Commander: Hasdrubal Bowelle
Type: Offensive
-Snipped because that’s a long ass design-
There’s a low muttering among the gathered government officials, a background hum. Not many people in the room truly wanted to be there; the idea to appoint a new Brigadier General had been hotly debated for a few years now, a nearly violent argument about whether it’s provocation or deterrence, whether one is even needed, and who it should be. Many within the government sought to put one of their own into the position; the office work can be important, logistics and such, and it wouldn’t be too provocatory. It would also put a leash on the military - as powerful as they were, they were at least nominally in the service of the Chijindate. On the other hand, there were some in high military or government positions attached more to the corps than they were to the military, and that could also work; they would understand supply lines and the wild new technology used better than anyone, after all, and provoke less anger from the northern rebels (who had been quiet, since the recent destruction of their largest cells).
And then the military had sent this man. Bowelle stood at rigid attention, as was proper deference for his government. He held to his discipline in the finest Chiite tradition. But he wore a scowl that made the politicians try to avoid his gaze as they discussed, angry from three days of this. He rarely spoke himself; he had subordinates who were more initiated in diplomacy than he and let them do the talking, to the immense relief of the politicians and priests. He simply loomed over the proceedings, his presence a stark reminder of the military’s influence in governance. The murmur of debate had started to die down, the priests and politicians ready to retire for the day.
“That’s enough.”
Hasdrubal Bowelle’s deep granite voice, though spoken softly, carried across the room as well as if he’d shouted. The room went silent.
“That’s enough,” he repeated, “Because we don’t have the time for this. You are discussing the idea of putting a priest or a businessman in a soldier’s job. You are considering putting politics above our national security. I did not bring down those rebels to clear Etroa’s invasion route.”
“You act as if we’re in a state of war, Colonel Bowelle!” Bowelle glared, but to his credit the man wouldn’t be easily cowed. “While the military may rattle sabers, we are not yet in conflict - and some may not wish to see it expedited.”
“I am well aware,” the giant man said, “But now is not the time to pretend there is another outcome. There will be war with Etroa; look at our history, and you can see that this current state of affairs is temporary. Look at Etroa’s official statements, and you can see it’s end will come soon. Look at the well funded rebels I crushed for our nation, and you can see it already has.”
There was little more discussion after Bowelle returned to silence. His promotion was approved within an hour.
Commander: Hasdrubal BowelleA vicious giant of a man, and a faithful Chiite who inspires his men to great valor. Due to his time in the borderlands, he knows well how to use less for more, and how to crush enemy resistance.
Type: Offensive
Passive: Redeployment: Hasdrubal Bowelle knows how to make the most of limited resources and how to put his men where they need to be; under his command, Expensive and Very Expensive equipment is used more frequently than it’s cost dictates as Bowelle redeploys heavy weaponry to where it’s needed.
Tactics:
(O) Harass and Harry: An offensive tactic in which Bowelle uses his forces for small, mobile strikes to gain an advantage for the next season’s offensive by softening it’s defenses .
(O) Retaliation: Bowelle rallies the troops after a defeat in order to bring the fight back to the enemy’s lines. When used after holding off an attack, this tactic allows Bowelle to counterattack ferociously and improve odds of success.
(D) Mobile Defense: Bowelle’s defensive lines are moving constantly, rotating in strong units to blunt enemy assaults and giving weaker ones time to rest. While his defenses are not equally strong over the whole line, it is difficult to bleed his army out.
Miracle Metal (Sphere: Shape)
-Snipped because if I don’t I hit the character limit-
Lethal Askian Trap Ensemble
-Third verse same as the first two-
Difficulty: Normal
Roll: 6+4 = 10 (Superior)
“Miracle Metal” was not, in fact, originally discovered by the Chijindate’s griots; while Askia on the whole certainly has many deposits, for the longest time it was a scientific curiosity, a conversation piece on a priest’s desk or a wealthy Ofalian merchant’s shelf. Even as it’s extraction and refinement were made easier by industrialization, it didn’t seem to be all that different than iron, and was much, much harder to get. It was not the Chijindate, but self-declared griots pledged to rebel forces that truly found out how to use it. Many of Askia’s more out-there inventions actually originate from such people, who in their desperation to find something to turn the tide were willing to be far more experimental than their more orthodox cousins in the Chijindate. In a small laboratory in a desert, a griot was injured after running an electric current through the metal, and a new weapon of war was discovered.
