#mobile access tower
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yaccessmfg · 14 days ago
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Check if You’re Making These 7 Common Mobile Scaffold Mistakes
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Scaffolds are essential for tasks requiring height access, offering versatility and efficiency. However, improper use can lead to serious accidents. Here are seven common mistakes to avoid to ensure safety and efficiency when using mobile scaffolds.
Contents;
1. Choosing the Wrong Scaffold Tower
2. Failing to Inspect and Secure the Tower
3. Skipping Proper Training
4. Ignoring Assembly Instructions
5. Using Improper Access Methods
6. Overloading the Scaffold
7. Operating in Adverse Weather Conditions
1. Choosing the Wrong Scaffold Tower:
Selecting the right mobile scaffold tower is crucial. Consider your project’s height, load requirements, and working environment. For quick, light-duty tasks, ladder towers are ideal, while stairway towers are better for continuous access. In electrically hazardous areas, fiberglass (FRP) scaffolds provide the safest option. Avoid settling for the wrong type, as it compromises functionality and safety.
Article: 5 Reasons to Avoid Mixing Scaffold Tower Components
2. Failing to Inspect and Secure the Tower:
One of the simplest yet most overlooked steps is inspecting the mobile scaffold before use. Check for damaged or loose parts, as faulty components can lead to catastrophic failures. Additionally, mobile scaffolds must be stabilized to avoid tipping. Use stabilizers or outriggers, and always lock the mobile scaffold wheels once the scaffold is positioned.
Article: How Maruti Suzuki India Achieved 3X Productivity in Height Maintenance
Regular inspections and securing the tower ensure it remains steady and safe during use. These steps, though small, can significantly reduce risks and enhance overall stability on-site.
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Read Full Article: Y-Access Manufacturing Blog
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ascenduae · 11 months ago
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Exploring the Benefits of Fiberglass Straight Ladders for Industrial Applications
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In industrial settings, having the right equipment is vital for ensuring safety, efficiency, and productivity. Ladders are a common tool used in various industrial applications, providing access to elevated areas and facilitating tasks at heights. When it comes to choosing ladders for industrial use, fiberglass straight ladders have emerged as a popular choice, offering a range of benefits that make them ideal for such applications. In this blog post, we will explore the key advantages of using fiberglass straight ladders in industrial settings.
1. Electrical Insulation
One of the most significant advantages of fiberglass straight ladders is their excellent electrical insulation properties. Unlike ladders made of materials such as aluminum or steel, fiberglass ladders do not conduct electricity. This makes them an ideal choice for industrial environments where workers may be exposed to live electrical wires or equipment. With fiberglass ladders, workers can safely perform tasks without the risk of electric shock or electrocution. This electrical insulation property provides an additional layer of safety, particularly in industries where working with or near electrical systems is common.
2. High Strength and Durability
Fiberglass straight ladders are known for their exceptional strength and durability. They are constructed using a combination of fiberglass and resin materials that provide excellent structural integrity without adding excessive weight. Fiberglass ladders are resistant to bending, warping, or twisting, even when subjected to heavy loads or rough handling. This durability ensures that the ladders can withstand the rigors of industrial applications and continue to perform effectively over time. Additionally, the non-corrosive nature of fiberglass makes these ladders highly resilient to chemicals, moisture, and extreme temperatures, further enhancing their durability.
3. Lightweight and Portable
Despite their high strength and durability, fiberglass straight ladders are surprisingly lightweight and easy to transport. Compared to ladders made of steel or other materials, fiberglass ladders are significantly lighter, making them more convenient to move around industrial settings. This ease of portability allows workers to quickly set up and reposition ladders as needed, saving time and effort. In large industrial facilities or construction sites, where ladders might need to be frequently moved to access different areas, the lightweight nature of fiberglass ladders provides a practical advantage.
4. UV Resistance
Many industrial applications involve exposure to natural sunlight, which can degrade or weaken certain materials over time. Fiberglass straight ladders, however, are specifically designed to withstand UV rays without degradation. This UV resistance ensures that the ladders maintain their strength and integrity, even when used outdoors or in environments with significant sun exposure. The ability to withstand UV rays makes fiberglass ladders suitable for applications where ladders may be exposed to sunlight for extended periods, such as construction projects or outdoor maintenance work.
5. Non-Slip Surface
Safety is a top concern in industrial settings, especially when it comes to working at heights. Fiberglass straight ladders are often equipped with non-slip rungs or treads that provide enhanced traction, reducing the risk of slips and falls. The non-slip surface of fiberglass ladders ensures that workers can confidently climb and descend the ladder, even in wet or oily conditions. This anti-slip feature is particularly crucial in industrial environments where spills, leaks, or slippery substances are common.
6. Low Maintenance
Maintaining equipment in industrial settings can be time-consuming and costly. However, fiberglass straight ladders require minimal maintenance compared to ladders made of other materials. Fiberglass ladders are naturally resistant to rust, corrosion, and chemical damage, eliminating the need for regular painting or protective coatings. The smooth surface of these ladders makes them easy to clean, requiring only a simple wash with water and mild detergent. The low maintenance requirements of fiberglass ladders allow workers to focus on their tasks without the added burden of extensive ladder upkeep.
7. Versatility and Customization
Fiberglass straight ladders offer versatility in terms of design and customization. They are available in various heights, from small step ladders to tall extension ladders, to suit different industrial applications. Additionally, fiberglass ladders can be customized with accessories such as ladder stabilizers, standoffs, or platforms, which enhance safety and functionality. These accessories provide additional stability, increased standing area, or specialized features tailored to specific tasks or environments. The ability to customize fiberglass ladders according to the unique requirements of industrial applications makes them a flexible and adaptable choice.
8. Long Lifespan
Investing in equipment that lasts is essential for industrial applications, where durability and cost-effectiveness are key considerations. Fiberglass straight ladders offer a long lifespan due to their robust construction and resistance to environmental factors. Unlike ladders made of wood or aluminum, fiberglass ladders do not warp, splinter, or dent, ensuring they retain their structural integrity over time. The longevity of fiberglass ladders results in cost savings as replacement or repair needs are significantly reduced, making them a valuable investment for industrial settings.
Conclusion
Fiberglass straight ladders provide several advantages that make them well-suited for industrial applications. The excellent electrical insulation properties, high strength and durability, lightweight and portable nature, UV resistance, non-slip surface, low maintenance requirements, versatility, and long lifespan make fiberglass ladders a reliable choice. These ladders offer enhanced safety, efficient performance, and cost-effectiveness in various industrial settings. When selecting ladders for your industrial applications, consider the benefits of fiberglass straight ladders and choose high-quality options from reputable suppliers. With their numerous advantages, fiberglass ladders can significantly contribute to the success of your industrial projects while ensuring the well-being of your workers.
When searching for fiberglass ladders for industrial applications, check out ASCEND UAE. They offer a wide range of high-quality ladders, including straight fiberglass ladders, that are ideal for use in industrial settings. Ascend's ladders have several benefits, including electrical insulation, high strength and durability, UV resistance, non-slip surface, and low maintenance requirements, making them a reliable choice. Ascend's fiberglass ladders also have a long lifespan, ensuring cost savings and the integrity of your industrial projects.
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jsintegratedservices · 3 months ago
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J&S Integrated Services
Are you looking for a cherry picker hire in Romford or a temporary boiler hire for your next project in Greater London? At J&S Integrated Services, we specialise in a wide range of plant and machinery hire services, ensuring that your project runs smoothly and efficiently with high-quality equipment such as cherry picker hire, mobile access tower hire, and temporary boiler hire.
We Are Passionate About Cherry Picker Hire and More in Romford, Greater London
At J&S Integrated Services, we are dedicated to delivering top-tier plant and machinery hire services throughout Romford and Greater London. Whether you need to hire a cherry picker, require mobile scaffold tower solutions, or seek temporary boiler hire, our team is committed to meeting your needs. Our expertise spans multiple industries, and we always ensure that all equipment is up-to-date, safe, and ready for use.
Website: https://jandsintegratedservices.co.uk/
Address: Unit 1 Trade Centre, Ashton Rd, Harold Hill, Romford, Greater London, London, RM3 8UJ
Phone Number: 01708 321321
Business Hours: Mon - Fri : 08:00am - 05:00pm Sat - Sun : Closed
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neon-sunsets · 1 month ago
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it’s actually insane to me in retrospect that viktor got the arc he did. I need to go back and count his screen time minutes, but it’s clear that he’s up there numerically, and his story has so much weight within the narrative outside of just numbers as well.
beyond that, though, is the fact that viktor's narrative is fundamentally one about internalized ableism and the systemic structures that encourage it.
(obligatory disclaimer #1 that I have a significant mobility disability and a progressive chronic illness, but I am only one disabled person.)
imagine this: you are a child. you are disabled. the world you live in is one where you cannot afford healthcare; no one is there to teach you how to even use your cane correctly. your world is inaccessible and, worse, even the people who would normally show class solidarity with you don't, because you are not even able to do what they expect from you. characters like vi, powder, claggor, ekko, and mylo are all shown care and solidarity that viktor isn't — because they are able-bodied and therefore able to "pull their own weight."
this, at least, is an environment that can probably be overcome or mitigated by age and meeting people in your community who do care about you. this is an environment comparable to that of many, many, many disabled people who manage to thrive in a deeply unfair and ableist world.
but then you encounter a man who sees that you have talent and tells you as much. he does not ask much of you and he does not care that you are disabled. all he asks is for some help, which you give, and in return he teaches you the things he knows. what comes of this, after all is said and done and your understanding of the world has been fundamentally changed, is that you do have something you can give to your community, to the world. you have a talent which you can use to make yourself useful. you're not strong or sturdy but you can make machines, and that is always in need.
but you can't skate by on being useful like a normal child. the onus is always on you to prove that you're worth the air you breathe and the space you take up, that it's worthwhile to keep you alive. and the place to go to make yourself the most useful, where the most change can be made, is not a place you have any traditional way of accessing. you, through tenacity and grit, manage to get there anyways. (the show doesn't depict this, but any way viktor would have managed to get to the academy would have involved significant difficulty and possibly deception).
and when you get there, to that towering city of bronze, you find that nothing you do actually matters all that much.
everyone looks at you and sees your disability. everyone looks at you and sees where you're from. no matter how smart or accomplished or helpful you are, your behavior will always be, in their eyes, representative of your people. you could handle the stares, the rejection. but their judgement is dangerous to you and your people.
so, in order to survive, you must be perfect. you must project confidence or at least indifference to their cruelty. you must do as you're told and accept meager promotions and toil away as an assistant. you might be the only disabled zaunite they'll ever meet, so you have to make it count. if you fail, if they decide everyone from the undercity is lazy and useless, it's your fault.
you tell yourself you won't let them get to you. you tell yourself that you believe in your abilities.
