
Something that started out as a speed paint over a year ago, I'm pretty sure ... and then ended up being something I would add bits and pieces to from time to time. You'll noticed the guardsman in the back is still using the old Al'ethp rifle which I've reviewed by now.
Back when I was still in university I came up with more comprehensive structure for Si'itian military operations and procedures.
To summarize a cliffnotes edition; Si'itian officers, regardless of rank, have to participate in active combat and be able to hold their own. Rear echelons consist of back ups, rapid response assets and intel- and medical complements who relay available battlefield information to front line units and their respective commanding elements. (The only officers exempt from this are those of naval units, though this doesn't mean the commanding officer of a vessel can't chose to join a boarding party if he were so inclined).
While all this is well enough up to a certain point, where the assets in question are engaging at a small enough scale to allow for viewing on a small tac-screen, operations can eventually exceed the scope of what a general issue infantry suit can manage to display in a comprehensive fashion.
At this point, command is usually given to an individual who holds the rank of Warmaster. He, or she, is a seasoned officer, capable of both expert intuitive tactical adaption and thinking while simultaneously advancing with the operational assets. For this purpose, Warmasters are granted a unique suit (read walking tank), which features the necessary field gear to recieve and display all relevant battlefield intelligence, heavy armor and defensive systems to offset against the massive volume of fire high value targets of this kind are subject to, as well as the ability to carry a staggering amount of assault and support weaponry and gadgets to support his or her troops. In addition to all this, Warmasters are supported by at least one AI core to manage information flow and the autonomous on board weaponsystems mounted on the back and thighs.
I have yet to actually create a solid character with this rank, mostly because I haven't yet been able to emulate the kind of mindset you would need for this position. Maybe some day.
As far as design elements go, I re-used the head from that one walker unit I did ages ago for this piece. the arms are really just mechanical, extended adaptions of the regular guard suit, while the little protrusions you can see on the high back are the previously mentioned autonomous weapons systems, which keep the perimeter clear and double as a CIWS against anti armor warheads and such things.
The toes of the suit I eventually incorporated into the feet of the regular guard armor, both for style and practicality reasons.
Si'itians and art are © to iPoke
Back when I was still in university I came up with more comprehensive structure for Si'itian military operations and procedures.
To summarize a cliffnotes edition; Si'itian officers, regardless of rank, have to participate in active combat and be able to hold their own. Rear echelons consist of back ups, rapid response assets and intel- and medical complements who relay available battlefield information to front line units and their respective commanding elements. (The only officers exempt from this are those of naval units, though this doesn't mean the commanding officer of a vessel can't chose to join a boarding party if he were so inclined).
While all this is well enough up to a certain point, where the assets in question are engaging at a small enough scale to allow for viewing on a small tac-screen, operations can eventually exceed the scope of what a general issue infantry suit can manage to display in a comprehensive fashion.
At this point, command is usually given to an individual who holds the rank of Warmaster. He, or she, is a seasoned officer, capable of both expert intuitive tactical adaption and thinking while simultaneously advancing with the operational assets. For this purpose, Warmasters are granted a unique suit (read walking tank), which features the necessary field gear to recieve and display all relevant battlefield intelligence, heavy armor and defensive systems to offset against the massive volume of fire high value targets of this kind are subject to, as well as the ability to carry a staggering amount of assault and support weaponry and gadgets to support his or her troops. In addition to all this, Warmasters are supported by at least one AI core to manage information flow and the autonomous on board weaponsystems mounted on the back and thighs.
I have yet to actually create a solid character with this rank, mostly because I haven't yet been able to emulate the kind of mindset you would need for this position. Maybe some day.
As far as design elements go, I re-used the head from that one walker unit I did ages ago for this piece. the arms are really just mechanical, extended adaptions of the regular guard suit, while the little protrusions you can see on the high back are the previously mentioned autonomous weapons systems, which keep the perimeter clear and double as a CIWS against anti armor warheads and such things.
The toes of the suit I eventually incorporated into the feet of the regular guard armor, both for style and practicality reasons.
Si'itians and art are © to iPoke
Category Artwork (Digital) / Doodle
Species Mammal (Other)
Size 1000 x 800px
File Size 212.3 kB
Presumably the average Warmaster would be notable by not existing.
Some would be laid back, a little eccentric and trusting their Company Commanders and Squad Leaders (whatever rank they are) to work on the specifics of their broad strokes commands.
Whilst others would be like a cross between George S. Patton and a Korean Starcraft pro, frantically and aggressively giving hundreds of commands a minute to thousands of individual units that have to get it done and done by yesterday.
Whilst others still are Leeroy Jenkins with an army to command, telling their AI suite what the objective is and letting the system figure it out while they charge head first at the nearest big thing that's threatening their troops.
Pretty cool art as always.
Some would be laid back, a little eccentric and trusting their Company Commanders and Squad Leaders (whatever rank they are) to work on the specifics of their broad strokes commands.
Whilst others would be like a cross between George S. Patton and a Korean Starcraft pro, frantically and aggressively giving hundreds of commands a minute to thousands of individual units that have to get it done and done by yesterday.
Whilst others still are Leeroy Jenkins with an army to command, telling their AI suite what the objective is and letting the system figure it out while they charge head first at the nearest big thing that's threatening their troops.
Pretty cool art as always.
*nods* I'm not sure what to think of the trend of using artificial muscles. It probably makes more sense, especially when you're dealing with stuff of humanoid size and shape and I'm not saying that it doesn't look neat... but some times the more traditionally mechanical stuff is just cooler :)
Originally the warmaster variant was literally just meant to be a guardsman suit upgrade, but I eventually realized you wouldn't be able to keep track of as many things as you would need to just wearing a HUD, so I tried to come up with mobile display and processing variants, which just made the whole thing cumbersome ... so I eventually just decided to make it a small scale walker unit.
Not cost effective and usually unnecessary too. Most future conflicts of any scale where a Warmaster might be in command are urban campaigns of one sort or another, where targets are not readily engagable from everywhere on the battlefield, unless you want to level the entire neighbourhood ... which sort of defeats the purpose of fighting for it to begin with. So a warmaster is more or less safe without doubles, provided he doesn't decide to jump up to the tallest building of the city and shout out a challenge to everyone X3
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