This particular cell of rebels, unfortunately for them, didn’t have much time to develop before they were taken down by Askian forces - but not before inflicting horrific casualties with their Miracle Metal derived traps. Impressed by this, the leader on the scene ordered the griots captured rather than killed, so they could give their knowledge to the Chijindate. In the time since then, as Miracle Metal is further developed, a set of traps using it’s unique properties were created, based on those encountered in battle with the rebels.
The “LATE” trap system is a rather violent set of traps; the wall and floor spikes are quite capable of killing due to the rapid and sudden nature of their deployment, their pressure plates concealed by dirt in the trenches; when triggered, the electrical circuit causes the metal to violently expand into spikes; one moment, the trench is empty. And then a man steps onto something more solid than the usual mud, or leans against a wall to peek a corner; suddenly spikes suddenly and violently spring out of the walls, dirt flying every which way, and if the squadron is lucky only their pointman has been skewered - and if not, they’ve lost several men without a shot. The wire trap is significantly less lethal, being, well, a tight wire; but it can be useful for slowing an advance, as miracle metal wires can be difficult to cut on the fly. There were some early tests that went… poorly, due to the soldiers needing to remember the trigger locations of every single trap, but this was able to be resolved; all of the traps are on the same electrical grid, deactivated when not in combat, so men can walk around without fear of random painful death when not under attack (from their own side, at least). This does mean that infiltrators or sneak attacks can sometimes go unmolested by the traps, but commanders consider this a small price to pay for their men being able to safely move at a speed greater than a crawl.
The more mobility oriented commanders are skeptical of its use in their fields, due to it’s stationary nature and the time it takes to set up, but those who favor defensive positions see great potential in this. The LATE system will see significant use on the defensive, but not be nearly as commonly useful when on the offensive. It is
Very Expensive due to the amount of Miracle Metal required, costing
4 Miracle Metal for the traps themselves and
3 Magnetofumes for their generators at a 5-unit deficit. It is
Complex on account of our currently lacking industrial scale refinement of Miracle Metal.
---
It is now the
Final Preliminary Phase.
This turn, you will have two responsibilities: One is to design a
uniform for your soldiers. This is mostly cosmetic and for helping my descriptions.
The second, significantly more impactful thing is that you must choose your armory. Pick one from each category.
Designs
Chijindum and Chijindum’s Code of Laws: The Great Unifier Chijindum and the laws he committed to writing inspire the Askian people to this day as one of the greatest leaders in early history and the first codified set of laws, as well as being the man credited with the creation of one of the first states.
-The Golden Road: Chijindum’s path is an example to all, and after his death many have elevated him to the level of deity. The griots of the Golden Path are peerless navigators, and the arrival of such a wandering sage is met with reverence and cheer in many communities.
-The Iron Way: An order descended from griots who took a more martial bent. They serve the armies as officers and as spiritual advisors in equal measure, and are strong warriors in their own right.
Magnetofume Compass: Jars, pots, or other tightly fit containers that can hold magnetofumes. When opened slightly, pierced, or otherwise given a hole, the magnetofumes escape and drift north. This is incredibly useful for navigation, and was essential to not getting lost in the vast and rather featureless Tu Desert.
-Magnetoliquid Glass Compass: Compressing magnetofumes into liquid form and capturing it in a glass vessel allows for a much longer lasting tool. Nobody goes far from home without one.
Sau’Lokaci: Timekeepers running on a simple magnetoglass motor, keeping accurate time even when used on ships.
Fumehide Armor: Leather armor worn by the priest-magicians of Askia when the time comes for war. It’s fairly tough in it’s own right, but the real attribute that makes it shine is the magnetic field emitted by the fumehide, making the wearer significantly harder to hit in a lethal way.
A.N.S. Queen Moreni’s Revenge: A large privateering ship of the Renaissance era, known for it’s large size and magnetoglass cannons. The cannons are rapid firing but have issues with maintaining this speed. The Revenge was a symbol of Askian naval power in the ismuth for a long while.
-Maglock Rifles: Rifles built on the same principals of magnetoglass cannons. Faster to load due to the lack of gunpowder and more accurate for rifling. Uses fumehide thread to maintain the magnetic charge and with it a consistent fire rate.
-Paasi-Kakano Cruisers: Ironclad cruisers using magnetized iron dust to have a shocking amount of durability for it’s armor.
Rulaaran Cavalry: Units of light cavalry that bear pistols and javelins and are armored in magnetohide. Rather than charge into the ranks, they stand off and fire their pistols and lethal magnetically charged javelins before rushing away before the enemy can retaliate.