it's a convenient narrative, and it's wholly untrue.
you, after all, are only a human being. a lifetime of the chips stacked against you is nearly impossible to overcome.
and so the image you build of yourself is that of a man far more self-confident than you, one who is quiet and reserved but proud of his accomplishments. the man you actually are, though, is one desperate for acceptance. desperate to assimilate. you chase your dreams, yes, but you can't bear to take credit, can't bear to be the face of them. you don't let yourself get close to anyone except the man you've built all of this with, who you love more than anyone else. you don't let anyone touch you (except him) and you don't touch anyone. you convince yourself you don't deserve his love or anyone's, that you're not whole enough for that.
you take it so far that, when you finally have the technology you think can cure your terminal illness, the first thing you try to fix is your leg. not the thing eating at your lungs and cutting short the time you thought you had, but the leg which has marked you as Other your entire life. and even though it doesn't quite work, even though it still causes you pain with every step, you force yourself to run on it — faster and faster until you're outrunning the ships and screaming because you may have visibly "fixed" your leg but it still hurts the same.
and when the system is not only oppressive in the material sense but also set up to make you hate yourself, there is almost no escaping this cycle of self-hatred. throw in the fact that in season 2 viktor keeps getting tossed from resurrection to resurrection against his will and it's no wonder the man did the things he did. it doesn't excuse them by any means, but arcane is not interested in excuses — it's interested in what makes people do the things they do. everything that he did to the people in the commune was a reflection of his own self-hatred, both because he still possessed it after death but also because, since he was programming the hexcore to try and save his life but started with "fixing" his leg, it is designed to make people as physically "normal" as possible. the faceless, identical machine people are a metaphorical representation of the ideology viktor has bought into in his pursuit of self-hatred and internalized ableism. his whole arc across both seasons is a demonstration and condemnation of the ways that systems of oppression reinforce self-hatred in the people they are oppressing.
obligatory disclaimer #2 that I don't think arcane did everything right. I'm frustrated with the direction of season 2 away from the piltover/zaun class conflict and towards the broader league of legends universe. but I do think, as a disabled person with a very similar experience of my disability to viktor, that this arc is well-done and very compelling. in the end, what saves the world is viktor accepting that he is deserving of being loved. I'm going to be thinking about this one for a good long while.
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everhavenworld · 4 months ago
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What is Everhaven (codenamed Project Dragon)?
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Everhaven was a sandbox survival crafting multiplayer RPG game that was being developed by Phoenix Labs. It had fantasy characters and quests inspired by Minecraft and The Legend of Zelda: Breath of the Wild. We first hear about Everhaven through the former development team of the game, including the character artist @nicholaskole on his Twitter/X where he explains what the game was about and how far along it was in development.
The game had been in development since 2021, 3 years. It was to be announced in June 2024 and released later in Early Access in September. The player would've started with 5 playable races: Humans, mountain-dwelling Fauns, plantlike Valekins, draconic Wyvarrs, and the feline Purrans.
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Players would also collect creatures and have them as pets or ride them as mounts. Many regions were planned, and a starter region was to be used for launch, the Inner Lands - "a cosy pastoral paradise of rolling fields, lush forests, and alpine slopes". Like Minecraft, players would be able to build houses and customize their land, and grow crops and gardens.
Fully voiced NPCs would've given the world of Everhaven life, expanding the lore surrounding the 5 playable species and a story for players to follow. Enemies would also fill the regions of Everhaven as you explore the land, embark on quests and gather materials.
Each NPC was designed with unique art, gameplay traits, quests, and quirks. They each had a profession, a culture, a backstory. Some had friends and rivals and possible love interests. Aside from their personal quests, they had no linear story. Instead, by playing the game, players would discover their own developing narratives. Narrative designer Bethany Higa stated that the world of Everhaven would be procedurally generated each time, and everyone's experience with the characters would be different. When you met them, and how, and where in your journey, would all be unique. Phoenix Labs wanted to give players the freedom to choose how to build their own story using the NPCs.
The story of the characters would've been told through cinematics driven by the aesthetics and motifs of their cultures.
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According to Nicholas Kole, Phoenix Labs was entering the final 3 months stretch with Everhaven: the character customization was working, music soundtrack and character voiceover was mostly done and still being recorded, cinematics were close to completion. After the Early Access period, Phoenix Labs would've went on with a full plan from there.
The game received excellent feedback and mock reviews, as it was preparing for its upcoming release.
Unfortunately...
A blockchain company named Forte quietly bought Phoenix Labs in 2023 and later decided to cancel all projects that were in development, including Project Unicorn and Everhaven. The team members assigned to the projects were also laid off. This decision was done to focus fully on the other existing games at Phoenix Labs, Dauntless and Fae Farm. There were internal attempts made to save Everhaven but they were unsuccessful.
Phoenix Labs wasn't the first company Forte had purchased. They had also bought Rumble Entertainment, the developer of the mobile game Towers and Titans, and decided to shut down the studio this year in July 2024 in, what a former Rumble dev member calls it, "a ruthless pursuit of profit". This reveals that Forte buys game studios and would casually shut them down if they choose. A gaming news article with anonymous former employees later revealed that Forte would close down studios they acquired and cancel their game projects if they can’t find ways to implement their blockchain tech into the games.
On July 12, 2024, the embargo for Everhaven was lifted, allowing the former team members to post their contributions of the project on social media and on their personal portfolios.
After seeing the content made for Everhaven, a movement was formed by fans; this campaign was called #BringBackProjectDragon, at the hopes of getting Forte's attention and convince them to revive Everhaven and at least sell the game to another publisher. Word spread, and a few cozy game influencers covered Everhaven and its cancellation.
A petition was even created that has reached over 9,000 signatures as a way to show Forte that there is a fanbase that cares for Everhaven.
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To try and get Forte's attention, please spread the word about Everhaven to your friends and on social media (Twitter/X, Facebook, here on Tumblr, Bluesky, etc.), sign the petition, send Forte passive messages about wanting Everhaven back!
For Everhaven fans, there is a Facebook Fan Group, a Bluesky fan account, one for Twitter/X, a subreddit, and a discord server.
#BringBackProjectDragon!
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ncdweller · 3 months ago
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Helene Reflections
Cell service
I don’t think anyone knows how this is strung together. Our neighbors lost service hours before we did. We have T-Mobile, but almost everyone here uses Verizon.
Cell service was available in Georgia and Tennessee, so if you are close to those state lines, you had service.
My understanding is usually cell towers are connected with fiber to a network. I doubt that’s the case here because 1. Fiber is very rare here, and 2. These towers are usually on high mountain tops, but generally close to major highways.
I’m thinking they may use microwave links.
That would explain the disruption. Power outages are everywhere and if one tower is down, then the chain may be broken. There is no mesh network that I can tell, at least not out here.
Verizon and T-mobile have set up satellite linked trailers around Asheville, but you have to be close to them to use them. T-mobile says anyone can use their access, no matter which service you subscribe to. Verizon has not said that about their access.
Indeed, even here, we started getting the SOS status on our phones a day before T-mobile restored service here. That tells me either AT&T or Verizon had stay coming back online. But our phones kept switching from SOS to No Service, so it must have been a pretty distant tower.
We drove south on Saturday looking for a cell signal, and it was interesting seeing vehicles abruptly pull off the highway when they got a signal. We didn’t get a good signal until we got close to Clayton, GA, where my in-laws live, so we checked on them. They had trees down everywhere and no power. But they had cell service.
Conspiracy theororists at the local church claimed that Verizon turned off cellular service before Helene arrived.
Which brings me briefly to the rumor mill.
The most egregious one I’m aware of is someone walking to the fire station in Black Mountain and telling them that the dam was failing and everyone in its path needed to evacuate.
This was completely false, but they brought in FEMA engineers and local authorities to investigate. This tied up emergency resources that were needed elsewhere.
On the positive side, we have visited all of our immediate neighbors face to face. Social media is truly isolating.
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wordsandrobots · 2 months ago
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IBO reference notes on . . . spaceships
@gonk2020 kindly responded to my plea for the means to procrastinate over the essay I should be finishing with a suggestion I take a look at the ships of Iron-Blooded Orphans. So I'm going to do exactly that! Warning for an image-heavy post and spoilers for the whole show and both spin-offs.
[Note: I've compiled this primarily from English-language sources, including fan-translations. There will certainly be additional details I've missed in material that hasn't received a translation.]
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A dash of context
Mecha shows and sci-fi in general often revolve around an aircraft-carrier gimmick, where a larger vessel (treated in naval terms) functions as the base for various smaller craft (treated in aviation terms). Terrestrial-based shows will often make the carriers aircraft in their own right (Eureka Seven and Argento Soma spring to mind) to emphasise the advanced technology on display, while extraterrestrial adventures like Macross go full-bore on substituting ships for spaceships. It's a good conceit, providing visual diversity as well as a moving headquarters from which the heroes can operate.
Gundam falls squarely into this pattern from the start. The original anime's White Base functions in space and on Earth as a flying warship, deploying the Gundam, Guntank, Guncannon, and various 'core fighters' along what are recognisably aircraft carrier catapults. Other ships in the setting are shown to operate similarly, with flight decks, conning towers, and a sea-vessel-like aspect (albeit remixed into a weirder style for the Zeon side). Thereafter, the wider Gundam franchise has mostly followed suit. Successor series like Gundam SEED, Turn A Gundam, Gundam 00, and Gundam Reconguista in G all follow Mobile Suit Gundam in portraying flight- and space-flight-capable aircraft carriers of some variety as a key part of their fictional militaries.
Where Iron-Blooded Orphans deviates from this trend is, like fellow outlier Gundam Wing, by eliminating the terrestrial part of the equation. Gone are concessions to atmospheric travel; here, spaceships remain in space and are treated closer to a Star Trek 'tall-ship' model, with shuttles providing the necessary bridge from orbit to the ground. As in Wing, this is not a concession to physical realism: IBO features full-blown artificial gravity and functionally-perpetual sources of energy. Rather, it serves to retract the 'get out of logistics free' card previous flying aircraft carriers provided to their casts. While Gundam has always erred on the side of making logistical concerns count (damage to the White Base is emphasised alongside the frailty of its supply lines), here they are absolutely key to how the plot unfolds.
Tekkadan not having access to the unbounded resources of their opponents in Gjallarhorn matters. That they cannot take their ship, the Isaribi, with them to Earth is a highly significant step towards the desperate nature of Season 1's final battle. They have to rely solely on what they can transport down in a shuttle and then scrounge along the way. Similarly, it is significant in both seasons that one cannot simply land a spaceship where reinforcements are required. This introduces delays, heightening the tension and the stakes. It's a canny choice, for the kind of story being told.
