 30mm cannon in the nose, may be used in strafing attacks or against enemy fighters coming head-on, though its low rate of fire limits capabilities. 
- "smoke shroud" over the nose, meant to diflect smoke from the heavy cannon away from the open cockpit. 
- coaxial propellers, in theory provides more thrust, but the engines are sadly severely under-powered. 
- distinctive "bent" fuselage, deisgned to allow for better takeoff rotation without the aft lower turret striking the ground. Increases drag, which unfortunately compounds the plane's speed and stability issues. =

Overall, despite its flaws, the Horsefly is a tough old bird, and, like the Damontian Barrakuda fighter, in the hands of a skilled crew it can be an absolute terror...so long as the engines hold out.

Specs:

Wingspan: 152'
Length: 100'
Height: 30'

Powerplants: 
Top Speed: 155 mph
Range: 2000 mi
Ceiling: 10000 ft

Armament: 
4 x Quad .50 caliber machine gun turrets
4 x .50 caliber waist gun positions
1 x six .50 caliber machine gun turret on tail 
1 x 30mm cannon in nose
12000 lbs of ordinance

Crew: 15 (pilot, copilot, bombardier, radioman, navigator, 11 gunners)

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

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 laceupslove by laceups

5.

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9.

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deviantID

killerweinerdog
Brandon
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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:iconpanda-jam:
Panda-Jam Featured By Owner Mar 6, 2015  Hobbyist Traditional Artist
Thanks for the fav ^^
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:iconjoodoo:
Joodoo Featured By Owner Oct 9, 2014
Hey there, thanks for watching!  I hope you enjoy my transformation renders and Transformania Time!
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:iconkillerweinerdog:
killerweinerdog Featured By Owner Oct 9, 2014
No prob! THis is Zephyr from the Valentine family by the way. 
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:iconjoodoo:
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.
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:iconkillerweinerdog:
killerweinerdog Featured By Owner Oct 10, 2014
No prob! Good to hear from you! 
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:iconwhiteravenlord:
WhiteRavenLord Featured By Owner Aug 29, 2014  Hobbyist Writer
Thanks for the watch!
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:iconkillerweinerdog:
killerweinerdog Featured By Owner Aug 29, 2014
No problem! 
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:icondominiquemelted:
DominiqueMelted Featured By Owner Aug 23, 2014  Hobbyist Artist
Thanks for the visit!
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:iconkillerweinerdog:
killerweinerdog Featured By Owner Aug 23, 2014
You're welcome!
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:icondefilerzero:
defilerzero Featured By Owner Aug 16, 2014  Hobbyist Digital Artist
Thanks for the watch. :D
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