Lanarkifume Shells: Artillery shells making use of Lanarkifumes, launching glass canisters of the fumes into the enemy ranks where they lethally shock anyone in the radius.
-Lantarkifluid Grenade: Grenades containing Lantarkifluid, that shatter into many blobs of the stuff with electricity arcing between them to deny an area and shock anyone still in it.
Sundiata Engine and the Model S-1: A magnetic engine using magnetofluid to strengthen magnetoglass’ magnetic field and the accompanying car. The engine revolutionized civilian life, and would later be put to work in the first military ground vehicles.
Resources and Interactions
Magnetofumes: A thick, gray gas found in holes and vents across Askia with unique electromagnetic properties. At this time, not much is known about it, but it surely has potential.
-It will persistently drift north when exposed to the air, in defiance of the direction of the wind.
-When compressed, magnetofumes turn to a grey liquid called magnetofluid, which ripples to the north.
-If metal is submerged in magnetofluid for long periods, it ignores the magnetic fields of other magnetofume-derived equipment and homes in on non-magnetofumic metal.
-When magnetofluid is dumped into water and the water is boiled away, it creates the tough, leathery substance dubbed fumehide, which has a light magnetic field around it.
-When magnetofluid is dumped into freezing water, it creates magnetoglass, a clear material that can be worked like metal and has a magnetic field pointing in whatever direction was “down” at the time of creation.
-Magnetoglass’ magnetic field can be strengthened by magnetofluid.
-When exposed to an alternating current, the magnetofumes become electrically charged Lanarkifumes, with bolts of electricity flying around inside of it.
-When Lantrkifumes are compressed, they become Lantarkifluid, showing similar properties.
This resource has the sphere of Electromagnetism.
Infantry
HG-16 Pistol: With the rapid rearmament of Askia, our engineers simply didn’t feel like putting time into making a pistol of their own, deciding they had better uses for the resources. Instead, they’ve acquired military surplus pistols from the Yuzuan Federation. 10 bullet magazines, reasonable stopping power, pretty solid as far as sidearms go. 1 Ore. [Cheap]
Defensive
LATE System: An assortment of Miracle-Metal using traps used to render trenches, forts, and other longer term defensive positions a bloodbath to take, including wall spikes, floor spikes, and trip wires. Powered by Magnetofumic generators. Due to the time it takes to add to a defensive, it will not be available to defend against counterattacks after taking ground, but will be very useful in defending ground once taken. 4 Miracle Metal, 3 Magnetofumes [Very Expensive], [Complex].
Components
Sundiata Engine: A magnetic engine using magnetofluid to strengthen magnetoglass’ magnetic field and power vehicles, and can be used in place of standard combustion engines.
Lantarkifume Shells: Artillery has access to Lantarkifume shells, an electrically charged gas that shocks the victims to death. While not, strictly speaking, toxic, you really don't want to breath it in.
Special Resources
Magnetofumes: A thick, gray gas found in holes and vents across Askia with unique properties. Throughout Askia’s history, they’ve used it’s unique qualities related to Electromagnetism.
-It will persistently drift north when exposed to the air, in defiance of the direction of the wind.
-When compressed, magnetofumes turn to a grey liquid called magnetofluid, which ripples to the north.
-If metal is submerged in magnetofluid for long periods, it ignores the magnetic fields of other magnetofume-derived equipment and homes in on non-magnetofumic metal.
-When magnetofluid is dumped into water and the water is boiled away, it creates the tough, leathery substance dubbed fumehide, which has a light magnetic field around it.
-When magnetofluid is dumped into freezing water, it creates magnetoglass, a clear material that can be worked like metal and has a magnetic field pointing in whatever direction was “down” at the time of creation.
-Magnetoglass’ magnetic field can be strengthened by magnetofluid.
-When exposed to an alternating current, the magnetofumes become electrically charged Lanarkifumes, with bolts of electricity flying around inside of it.
-When Lantrkifumes are compressed, they become Lantarkifluid, showing similar properties.
Miracle Metal: A glossy black metal that is uniquely difficult to smelt, and has recently been discovered to have fantastic properties related to its Shape.
-When an electric current runs through it, it will suddenly and violently change shape between it’s default and a secondary shape.
Hasdrubal Bowelle
A vicious giant of a man, and a faithful Chiite who inspires his men to great valor. Due to his time in the borderlands, he knows well how to use less for more, and how to crush enemy resistance.
Type: Offensive
Passive: Redeployment: Hasdrubal Bowelle knows how to make the most of limited resources and how to put his men where they need to be; under his command, Expensive and Very Expensive equipment is used more frequently than it’s cost dictates as Bowelle redeploys heavy weaponry to where it’s needed.