World mechanics
For want of an official classification scheme, I'm going to group the ships that appear throughout the series based on size, function and power-plants:
Surface-to-orbit shuttles
Small non-Ahab reactor ships
Medium Ahab reactor ships
Large Ahab reactor ships
Huge pseudo-colony ships
This done, we can look at commonalties shared by some or all of these groupings in terms of how they are depicted.
Life support: The most important detail, as far as establishing the setting's technology goes, is that living in space is relatively straightforward. Ahab reactors provide artificial gravity. Concerns about oxygen, food and other consumable supplies are never raised as a serious issue. A brief moment in spin-off game Urdr Hunt even suggests that ships maintain some sort of protective forcefield (capable of resisting a lightning strike – it sort of makes sense in context), which could imply cosmic and solar radiation can also be neutralised. Basically, to all intents and purposes, space travel is a completely solved problem.
Offensive and defensive capabilities: Battles are carried out almost exclusively with conventional ammunition (shells, missiles); there are no laser/beam weapons due to the deflective effects of nanolaminate armour, which also conveys a high degree of physical resilience. In the original Gundam timeline, mobile suits are devastatingly effective anti-ship weapons; it is outright stated that ships are no match for 'suits, due to the latter's manoeuvrability and damage output. Here, the equation is somewhat more balanced. Most ships can retract their vulnerable conning towers and their missiles can target and obliterate 'suits in open combat. However, particularly powerful or well-equipped mobile suits may still threaten ships single-handed and sustained attack by more generic models is sufficient to knock out weaponry and propulsion. There is also mention of 'anti-ship napalm', a short-range weapon presumably intended to burn through hulls, and ships prove extremely vulnerable to the Dáinsleif mass-drivers, which can punch deep into their interiors. Nonetheless, it would be fair to say IBO ships are atypically sturdy for the Gundam franchise.
Toughness: Exactly how sturdy may be illustrated by Eugene crashing the Isaribi face-first into a space station in order to draw a Gjallarhorn fleet away from a battle.
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This works. Spectacularly. The Isaribi leaves a massive gash around the station core, causing enough havoc the whole structure starts to lose orbit. Meanwhile, Tekkadan pull away with barely even superficial damage. And sure, the square-cube law is on their side, but at the same time, it's hard not to be impressed, especially since we are talking about a ship of Calamity War vintage. Ramming is not only feasible as an offensive tactic, it seems to be actively designed for.
Power output: In addition to their durability, spaceships show off an abundance of power and thrust, owing to the aforementioned Ahab reactors. Wisely, the writers opt not to give exact figures, simply indicating one ship towing another is no big deal. We see the Dawn Horizon Corps' flagship towing three ships of comparable mass at once, with similar feats carried out by other vessels in their fleet. This of course feeds back into the ramming tactics, since all that additional motive force enables one ship to shunt another with relative ease (presumably provided the impact goes at an angle to the direction of the target's own main drive).
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Mobility: Above all, ships are of a piece with the other mobile weapons. Despite the nautical terminology, they do not always behave with stately grace, instead zooming about and engaging in manoeuvres entirely unbounded by gravity. This is what struck me the most about the show's depiction of spaceflight: it captures a sense of speed that sci-fi shows usually leave implicit out of deference to an impression of scale. Here, craft hundreds of metres long execute rapid arcs and spins with an ease comparable to the much smaller mobile suits. Furthermore, they can be operated using the same Alaya-Vijnana man/machine interface technology, with Eugene twice straining his augmentation to fly multiple ships simultaneously. The attack on Earth's defensive lines that culminates in ramming Glaðsheimr One involves using a captured assault ship as a shield to protect the Isaribi from incoming fire. It's a phenomenal sequence, showcasing the advantages of abandoning weight when writing space battles – and demonstrates that ships in the Post Disaster timeline can dance as well as they punch.
Now, on to the specifics.
Surface-to-orbit shuttles
Mars shuttle
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Fittingly, we start with the vehicle that first takes our protagonists to space. Straight away we have to discuss how it is launched from Mars, namely by being shot up a large, upward-curving runway. This is an example of 'sky-ramp launch', which is pretty much exactly what you think and represents a theoretical means of removing the need for multi-stage rocket assemblies. Both parts of the process are reusable: an orange sub-flyer helps propel the shuttle up the ramp and then separates to glide back to the ground while the main body flies onwards.
It's a fascinating idea that I don't believe has ever actually been tested in real life and perhaps makes more sense in a Martian setting where the lower gravity would undoubtedly render it more practical. However, this is by all appearances the standard method regardless of planet, as the Earth-based Vingolf facility has a similar ramp. So we can assume this, like life-support, is an established, widely-practical technology.
The shuttle itself is a chunky affair, a streamlined cockpit and passenger module giving way to a wider, squarer cargo section big enough to comfortably hold two mobile suits. Its wings are articulated and kept folded vertically for launch, only opening out once it has separated from the launch vehicle (which also unfolds wings for the descent back to Mars). In orbit, the shuttle proves capable of outrunning a Gjallarhorn patrol, albeit one distracted by the sudden appearance of Gundam Barbatos, but is vulnerable to both mobile suits and the cannons of a pursuing ship.
What happens to the shuttle after the Isaribi arrives in the nick of time and Tekkadan disembark is unclear. Neither it nor its flight crew appear again, so we must assume they detached and returned to Mars while the battle raged on without them. Likely this would have been relatively easy since all hostile forces were concentrating on chasing the Isaribi and couldn't stop to deal with anything else. Those two pilots must have had quite the hair-raising story to tell when they got home.
Earth shuttle
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Although it shares the same general outline, the craft that takes Tekkadan down to Earth at the other end of their journey is much larger and beefier. Comfortably able to accommodate several launches (vessels on par, size-wise, with the Mars shuttle) and with room for multiple mobile suits to attach to the hull, this is a relatively gigantic vehicle for traversing the atmosphere. The passenger module looks laughably small, stuck on the front of cargo section that brings to mind that line from Rocket Rider's Prayer about a 'highly polished brick'.
A pair of large external propellant tanks are attached to the upper surfaces of the wings, giving the impression it can achieve considerably greater thrust than its Martian counterpart, as would be necessary for ascending from Earth. We don't get confirmation of whether this shuttle also launches with the aid of a booster, although there seems no reason to assume otherwise. Regardless, its heavy-duty nature is obvious.
As the shuttle goes through re-entry, the viewports are sealed with heat-shields to protect the occupants. Once inside the atmosphere, it is capable of splashdown. I don't think we should necessarily take this as a standard procedure so much as a consequence of Tekkadan's intended destination and lack of experience with these matters. Nevertheless, it proves perfectly buoyant in the waters off Makanai's island retreat.
The shuttle was provided by the Montag Company, ostensibly in exchange for half-metal mining rights on Mars, although in reality this is just McGillis Fareed putting Tekkadan where he needs them to be. Interestingly, the Moon Steel manga has the Montag Company arranging lift-off from Earth for the protagonists at one point, suggesting there are ways to circumvent the official channels in the other direction as well. Normally, transfer to and from the ground like this would appear to go through orbital stations like Jutland One.
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Two more of the smaller shuttles are seen on Mars when Yamagi and Eco deliver Gundam Flauros back to Chryse during the battle with Hashmal. One of the larger type is featured briefly early in the Moon Steel manga, while another appears on Vingolf during McGillis' uprising. Here we see it can fold its wings too (even if the angle this is drawn at makes that look a bit peculiar) and we get a look at the landing gear left unseen in previously. This shuttle is coloured an all-over grey, lacking the orange on the external tanks from Tekkadan's version, but this may be a colouring error since it or a very similar shuttle is shown later with the orange in place, as per the earlier model.
Small non-Ahab reactor ships
Launch
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The boxy 'launch' is a utility craft deployed by virtually every major group we encounter over the course of the series. They are used by the Dort colonists, by Tekkadan and the Montag Company, by Gjallarhorn, by workers at the Oceanian Federation's industrial centres, and by the Turbines. In Moon Steel, a launch is even the main characters' principal mode of transport for a couple of chapters.
I'm actually making an assumption that launches do not use Ahab reactors. Given the size of the mobile suit-grade reactors, there's no reason a ship of this scale could not include one. However, we never see launches generating artificial gravity and based on that and the lack of mention of such a device (from what I can tell) in the Mechanics & World captions, I'm prepared to place them in this category. In any case, contrasting sharply with the shuttles, they have an entirely space-based design – basically a moving shipping container with thrusters facing along the cardinal axes.
Launches act mainly as transport, ferrying goods and people between colonies and ships. 25m long, they are large enough to carry mobile suits (see Moon Steel), can act as refuelling posts, and even operate in an offensive capacity. The weapons loaded during the Dort uprising are described as 'debris missiles', suggesting a role in keeping the area clear of collision hazards. Due to Gjallarhorn's sabotage, we never learn how effective these would have been in a combat scenario.
The launch belonging to the Dort Colony Network news team features an antenna on top of the cockpit and a couple of spotlights bolted to the cargo section. It also has the company logo sprayed on the side and I find it a bit of a shame this kind of flourish wasn't added more widely, since otherwise the only external variation is in colour scheme.
JEE-M103 Kutan Type-III
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Manufactured by the (presumably) Europa-based Teiwaz subsidiary Euro Electronics, the Kutan is the first ship on this list to serve an exclusively military purpose. That is to say, while the official description indicates this type of craft can be used to carry a variety of different loads, we see it used exclusively as a delivery mechanism for mobile suits. Not to mention that it has a pair of inbuilt vulcan guns on its forward arms and can be equipped with additional cannons if required.
The 'Type-III' in the name refers to the configuration with large boosters and propellant tanks added on the back, plus triangular side armatures to store mobile suit weapons. The inner body is otherwise identical to the Kutan Type-I. Although it is engineered to transport a only single 'suit inside its arms, a second may easily latch on to the upper hull. A Type-III is used to return Gundam Barbatos to the Isaribi following a refit aboard the Saisei, indicating it can traverse considerable distances in a useful time-frame. We later see one reach an isolated refuelling station from Mars, when Tekkadan rush to the Turbines' aid. Though comparatively tiny, it operates on a scale similar to much larger vessels.
Unusually, this is done without an Ahab reactor. The Kutan is built instead around a hydrogen engine, which gives us some idea of how space-travel might have looked prior to the adoption of the more powerful reactor. This also has consequences for the Kutan's defensive ability, since nanolaminate armour is normally reinforced by a supply of Ahab particles. While the armour is not completely useless without that boost, the Kutan would be much more vulnerable to attack than its cargo, which explains why, Shino's stunt in Earth orbit aside, these transporters are not used as combat vehicles.
Indeed we can see from Shino attempting to fight Ein while still attached to a Kutan that it hampers his mobility considerably. The supplemental boosters are an explosive hazard and he is quickly trapped within the transporter's arms by Ein's grappling cable. There is a kit-only configuration that applies the various components from the Kutan to a 'suit in what might be a more usable layout, as a backpack and leg-extensions. But on screen, the more sensible tactic is clearly for the transporter to race in, release its cargo, and retreat as quickly as possible.
Skidbladnir
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The Urdr Hunt mobile game includes another Kutan, this time in a civilian setting. Personal vessel of archaeologist Kozo Mendo, Skidbladnir is a variant that might even be a Kutan Type-II, since it shares the main body of the Type-I/III but is fitted with a different set of arms.
The ship has additional fuel tanks and what appears to be an expanded living module or cargo hold. We do not see the interior beyond the cockpit, so exactly how many amenities Mendo has crammed inside is left to our imagination. Regardless, the modular design of the Kutan has allowed it to be remixed into a craft capable of reaching debris zones or ancient shipwrecks and manoeuvring close enough to get a good look at them.
It is implied to be a somewhat ramshackle affair, breaking down twice over the course of the game and leaving Mendo and his Hunt guide Slice in need of rescue. Aside from the irony of repeated failures affecting a vessel named for "the best of ships" (Grimnir's Sayings 44.2, The Poetic Edda, Oxford World's Classics 2008, p58), this adds to Skidbladnir's outlier status. No other vessel we see is in such bad shape as a baseline (it goes without saying, this thing is useless in a fight, immediately getting downed by a pack of plumas when certain archaeological investigations prove horribly successful).
Exactly how Mendo came into possession of his ship remains unexplored. According to the kit manual, Kutans are primarily operated in the Outer Sphere, so it could be that he acquired one in the vicinity of Mars or Jupiter. And perhaps the technical difficulties explain how he was able to afford to buy it. For now, we can only speculate. What is certain is that Skidbladnir is a rare example of the Millennium Falcon 'small owner-operated spaceship' trope appearing in Gundam, and thus opens up a host of possibilities for small-scale private – and extremely hazardous – space-travel within the Post Disaster timeline.
Medium Ahab reactor ships
Biscoe class cruiser
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Our introduction to IBO's spaceships comes in the unassuming form of the Wilm, which delivers Gaelio Bauduin and McGillis to the Ares base in orbit of Mars. Like the Kutan, the Biscoe class is designed around mobile suits: two 'suits can be stored in the lower section of the hull and launched by folding that entire section downwards. Beyond this, the Biscoe does not carry any armaments, although it can deploy signal flares. In terms of range, the Wilm reaches Mars from Earth within the space of two weeks, a feat not to be sniffed at, although it's never clear if this being markedly quicker than Tekkadan's initial estimate for the opposite journey is due to Gjallarhorn having access to more direct routes or the Biscoe's speed relative to the Isaribi.
While the Biscoe is presented as a Gjallarhorn product, it has also found its way into civilian use. Both the Montag Company and Moon Steel's Tanto Tempo own Biscoes, with the latter's use of one in an action sequence demonstrating the ship possess the ability to fire smokescreens as well as flares. This is not the last time we'll see Gjallarhorn vessels in the hands of outside entities.
Past prominent appearances at the start and in the third quarter of Season 1, Biscoes are relegated to bulking out fleet scenes. I should note that the official designation of 'cruiser' seems a bit of a misnomer, since in modern naval parlance, this means a large, multi-role vessel. The term would surely fit the Halfbeak much better than this glorified cargo ship.
An intriguing detail translated in this Reddit post is that Biscoe can go in and out of a planet's atmosphere. This makes sense of the large landing struts built into the lower hull (kept retracted in its on-screen appearances). I raise an eyebrow at the idea of this ship descending to the surface. Scale-wise, it's smaller than the shuttle Tekkadan take down to Earth but I'm not sure how it would lift off back to orbit in the absence of anti-gravity mechanics. Then again, with the presence of 'inertial control systems' capable of cushioning a mobile suit's fall from sub-orbital heights, maybe there is a case to be made that the setting does have the necessary technology to allow something like this to move easily within a gravity well and we just don't see it happen.
Erda II
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Owned by Afam Equipment, management company for the Radonitsa Colony in orbit of Venus, the Erda II is a modified Biscoe class ship. In its original configuration, it sports three additional thrusters, two on top and one below, and the pre-existing engines have been extended along the sides. The section above the bridge has also been built out, creating an additional deck. The result is still recognisably a Biscoe and retains the ability to deploy mobile suits by opening up its lower hull. However, unlike the base model, the Erda II can only hold a single 'suit. This seems mainly due to the addition of a catapult mechanism designed to quickly eject its passenger to the rear of the ship, a feature more commonly found on larger warships.
That is my interpretation of the Erda II's halved carrying capacity, anyway. The shots of McGillis' Biscoe launching his Schwalbe Graze play havoc with the scaling, such that the mobile suit appears about 50% smaller than it should be. It looks like the animators got the perspective wrong, a not uncommon occurrence in the early part of Season 1 (c.f. McGillis being portrayed as taller than Gaelio in some of the scenes on Mars). The Urdr Hunt game serves us much better for consistency, as we see several mobile suits interacting with it from the outside, such as Gundam Asmodey being forced to ride on top of the hull for a few instalments.
To address this, the ship is later retrofitted with an expanded hold – basically a large shipping container bolted on the back. This doubles the ship's length, easily fitting both Gundams and their corresponding catapults, and has its own set of thrusters to make up for the removal of the Erda II's ventral engine. It is hard to say if this has a detrimental effect on the ship's speed or manoeuvrability since it never does anything that would demonstrate either. It is equally hard to say why a company ostensibly concerned with municipal infrastructure should need to be able to launch mobile suits into battle in the first place. But that is tied to the presently-incomplete backstory of Hajiroboshi (nee Marchosias), which Erda Afam, namesake of the ship, likely piloted during the Calamity War.
Further details from the official description are that the Erda II is armed with a single machine-gun and that it dates from the founding of the company, suggesting Biscoes are quite venerable. Interestingly, the standing crew consists of only two people, the elderly Dexter and Sinister. While we might expect little manpower to be required for the Skidbladnir or a relatively small vessel like this, McGillis is able to briefly operate a full-size warship single-handed. Eugene is able to fly two or three at once. Clearly, a high degree of automation exists, as it does for mobile suits – another facet of space travel being trivialised in this setting
Large Ahab reactor ships
Calamity War shipwrecks
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There isn't a lot to say about the shipwrecks shown in Urdr Hunt, mainly because they *are* wrecks and we thus do not know what they looked like when they were intact. I'm not even sure which way up the second ship encountered is supposed to go.
Doing my due diligence and checking the art-books, neither of these are based on unused concepts for, say, the Halfbeak or the Skipjack. They appear instead to be entirely new designs, depicting vessels owned by Angelica Elion and Makie Fareed, Calamity War Gundam pilots and progenitors of the 'Seven Stars' lineages to which they gave their names. The Elion ship is in a worse state, falling apart as it drifts along the orbit of a comet. Its systems are offline, its generators, barely functioning. The Fareed ship, on the other hand, retains a breathable atmosphere and enough power to allow Mendo to boot up the computers in some form of administration room. From this he learns it fought a mobile armour during the War.
We should not be surprised the power in these vessels lasts as long as it does, given they are almost certainly using Ahab reactors. Nor do I think it unexpected that warships would have played a role in defeating the mobile armours. That Mendo can access the Fareed ship's systems may speak more to his familiarity with old software than anything else, but it could also be an indication of how little has changed, technologically, since the War.
Beyond this, the wrecks do at least confirm spaceship design was once more varied than it is in the present day.
Freighter
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Speaking of the present, the 300m long cargo ship is as ubiquitous as the launch. Seen in vast numbers as the backbone of the Turbines' operations and in use even by space pirates like the Brewers, this is an entirely uniform design, rarely so much as changing colour between appearances.
Utilitarian, featuring sixteen container modules arranged either side of a rounded-off rectangular core, with a bridge at one end and two standard thrusters at the other, it is an unglamorous vessel and tends to fare quite badly when it shows up in more than an illustrative capacity. See for example Akihiro's family's freighter getting overtaken by pirates, or a couple of Turbines' ships being sunk by Dáinsleifs. These ships are pretty much defenceless, requiring mobile suit escorts to stand a chance of making it through hazards.
This draws attention to something Iron-Blooded Orphans does differently from its stable-mates; to whit, spending time on everyday space-travel. In most Gundam series, civilian traders rarely occupy much of the story. The narratives focus on military action that has suspended normal life. To an extent, this is of course what IBO does as well. But it also portrays space as a realm of industry and commerce. Cargo makes up the bulk of the traffic crossing the solar system. There are designated shipping routes, the Ariadne Beacon network that allows Gjallarhorn to track, protect and (as seen in Moon Steel) charge vessels for the privilege. There are routes outside the beacon network, more perilous and tricky to navigate, allowing the Turbines to dominate Outer Sphere smuggling. There is, in fact, a whole ecosystem based around the transfer of goods, with impoverished, homeless women at the very bottom, exploited as expendable crews.
We must also consider what isn't shown. The Skidbladnir is the only ship serving a nominally scientific purpose. Tourism is a valid solution to Radonista Colony's woes, yet none of the characters have the opportunity to be real tourists. Interplanetary passenger travel – in itself, separate from VIPs getting military escort – is never touched on. Our attention remains fixed on the functional, unglamorous side of a space-based economy, as befits IBO's wider themes, with the freighter as the functional, unglamorous emblem of this strata of society.
Armoured assault ship
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Our second major 'default ship', almost all the warships fielded by non-Gjallarhorn groups are variants of this fish-like type. This includes 'hero' ships such as the Isaribi and Hammerhead, which I shall cover separately, and the Mercurius, Tanto Tempo's main combat vessel. Like most other mobile weapons in IBO, these armoured assault ships date from the Calamity War. Even assuming their compatibility with the Alaya-Vijnana means they were developed during that conflict rather than prior to it, this makes them over three hundred and twenty years old. If I have not stressed it enough already, technology in the Post Disaster setting is phenomenally durable.
Armed with two sets of twin-barrelled cannons on rotating tracks either side of the main hull, several point-defence turrets behind those, missile launchers, and a pair of harpoon anchors, these ships can perform a range of combat roles, from long-range bombardment to close-quarters grappling. Naturally, they also function as mobile suit carriers, usually coming with a ventral catapult deck and an articulated 'fin' for 'suits to latch on to during recovery via a hatch in the rear of the ship. Going by the Isaribi, they have three mobile suit hangars, each accommodating three machines.
For propulsion, the ships most often have two large thrusters situated where the 'tail' joins the main body, although those in the Dawn Horizon Corps' fleet have a single thruster at the tip of the tail instead. Smaller thrusters at the front of the side blocks are kept shuttered until required to alter the vessel's trajectory; they also permit flying backwards when the main weaponry needs to be aimed at a pursuing enemy. Vernier jets are placed all across the ship, with significant arrays of them stretching along the tail, providing the aforementioned manoeuvrability these ships enjoy.
One thing never clearly established is how large a crew an armoured assault ship is supposed to have. The best guess we can make is taking the Dawn Horizon's total membership (2500 people) and dividing it by the number of ships they own (10). This gives us 250, but includes both their mobile worker corps and their human debris, so may not be representative of the average ship crew, specifically. Still, the number is slightly lower than the compliment of a much smaller modern destroyer (destroyers are around 150m long; the AAS is 340m) and accounting for automation and the extra space required for life-support and supplies, seems quite a reasonable figure.
[It's not especially relevant but the original Star Trek's USS Enterprise, at 289m in length, supposedly had a crew of 203.]
NOA-0093 Isaribi
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At a glance, the chief distinguishing feature of the Isaribi (formerly Will-O'-the-Wisp) is a shortened prow that renders it even more fish-shaped than its class-mates. It otherwise has all the same weapons and fixtures of a standard armoured assault ship. This leads us immediately to the question of why it has such a distinctly shortened appearance, aside from the boring Doylist answer of 'to make it stand out because it's the protagonist vessel'. Sadly, I can't think of an interesting suggestion here. We simply don't see the Isaribi doing anything that another such craft would be unable to. From Eugene's operation of the hijacked Brewers' ship, we know for certain they can all move with similar deftness, and even the ramming tactics would surely be as effective with the standard bow shape.
Perhaps ramming suggests a possibility: maybe in its former life as Will-O'-the-Wisp, it lost the forward section in battle, with the current shape being a money-saving fix. On balance, though, it's more likely this is merely another variant and the Isaribi naturally provides our clearest look at the capabilities of a ship like this. I've already alluded to the retractable bridge; during battle, artificial gravity is also disengaged so that power can be routed elsewhere. Oddly, everything then stays weightless even while the ship is performing combat manoeuvres, suggesting inertial control remains in operation to offset the varying acceleration (that's technobabble for the writers not wanting to throw everybody against the back wall every time the thrusters engage). Oh, and relatedly – via the inbuilt seat-belts that stop pots and pans floating away – the galley hob uses gas flames. I wont' talk in detail about the interiors but I find this too idiosyncratic not to mention, the replication of such a mundane (but efficient!) means of cooking in a sci-fi environment.
Other facilities aboard the Isaribi include a mess-hall, a gym, spacious single-occupant cabins, and common bunk-rooms. There is also at least one main cargo hold to go along with the mobile suit bays. The bridge aside, it is not obvious how the viewports shown in some of these rooms map to the ship's exterior when the glowing sections appear to be running lights not windows. Docking ports, though, are present, midway along the tail. Smaller craft like the Biscoe can also interface directly with the mobile suit recovery hatch. Concept art indicates the small rectangles beneath and fore of the port and starboard anti-aircraft guns are human-scale airlocks, and that there are ladders built into the hull, allowing access to the top of the ship. These are probably how the crew assembled in front of the bridge for the funeral after the battle with the Brewers.
Finally, I would be remiss if I didn't point out that Tekkadan decorating the ship with their logo is far from an isolated case of 'warpaint'. Every armoured assault ship has some form of unique livery, from bland greys and whites for the Dawn Horizon's rank and file to the Rakou Pirates' skull insignia, rendered in pink on an expensive black background. Far from mere youthful exuberance, the boys are clearly engaging in a time-honoured tradition.
NOA-0132 Hotarubi
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With Tekkadan's rising fortunes comes an additional ship. Combining the forward section of a standard armoured assault ship with reinforced cargo modules, this new vessel's purpose is to transport a greatly-expanded mobile suit force. The 'suits are stored in rows of containers within the modules and launched through large side hatches – a notably slower means than the Isaribi's catapult (especially since they must be recovered the same way) that trades-off against capacity
This is far from the only example of non-catapult-based deployment. While catapults certainly aren't the exception – Gjallarhorn's Halfbeaks easily skew the ratio hard the other way – they are not an essential component of space combat either. Mobile suits can produce extreme acceleration on their own, allowing them to quickly entire battle without external aid. This said, catapults and transporters like the Kutan must offer an advantage – likely in terms of conserving propellent, on top of sheer rapidity.
The Hotarubi's layout also dispenses with a tail section, replacing it with two long, vertically stacked thrusters extending directly from the forward hull. These are the same shape as the normal armoured assault ship engines, only about 50% larger. The scaling changes create a greater visual similarity to both the Kutan and the mobile suit boosters applied directly to Gundam Gusion when Tekkadan flies to the Turbines' rescue. I don't know if anything follows from most ships boasting a single pair of main thrusters beyond observing the commitment to symmetry that characterises Post Disaster ships. For the Hotarubi specifically, we can compare it to the similarly-arranged cargo freighter and note how much beefier it is, the engines' extra size allowing it to move as swiftly as the Isaribi when required. It is described as being able to make the trip from Mars to Earth in about three weeks.
Taking the brunt of a Dáinsleif barrage during the 'final battle' with the Arianrhod Fleet, the Hotarubi is abandoned, then scuttled via a self-destruct system to disperse a cloud of nano mirror chaff that blocks local laser communication and sensors. This necessitates piloting the Hotarubi via tether, then setting it loose to fly towards Gjallarhorn's lines on autopilot. Even as it provides cover for Tekkadan's retreat from the terrible situation in which they are caught, the ship's loss represents the final collapse of the success that led to its acquisition in the first place.
TIR-0009 Hammerhead
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Naming conventions for ships in Iron-Blooded Orphans include the Norse origins of Skidbladnir, the familial connection of Erda II, and the Gundam mythology gag that is Mercurius. Meanwhile, Gjallarhorn's battleship class names (Halfbeak and Skipjack) borrow from types of fish, which is striking when set alongside Isaribi, meaning a fire set by fishermen to lure in larger catches. Isaribi itself is a continuation of a poetical theme set by Will-O'-the-Wisp and furthered by Hotarubi – the light of a firefly. And then, for the second 'hero' version of an armoured assault ship to appear, there's the crushingly literal Hammerhead.
Where the Isaribi truncates the standard design, the Turbines' flagship extends it, adding a wide, reinforced block to the front for the express purpose of ramming enemy vessels. The ship's main thrusters have been moved to the rear of said block, where they sit inline with the side modules. This does not appear to impede the Hammerhead's mobility at all, although it does activate additional thrusters situated at the other end of the modules (switched front to back from the normal placement) to increase its pushing power when in contact with a target. In this manner, it is able to crush one of the Brewers' armoured assault ships against a nearby asteroid.
To accommodate this hammer-head, the other weapons has been redistributed. The main cannons have been raised and lowered, providing it with a clear line of fire (something also seen on Dawn Horizon's single-thruster ships), and missile tubes have been placed on both the ram and the superstructure in front of the bridge. The bridge tower, which is slightly larger than the Isaribi's, features a unique cross-bar sensor array – each armoured assault ships sports a different kind of antenna but they are usually in the form of vertical blades. Other than this, the tower has the same functionality as on similar vessels, retracting for battle irrespective of any additional protection the ram confers. Sadly, this is not enough to save the ship from Iok Kujan's Dáinsleifs.
In keeping with its role as home to the polygamous family from which the Turbines take their name, the Hammerhead is more comfortably appointed than most ships. It is also extremely formidable, requiring Tekkadan to launch a high-risk covert boarding action during their initial engagement with it and thereafter proving its mettle against the Brewers. Under the control of a single pilot, it's reduced to a sitting-duck, taking massive damage from conventional and extraordinary artillery. Yet even after Naze is killed, it remains locked on course for Iok's forces, just barely deflecting off one Halfbeak to ram another broadside-on, destroying both vessels in the resulting explosion.
Dawn Horizon battleship
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After covering the three named variants of the armoured assault ship, it is almost an anti-climax to end with one that never receives a proper designation. But I've left it to last because it represents several departures from the patterns observed so far.
The fin that on other ships appears to be used for mobile suit retrieval has been moved to the very end of the tail, suggesting it serves some other purpose; maybe as a radiator? The ramming prow has been built out to a significant degree, resembling nothing so much as a locomotive snowplough. The mobile suit deck appears to be completely inverted, with a hatch and catapult fitted atop the ship rather than below. 'Suits are launched along an extended deck, as if this was a true nautical aircraft carrier. Finally, as a consequence of that arrangement, the bridge conning tower is fixed in place, better armoured in its own right but unable to be safely stowed away.
To what extent this configuration alters the ship's capabilities is unclear. Functionally, the two present for the battle with Tekkadan – an orange flagship and a grey-yellow version that is disabled over the course of the fight – perform no action to make them stands out from the rest of the Dawn Horizon fleet beyond towing their single-thruster compatriots. We may assume the battleship to be somewhat tougher, at least from the front, but again, they demonstrate no special abilities, not even ramming anything over the course of their screen-time.
If we again take the Doylist meta-textual perspective, there's no deeper reason to this ship's unique appearance than creating visual interest and underlining Sandoval Reuter's position as Dawn Horizon's leader. And this might serve us from a Watsonian point of view, too: perhaps the impressive appearance is its main selling-point and the reason the pirate chose these craft as his own.
Halfbeak class battleship
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At 400m long, Gjallarhorn's main warship is built on a slightly larger scale to the armoured assault ship, tapering from a pointed prow to a wide, almost bulbous stern. This gives it a more traditionally nautical outline (selected from various alternatives sketched by series concept artist Ippei Gyoubu), to my mind evoking an official and proper air; the sense this is what space warfare should look like.
I bring this up because the Calamity War shipwrecks belonging to Elion and Fareed – the most direct precursors available – do not share this aesthetic. Therefore it represents a deliberate design choice on Gjallarhorn's part, perhaps following the same concessions to appearances that can be seen in their uniforms, their aristocratic and heraldic traditions, and 'ceremonial' machines such as the Graze Ritter. This is not to claim the Halfbeak serves a purely decorative purpose; it is an effective battleship and not to be taken lightly. But I think there is room to consider it informed by the wider culture of the organisation, as a symbol in the same way that leads Lieutenant Crank to laud 'the Graze of Gjallarhorn'.
Regardless of whether there is anything to that idea, the Halfbeak appears equal and equivalent to the armoured assault ship in most particulars. Twin main thrusters allow it to keep pace with the smaller Isaribi and Hotarubi, and it possess the corresponding reverse engines. Its pointed hull is not only capable of ramming other craft, it can actively pierce their armour. Missile tubes, grappling anchors, cannons, and point-defence turrets are all present, although strangely, the latter are only placed on the upper structure, leaving the underside noticeably bereft of protection. This perhaps suggests the Halfbeak is expected to fight from range or that the designers felt overly-secure in Gjallarhorn's military domination. And, of course, the ship has a mobile suit catapult, operating on electromagnetic rather than mechanical propulsion, in a rare instance of a Post Disaster faction demonstrating ostentatiously 'advanced' (non-tactile) technology.
Speaking of ostentation, no overview of the Halfbeak is complete without looking at how the Seven Stars mark those they personally use. The ship assigned to the Bauduins is named Sleipnir, to match the Norse mythological figure present in their coat of arms, painted prominently on the hull. Similarly bedecked with her family crest, Carta Issue's flagship is identified as Vanadis in the SD Cross Rays adaptation of the show (another name for Norse goddess Freyja)*. It is later repainted with the Fareed Family crest after McGillis takes over her position.
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Overall colour-schemes associate Halfbeaks with different fleets: blue for the Earth HQ Central Direction Defence Corps (latterly the Revolutionary Fleet), teal for the Outer Lunar Orbit Joint (Arianrhod) Fleet, and white and blue-grey for the Outer Earth Orbit Regulatory Joint Fleet. The Bauduins' personal vessel is, of course, a unique lilac. Beyond this the ships appear entirely identical, but there is a suggestion they vary internally, as the ship Isurugi Camice uses to reach Mars at the start of Season 2 is described as the McGillis faction's fastest. Its ID number (GHS-1889) is considerably higher than either Vanadis (GHS-0205) or the unfortunate vessel Vanadis collides with in the finale (GHS-0515), so if this tracks order of production, it could be that 1889's speed is linked to it being more recently constructed (for completeness, Liza Enza's ships is GHS-2015 and Iok's ship is identified via communications as GHS-0287).
Civilian Halfbeak
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Like the Biscoe, the Halfbeak makes its way into the hands of non-Gjallarhorn groups, albeit in modified form. The JPT Trust, a Teiwaz subsidiary with connections to the Kujan Family, has possession of such a ship, which features a forward hull widened and deepened to allow it to carry an exceptional number of mobile suits. The TIR-0102 Golden Jasley – namesake of JTP leader Jasley Donomikols, with the ID following the Hammerhead's as a Teiwaz-registered ship – is the only vessel fielded in the face of an enraged Tekkadan yet manages to deploy enough machines to make for a proper, large-scale battle.
This version sacrifices the main battery and mobile suit catapult in favour of heavier armour. As with the Dawn Horizon flagship, the bridge tower is also rendered immobile, which proves fatal for Jasley once Gundam Barbatos gets within striking distance. In the absence of the catapult, mobile suits exit via a rear-facing hatch. A similar hatch is present at the stern of a normal Halfbeak to allow 'suits to re-board. Here, it has been moved forward, closer to the expanded hangars.
Despite being larger and more modern than the Isaribi or the Hotarubi, the Golden Jasley does not distinguish itself in the encounter. Beyond sheer capacity, it is entirely outmatched in the face of Tekkadan's determination to avenge the Turbines. The most remarkable thing about it, in fact, is its existence. The Biscoe we may write off as little more than glorified launch, but the Halfbeak is a formidable weapon. For it to be shared with other entities, even in diminished form, says a lot about how elements within Gjallarhorn view their responsibilities as peacekeepers.
Because this is not an isolated incident: Urdr Hunt depicts another modified Halfbeak in the hands of the criminal Zahn Clan, who are outright stated to have various officials in their pocket. Whether or not craft like this exist for legitimate purposes – as export models or a variant not widely adopted by the main forces – these examples represent highly dubious dealings between a supposed force for law and order and those they are supposed to keep in line. Hardly a shock, given what else we know about Gjallarhorn and its abuses of power.
Skipjack class battleship
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Twice the size of the Halfbeak, the Skipjack is the largest craft in this category. Featuring six mobile suit catapults, each linked to a hangar with a ten-'suit capacity, and bristling with gun batteries and missile launchers, it overshadows everything else in terms of offensive power. Its grappling anchors alone are bigger than a Biscoe class. This is unquestionably Gjallarhorn's capital ship.
Chronologically, the first Skipjack we see in action belongs to the Issue Family, showing up during Urdr Hunt to menace the Afam Equipment gang outside a resort colony near Earth. At this point, it is under the command of family retainer Okina Uroka, and no explanation is offered for why such a colossal warship should be (retroactively) in the Issue's hands and not have been used by Carta when she was commanding the Outer Earth Orbit Regulatory Joint Fleet. If I were to speculate – and why stop now? – we could take this to mean the class was only rolled out after the events of Season 1. But it could equally be that the Skipjack's scale grants a range simply not required within a fleet whose primary purpose is guarding the Earth. One may have been assigned to the Issues, in accordance with their status as the most powerful of the Seven Stars, and simply reserved for ceremonial use, to escort dignitaries and the like.
The flagship of the Arianrhod Fleet, on the other hand, serves as Rustal Elion's main base of operations and like the Issues' version is marked with his family heraldry to indicate his Seven Star status. It is this ship we see the most of, including some dramatic close-ups as Gaelio and McGillis have their final confrontation. These emphasise the scale, with even the catapult tubes being huge compared to those on other vessels.
The Skipjack is not without vulnerabilities though, or rather it is left vulnerable thanks to choices made by its commander. Like the Halfbeak and the armoured assault ship, the bridge module can be retracted and covered over. Gjallarhorn military doctrine, as followed by Carta and others, would seem to be that this should be done whenever engaging in serious combat. However, Rustal's personal sense of dignity encourages standing tall in the face of opposition and he thus his bridge remains elevated as he observes the battlefield. Iok's imitation of this allows Amida Arca to score a direct hit on the main viewport of his Halfbeak during the Hammerhead's final stand, but unfortunately her mobile suit doesn't have sufficient firepower to actually break through. Rustal comes within a hair's breadth of a much more fatal impact when Norba Shino takes a shot at him with a Dáinsleif, being saved only by a last-second intervention that knocks off Shino's aim.
One wonders if he reconsidered disregarding the safety features of his own ship after that.
Huge pseudo-colony ships
Saisei
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The regular O'Neil cylinder space colonies that populate the Post Disaster world are each 60 kilometres long from base to tip. At 7km, Teiwaz's 'large planetary cruiser' is positively diminutive by comparison, yet still shares more in common with them than any of the previous ships.
For one, it is constructed around a spherical core, something commonly seen on space-stations and colonies. For another, it has a rotating habitat section, simulating gravity via centrifugal force (the physics student in me is required to state that this is a pseudo-force, existing as a reaction to centripetal force, but the effect is still to make the inner side of the ring section appear as a floor). Within this has been constructed what is essentially a small town catering to Teiwaz executives. Filled with lush greenery, the tiered levels contain houses, shops, bars, and brothels, and at the ground-level, at least one artificial lake, which surrounds the mansion and grounds inhabited by the organisation's leader, McMurdo Barriston. Short of the estates of the Gjallarhorn elite and the Chyrse governor's mansion, this is the most luxurious location the series visits.
Concept art shows a standard-looking bridge module tucked away in the block at the twelve o'clock position (when view front-on), albeit one that must be larger than normal given its relative scale. There is a single main engine at the rear surrounded by four smaller ones, which are in turn counter-balanced by forward-facing thrusters mounted on the pylons surrounding the ring. The same principles of spaceship design persist all the way up from the launch to this.
Part mafia status-symbol, part corporate headquarters, the Saisei displays artistry not found in any other ship, its huge, decorative windows and curving superstructure providing a degree of grandeur beyond mere size. Rather intriguingly, its name translates as 'reproduction' or 'restoration', raising the possibility it was created in an act of reclamation. Is this a former mining base or tool of colonisation re-engineered as a show of wealth? Certainly there is a less glamorous side to the place, engineering facilities for mobile suit upgrade and maintenance, as well as a space-dock that can hold multiple regular ships. But that fits Teiwaz's business, so need not represent any hold-over from a previous life. I like the idea, though, that Jupiter's most powerful organisation reworked some huge industrial facility in order to lord it over the Outer Sphere.
—–
*Throughout this, I've referenced data files from the SD GUNDAM G GENERATION CROSS RAYS game, as documented by Steam user Ralen at https://steamcommunity.com/sharedfiles/filedetails/?id=1973868125. I use this information only where it does not contradict the text of the anime itself (see for example the game stating there were nine single-thruster armoured assault ships in the Dawn Horizon's fleet, when there were in fact only eight, owing to the second battleship). Cross Rays' occasionally loose adaptation of canon events means it's worth being a little cautious when using the game as a source.
Anyway, thanks to @gonk2020 for suggesting this topic. I can honestly say there was a lot more to talk about here than I ever expected!
[Index of other writing]
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magickkate · 10 months ago
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Are you ready to embark on a journey through the mystical realms of Tarot and unlock the secrets of the cards? Tarot is a powerful divination tool that has been used for centuries to gain insight, guidance, and clarity on life's mysteries and challenges. Whether you're new to Tarot or a seasoned practitioner, understanding the basics of the cards and their meanings is essential for tapping into their wisdom and harnessing their magic. Here's a beginner's guide to the Tarot and the meanings of the cards:
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🃏 The Structure of the Tarot Deck: The traditional Tarot deck consists of 78 cards divided into two main categories: the Major Arcana and the Minor Arcana. The Major Arcana consists of 22 cards that represent archetypal energies and significant life events, while the Minor Arcana consists of 56 cards divided into four suits—Wands, Cups, Swords, and Pentacles—that correspond to different aspects of daily life.
🌟 The Major Arcana: The Major Arcana cards represent major life themes, spiritual lessons, and transformative experiences. Each card carries its own unique energy and symbolism, offering insights into the universal patterns and forces at play in our lives. Some key Major Arcana cards include The Fool (new beginnings, spontaneity), The Lovers (love, relationships), and The Tower (sudden change, upheaval).
💫 The Minor Arcana: The Minor Arcana cards reflect the day-to-day aspects of life, including emotions, thoughts, actions, and material concerns. Each suit has its own elemental correspondence and represents a different aspect of human experience. For example, Wands represent fire (creativity, passion), Cups represent water (emotions, intuition), Swords represent air (intellect, communication), and Pentacles represent earth (material resources, physical manifestations).
🌿 Interpreting the Cards: When interpreting Tarot cards, it's important to consider the imagery, symbolism, and intuitive impressions that arise during a reading. Pay attention to the emotions, thoughts, and sensations that the cards evoke, and trust in your intuition to guide you towards deeper insights and understanding. While there are traditional meanings associated with each card, Tarot is ultimately a deeply personal and intuitive practice that invites you to trust in your own inner wisdom.
🔮 Practice and Patience: Like any skill, learning Tarot takes time, practice, and patience. Don't be discouraged if you don't grasp the meanings of the cards right away—keep practicing, studying, and experimenting with different spreads and techniques to deepen your connection with the cards and refine your intuition.
Labyrinthos - Tarot Reading and Learning (Mobile App on Apple App Store) [i’m a huge fan of the mobile app for learning the meanings of the cards]
Whether you're seeking guidance, clarity, or spiritual growth, Tarot offers a powerful tool for accessing the wisdom of the subconscious mind and navigating life's twists and turns with grace and insight. So shuffle your deck, draw a card, and let the magic of Tarot illuminate your path! 🔮🌿
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edwad · 6 months ago
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holy fuck why do marxists (or whatever you call yourself) always interpret that criticism as calling people "stupid"? i do not think people who fail to understand extremely long and complex and abstract texts are stupid, that's your (rather crypto-ableist) labeling. i said i myself have trouble grasping it, are you calling me stupid for that? furthermore you are not a normie, i think you know very well you spend many orders of magnitude more time on this than "the masses" ever will (1/?)
also you guys love the "random guerrilas read marx so that means everyone can become a marx scholar" line which is implicitly (or sometimes explicitly, because people will add a "so they obviously know better than those ivory tower academics") anti-intellectual because i guess you think marx scholars who spend their entire lives studying marx are just jacking off most of that time since someone with high school literacy can do just as well as them on top of working a full time job (2/?)
finally, has it ever occurred to you that i'm speaking from experience? i know people who have tried reading capital and get overwhelmed by stuff that's routine to me (e.g. reading a primary text from two centuries ago) as someone who, i agree, doesn't have all that much training. yes, they can overcome that barrier, but as you demonstrate that takes an amount of time and dedication that few will elect. and i know these people, i don't think they're "stupid", you called them that (3/3)
also, i want to add, i think calling people who don't have the kind of knowledge or intellectual skills that are very rarely acquired outside of formal training "stupid" is what's elitist. i commend you on being one of those exceptions, but don't beat on people who haven't done the same (4/4)
you've just sent me all this simply because you made the claim that marxism can't mobilize the masses which it very obviously historically has. you're wrong and trying to move the goalposts now as if im the one claiming that being politically activated means having to engage with "extremely long and complex and abstract texts". but im not saying random guerrillas are all marx scholars. in fact i explicitly denied that this level of engagement is necessary (or even desireable!) for political actors in these movements. and now you're trying to spin this as if im somehow being both anti-intellectual and crypto-ableist and all sorts of other wild things just so you can try to land some sort of blow to avoid facing the fact that marxism has indeed mobilized lots of "average" people, many of them without access to formal education. i also never called anybody stupid but you've somehow managed to get extremely worked up about something i never said!
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jheselbraum · 8 months ago
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Hey real quick here's how to read weather radar
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See that swirly bit where it looks like the storm itself is starting to twist as a part of it juts out? That's a hook echo. On your basic radar reflectivity settings on most weather apps that's what you can use to figure out where a tornado is or if one is starting to form. As in, this is one of the things the National Weather Service looks for before issuing a radar indicated tornado warning.
But don't just rely on hook echoes, they may not always form or be clearly visible to the untrained eye. More reliably you can look at velocity radar, which measures wind coming towards and away from a given radar tower.
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For example, all the red in this image represents wind that is moving away from the radar tower and all the green represents wind that is moving towards it. Ideally, if your wind is moving all in one direction everything on one side should be green and everything on the other should be red. Before we get into what to look for, how do we even get to a velocity radar map?
Well I use a weather app called Radar Omega but you're in luck because the National Weather Service just Has That. It's browser based so using it on your phone gets a little weird so make sure you're not using the mobile version of the site, but basically to get there you go to weather dot gov and type in your location.
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For this example we'll be using screenshots for the forecast office in Norman, OK since there's a tornado near Cleo Springs at time of posting. From this page, scroll down until you see links to radar and satellite images.
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Click on the radar map
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Which will bring you to a screen that looks like this. Click "high res" and that should bring you to radar that looks like this
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Navigate up to that little bar in the top left
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go to the second of the three dropdown menus (yeah I know it's not userfriendly) where it says SR_BREF click on that
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Select Super Resolution Base Velocity
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And boom now you have access to base velocity radar images.
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Here's a clearer image of the circulation you're looking for, since the circulation out in OK at time of posting is actually not that visible and currently looks like this:
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Like you can still see the bits of red and definitely still take shelter but at time of posting it looks like this warned tornado is still trying to form, or may have previously touched down and then lifted and is reforming.
Anyways stay safe y'all and watch How to Read Weather Radar by Watch Chris Chase on YouTube because he explains it better than my "took a meteorology class in community college" ass can
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dungeonofthedragon · 6 months ago
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It's disability pride month! Let's check out some ttrpg content from disabled creators, shall we?
This Game Takes Place in Dracula's Castle by Jack Blair
Jack has created several very cool block tower games, but this one is my favourite. I don't know if it's the clever premise, the art, or just the fact it's about vampires that got me, but this duet game of tensions between Dracula and Jonathan Harker is simply fantastic.
Homebrew Disability Systems for 5E by harpoon_gun
D&D 5E is still one of the most popular games out there, and this homebrew system is invaluable when creating disabled characters. Using these comprehensive guidelines you can create characters with impaired vision, movement or hearing; chronic fatigue, chronic pain, limb differences, or even a panic disorder. Also included are a variety of assistive aids for your characters.
GRIM by EfanGamez
An FPS inspired game where skills are divided into Combat Skills and Roleplaying skills. There's some really intriguing worldbuilding here too! On the planet GRIM, the only structure is an ancient obelisk. Countless explorers have set out to explore the area, but none have returned. Now it's your turn!
Eureka by Agency of Narrative Intrigue and Mystery
Supernatural urban investigations! This game recently had a successful Kickstarter, and I'm looking forward to seeing more of it in the future. You can play a Normal Person, or a monster who is stronger in combat but has some monstery weaknesses (which may or may not involve needing to eat people.) I'm all about playing monsters any chance I can get, and this one might have gorgons in the full release, so I'm sold.
Blades in the Dark: Mobility Equipment by Aurelia
Aurelia sells a lot of cool accessibility related content (including accessibility cantrips for Pathfinder and D&D), but I have a weakness for Blades in the Dark and so this is the one I'm linking too. The idea of a Hound with a clockwork animal companion is just too cool! Our group's Hound has a ghost cat. Maybe they would be friends.
Feel free to reblog with additional content!
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satoshi-mochida · 10 months ago
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Persona 1 Phone Game, ‘Persona: Anomalous Tower Chronicle’ Receives English Fan Translation
From Noisy Pixel
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Several Persona fans have united to release an English fan translation for the highly obscure Persona mobile game Persona: Anomalous Tower Chronicle. This 2006 title is a spinoff of sorts of the original Persona, Megami Ibunroku Persona, and it’s a gameplay-heavy experience with not much story to speak of.
Players form a party of four to navigate a tower and acquire orbs in order to reach the structure’s roof. The battle system should be familiar to those who have already played the first Persona. Interestingly, this game was made officially accessible in Japan in September 2023 via G-MODE for Steam and Nintendo Switch. So, it’s neat to see that accessibility made it even more convenient for prospective Western players, thanks to the efforts of dedicated fans.
You can view the credits for this fan translation project below, and yes, these are all verbatim:
Graphics Editing – agarpac
Main Translator; Beta Tester; First to Beat the Game – Gabriulio
Project Originator – Kaisaan
Title Logo/Banner Editing  – Laventory
Game Hacking; Work on the Patcher – MKCA
Steam Deck Tester – Alexandra IDV
Lurker – Apollo
Lurker – Bread__Guy
Hyped Supporter; Game Mechanics Analysis – Ginger
Translation Fixes – Hee-Ho
Steam Deck Tester – Hiro
Lurker – Jonker Kujo
Survey Participant – Kularian
Lurked; Asker of Dumb Questions – Lemonov
Tester; Bug Catcher – Lorenzo
Steam Deck Tester – Mordexai
Lurker – Not_a_bear
Tester – Quantum_Dog
Survey Participant – SkyRaiderG7
Lurker – Toppis
Could Not Beat the First Boss – Vanessa
Special Thanks
JTR
For help in sifting through Chinese esoteric and literary knowledge in pursuit of better translation.
Kaisaan
For starting the project and getting the team together.
Quantum_Dog
For letting us headquarter on his Discord server.
You can access and download the English fan translation of Persona: Anomalous Tower Chronicle via GitHub and purchase the game itself via Steam.
The following note is also significant:
PSP Translation Differences
While this translation follows the official English localization of Shin Megami Tensei: Persona for PlayStation Portable, some deliberate changes have been made. A document listing the differences is available here.
Lastly, Quantum Dog and Alexandra_IDV shared a message on Twitter for those intending to play this fan-translated title on Steam Deck.
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frederickkittens · 7 months ago
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💒About me💒
I lost access to my old tumblr so here’s a new start! I’m Mika, I’ve been wearing Lolita since I was 13-14 and absolutely adore oldschool + sweet. I never really started posting my Coords until recently but I’m excited to show them off now
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Tag guide for mobile
My favorite brands are…
Cornet, Leflacon, HeartE, innocent world, btssb, ETC, ank rouge, swankiss and more ❤️
My favorite motifs are…
Angels, florals, ballet, cats, horses, crosses, anything retro, gingham, lambs, wonderland and fruit!
Outside of fashion I love…
Art, video games, cosplay, music, gardening, museums and historic homes and the beach
My favorite games are…
Rule of rose, haunting ground, bioshock, clock tower, and resident evil code Veronica
While this isn’t all there is to me I hope it serves as a good introduction! I’ll likely follow back any fashion accounts
This account is just for fun ! However I do my best to do things the right way. If I fail to credit something or make a mistake just nicely ask me to fix it and I’m more than happy to.
Taobao and indie finds:
@frederickfinds
More gyaru centric side blog:
@frederickleopards
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dertaglichedan · 8 days ago
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Elon Musk has done it: iPhones and Android smartphones can now use his satellites to make calls anywhere on Earth
After revolutionizing global internet access, Elon Musk’s Starlink is poised to take smartphone connectivity to the next level. The ambitious satellite service will soon enable users to make calls from virtually anywhere on the planet, all without the need for specialized hardware.
Starlink’s Direct-to-Cell service: what it means
Starlink, a division of SpaceX, has announced its plans to introduce Direct-to-Cell, a groundbreaking feature that uses its vast satellite network to allow voice calls on regular smartphones. What sets this apart is its simplicity—there’s no need for modifications to your device. As long as your phone is LTE-compatible, you’re ready to connect.
This innovation could fundamentally change how we think about mobile communication. Imagine being able to make calls from the remotest corners of the Earth—whether you’re deep in a rainforest, sailing in the middle of the ocean, or trekking across deserts—with no cell towers in sight. Starlink’s satellite system makes this scenario entirely possible.
Which smartphones are compatible?
According to a letter sent by SpaceX to the FCC, the service has already proven successful with devices from major brands like Apple, Samsung, and Google. Tests confirmed smooth communication using the PCS G Block spectrum, across urban and rural areas, indoors and outdoors, and even under tree cover or clear skies.
Crucially, SpaceX emphasizes that any LTE-enabled smartphone will work with this technology—no hardware upgrades required. Even slightly older models like the iPhone 13 or iPhone 14 can benefit from this satellite connectivity, proving that cutting-edge communication doesn’t have to leave older devices behind.
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mariacallous · 1 year ago
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For more than three weeks, Gaza has faced an almost total internet blackout. The cables, cell towers, and infrastructure needed to keep people online have been damaged or destroyed as Israel launched thousands of missiles in response to Hamas attacking Israel and taking hundreds of hostages on October 7. Then, this evening, amid reports of heavy bombing in Gaza, some of the last remaining connectivity disappeared.
In the days after October 7, people living in Gaza have been unable to communicate with family or friends, leaving them unsure whether loved ones are alive. Finding reliable news about events has become harder. Rescue workers have not been able to connect to mobile networks, hampering recovery efforts. And information flowing out of Gaza, showing the conditions on the ground, has been stymied.
As the Israel Defense Forces said it was expanding its ground operations in Gaza this evening, internet connectivity fell further. Paltel, the main Palestinian communications company, has been able to keep some of its services online during Israel’s military response to Hamas’ attack. However, at around 7:30 pm local time today, internet monitoring firm NetBlocks confirmed a “collapse” in connectivity in the Gaza Strip, mostly impacting remaining Paltel services.
“We regret to announce a complete interruption of all communications and internet services within the Gaza Strip,” Paltel posted in a post on its Facebook page. The company claimed that bombing had “caused the destruction of all remaining international routes.” An identical post was made on the Facebook page of Jawwal, the region’s biggest mobile provider, which is owned by Paltel. Separately, Palestinian Red Crescent, a humanitarian organization, said on X (formerly Twitter) that it had lost contact with its operation room in Gaza and is “deeply concerned” about its ability to keep caring for people, with landline, cell, and internet connections being inaccessible.
“This is a terrifying development,” Marwa Fatafta, a policy manager focusing on the Middle East and North Africa at the digital rights group Access Now, tells WIRED. “Taking Gaza completely off the grid while launching an unprecedented bombardment campaign only means something atrocious is about to happen.”
A WIRED review of internet analysis data, social media posts, and Palestinian internet and telecom company statements shows how connectivity in the Gaza Strip drastically plummeted after October 7 and how some buildings linked to internet firms have been damaged in attacks. Photos and videos show sites that house various internet and telecom firms have been damaged, while reports from official organizations, including the United Nations, describe the impact of people being offline.
Damaged Lines
Around the world, the internet and telecoms networks that typically give web users access to international video calls, online banking, and endless social media are a complicated, sprawling mix of hardware and software. Networks of networks, combining data centers, servers, switches, and reams of cables, communicate with each other and send data globally. Local internet access is provided by a mix of companies with no clear public documentation of their infrastructure, making it difficult to monitor the overall status of the system as a whole. In Gaza, experts say, internet connectivity is heavily reliant on Israeli infrastructure to connect to the outside world.
Amid Israel’s intense bombing of Gaza, physical systems powering the internet have been destroyed. On October 10, the United Nations’ Office for the Coordination of Humanitarian Affairs (OCHA), which oversees emergency responses, said air strikes “targeted several telecommunication installations” and had destroyed two of the three main lines of communications going into Gaza.
Prior to tonight’s blackout, internet connectivity remained but was “extremely slow and limited,” Access Now’s Fatafta says. People she has spoken to from Gaza say it could take a day to upload and send a few photos. “They have to send like 20 messages in order for one to go through,” Fatafta says. “They are desperately—especially for Gazans that live outside—trying to get through to their families.”
“Every time I try to call someone from family or friends, I try to call between seven to 10 times,” says Ramadan Al-Agha, a digital marketer who lives in Khan Yunis, a city in the south of the Gaza Strip. “The call may be cut off two or three times,” he told WIRED in a WhatsApp message before the latest outages. “We cannot access news quickly and clearly.” People in the region have simultaneously faced electricity blackouts, dwindling supplies of fuel used to power generators, and a lack of clean water, food, and medical supplies. “It is a humanitarian disaster,” Al-Agha says.
Connectivity in Gaza started to drop not long after Israel responded to the October 7 Hamas attack. Rene Wilhelm, a senior R&D engineer at the nonprofit internet infrastructure organization Ripe Network Coordination Center, says based on an analysis of internet routing data it collects that 11 Palestinian networks, which may operate both in the West Bank and Gaza Strip, began to experience disruption after October 7. Eight of the networks were no longer visible to the global internet as of October 23, Wilhelm says. Ahead of this evening’s blackout, there was around 15 percent of normal connectivity, according to data from Georgia Tech’s Internet Outage Detection and Analysis project. That dropped to around 7 percent as reports of the blackout circulated.
One office belonging to Paltel in the Al Rimal neighborhood of Gaza City has been destroyed in the attacks, photos and videos show. Floors have been destroyed and windows blown away in the multistory building, and piles of rubble surround the entrances. (It is unclear what equipment the building housed or how many floors Paltel occupied.) Another internet provider, AlfaNet, is listed as being based in the Al-Watan Tower. The company posted to its Facebook page on October 8 that the tower had been destroyed and its services have stopped, with other online posts also saying the tower has been destroyed.
Multiple Palestinian internet and telecoms firms have said their services have been disrupted during the war, mostly posting to social media. Internet provider Fusion initially said its engineers were trying to repair its infrastructure, although it has since said this is not continuing. “The network was destroyed, and the cables and poles were badly damaged by the bombing,” it wrote on Facebook. JetNet said there had been a “sudden disruption” to access points. SpeedClick posted that the situation was out of its control. And HiNet posted that it has “no more to offer to ensure” people could stay online following “the attacks and destruction our internet servers have suffered.”
Across Paltel’s network on October 19, according to an update shared by the Office for the Coordination of Humanitarian Affairs, 83 percent of fixed line users had been disconnected, with 53 percent of sites providing fixed line connections also being offline. Half of the company’s fiber optic internet lines in Gaza weren’t operational, the update says. The connectivity disappeared this evening, according to Paltel’s Facebook post, which says there has been a “complete interruption” of all its services. Paltel, AlfaNet, Fusion, and SpeedClick could not be reached or did not respond to requests for comment.
Lost Connections
In recent years, governments and authoritarian regimes have frequently turned to shutting down the internet for millions of people in attempts to suppress protests and curtail free speech. Targeting the communications networks is common during conflicts. During Russia's war in Ukraine, its forces have decimated communications networks, tried to take over the internet, and set up new mobile companies to control information flows. When Hamas first attacked Israel on October 7, it used drones to bomb communications equipment at surveillance posts along the borders of the Gaza Strip.
Monika Gehner, the head of corporate communications at the International Telecommunication Union, says the body is always “alarmed” by damage inflicted on any telecommunications infrastructure during conflicts. The ITU, the United Nations’ primary internet governance body, believes “efficient telecommunication services” are crucial to peace and international cooperation, and its secretary-general has called for respecting infrastructure in the Middle East, Gehner says.
Officials in Israel have consistently claimed they are targeting Hamas militants within Gaza, not civilians, while responding to the Hamas attacks, which killed more than 1,400 people in Israel. The Hamas-run Health Ministry within Gaza has said more than 7,000 people have been killed there and released a list of names. A spokesperson for the Israel Defense Forces did not respond to WIRED’s questions about internet disruptions within Gaza.
Hanna Kreitem, a senior adviser for internet technology and development in the Middle East and North Africa at the Internet Society, an open internet advocacy nonprofit, says Palestinian firms have a “big reliance” on Israeli internet firms. “Palestinians are not controlling any of the ICT infrastructure,” says Mona Shtaya, a non-resident fellow at the Tahrir Institute for Middle East Policy. Mobile networks in the Gaza Strip rely on 2G technologies. Al-Agha, the digital marketer, shared a screenshot showing mobile internet speeds of 7.18 kilobytes per second; average mobile speeds in the US in 2022 were 24 megabits per second, according to mobile analytics firm Statista.
“The internet is vital in times of war in crises,” says Fatafta, the Access Now policy manager, who adds that there can be “terrible consequences” linked to connectivity blackouts. The UN’s OCHA said rescue workers have had a harder time “carrying out their mission” partly due to the “limited or no connection to mobile networks.” Al-Agha says he has lost some clients due to the disruptions. The lack of connectivity can obscure events that are happening on the ground, Fatafta says. News crews have told WIRED they have footage from the ground but are “losing the story because of the internet.”
Kreitem says that a lack of electricity and access to the equipment will have made an impact on top of any physical damage to communications networks. “We don't know how many of the people that actually operate these networks are still alive,” Kreitem says. “The network operators are part of the world there, there's no place for them to run. They are as affected as any other person.”
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panopticonrpg · 3 months ago
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LINDIWE'S GENERAL MEETING
With only a slight flurry of chaos - typical of any corporate meeting (or corp mtg, for short), really - @lindiwe-in-camelot's hopes for organizing some plans and structure with her colleagues truly bore some tasty fruit. With one underlying, unspoken message: they were long-term plans. For survival, but also for living. Transcript is linked in the discord server for everyone to read! The final points in summary are below under the readmore. Shoutout again to @lindiwe-in-camelot for summarizing, in-character!
OOC RESULTS - what this means for the characters:
multiple tasks and activities were established in the meeting (under readmore). Please use these character-driven ideas for your own threads and plots for the dash!
optional: groups of 3+ characters can RP task plots, planned between muns. Multi-character threads can be RP'd in private over discord, then published in full on the dash once completed! This will count towards activity (details on Oct 1st).
Meeting results (aka, plotting ideas)
communal meals - preparations and cooking. They can be prepared in large quantities using the Hub kitchen and facilities.
food inventory at the warehouse. It's a comprehensive list on a hanging clipboard for anyone to access. There's a blackboard on the wall next to it, to add any shareable fresh game, foraging, warnings, etc.
inventory list for non-food items at the warehouse
publicly available power registry list for everyone to add their name and ability
mobile phone contact exchange for inter-island texting
have a public list of dangers encountered out in the wild
conduct some map-making of the various locations
form exploration pairs/teams to investigate what's out there
build a security perimeter against roaming large animals, possibly do patrols
preparation for safety concerns & possible acts of God: weather, cruise ship's precarious position, volcano, etc
blood drive for the Medicentre's supplies
supply runs on the Odyssey to build Medicentre's supplies (and other communal supplies)
volunteers to help at the Medicentre
further investigations on the technology on the island: the cameras, generators, etc. dismantling them to see what happens
build a 'containment' (JUST CALL IT A JAIL!!!) for unruly powers
fix or replace the bridge leading to the Tower, it is broken
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