Tactics:
(O) Harass and Harry: An offensive tactic in which Bowelle uses his forces for small, mobile strikes to gain an advantage for the next season’s offensive by softening it’s defenses .
(O) Retaliation: Bowelle rallies the troops after a defeat in order to bring the fight back to the enemy’s lines. When used after holding off an attack, this tactic allows Bowelle to counterattack ferociously and improve odds of success.
(D) Mobile Defense: Bowelle’s defensive lines are moving constantly, rotating in strong units to blunt enemy assaults and giving weaker ones time to rest. While his defenses are not equally strong over the whole line, it is difficult to bleed his army out.
---
Armory Choices---
InfantryFlechette MagRifle: A long wood and magnetoglass rifle, using aerodynamic metal flechettes in place of traditional bullets, which tend to stick into the enemy rather than pierce. Flechettes are fed into the gun from a magazine affixed to the bottom through a bolt action mechanism. It can be fired with accuracy up to six hundred meters with the basic iron sights, longer by some skilled marksmen, with a maximum range of around one thousand meters. Most soldiers can fire at a rate of around twenty-five aimed shots in a minute. There is a distinctive noise when it fires as the flechette leaves the rifled barrel, spinning rapidly to maintain accuracy. With very few moving parts besides the feeding system, it is very reliable. 1 Ore, 1 Magnetofumes. [Cheap]
Semi-Automatic MagRifle: An experimental wood and magnetoglass rifle. With a distinctive feed system on the side of the rifle shunting magnetized bullets into the barrel at every trigger pull, allowing the gun to be fired as fast as the soldier can pull the trigger, if with some risk of jamming if two shots enter the barrel too fast after each other. It can fire accurately at an effective range of around five hundred meters, if the soldier takes the time to aim, although the shots can reach eight hundred with skill and luck. It’s light enough to avoid getting in the way during a close in fight and has an attached bayonet. 1 Ore, 1 Magnetofumes. [Cheap]
Magnetic Machine Gun: The magnetic machine gun is a tripod-mounted machine gun served by a crew of three. One man aims and fires the weapon, one man loads the bullet belts into the weapon, and the third helps to carry the ammunition required by such a weapon. In operation it is highly reliable, although it does require recharging after some time. In entrenched positions, often a second weapon is emplaced near the first so that the fire does not cease for too long while recharging. The weapon keeps up around 600 rounds per minute for as long as it has ammo, and usually lasts for around twenty minutes of sustained fire before the magnetic field starts to break down. 6 Ore, 3 Magnetofumes. [Very Expensive]
Magnetic Burst Gun: The Magnetic Burst Gun is a lighter machine gun carried and operated by a single soldier. It uses a unique quad-barreled system. When the trigger is pulled, ammunition is drawn from a specially made box magazine into each of the barrels, and they fire at once, allowing for an incredible amount of bullets going down range all at once. The magazines are around one hundred and twenty rounds apiece, allowing for thirty bursts before reloading. While it can be fired on the move, it is heavy and unwieldy for that purpose, and there’s a lot of kick to sustained firing; it’s almost always used in stationary positions with a bipod, braced against the ground or some cover. While it can’t put down the sustained fire of contemporaries, due to the need to reload, it can still be quite effective in bursts. 5 Magnetofumes, 3 Ore. [Very Expensive].
Fumehide Raiders: Soldiers specializing in trench raiding, wearing a thick fumehide coat to divert enemy weapons, and wielding handheld magnetglass shotguns and mauls charged to slam downwards with excessive force. They are used either at the tip of the spear on charges to take advantage of the initial confusion, or are deployed for night raids, taking prisoners or clearing forward machine gun or sniper nests prior to an assault. 5 Magnetofumes, 3 Ore [Very Expensive]
Lantarkic Grenadiers: Artillery is great, but it just doesn’t always come down right where you need it; gas is useful, but you can’t really direct where the wind will blow it. The Lantarkifluid Grenadiers know this. Big, burly men trained to throw with the best of them, Lantarkic Grenadiers carry, in addition to their standard weaponry, a stock of Lantarkifluid Grenades with which to bombard the enemy. Due to their general strength, they often serve double duty as the machinegunner or other heavy-lifting roles in their squadrons. 4 Magnetofumes, 3 Ore [Expensive]
Support:Rulaaran Mechanized Cavalry: Horses are expensive to maintain, and tend to die messily when shot. Recently, however, there has been advancements in technology allowing the replacement of horses with machines. Like the Rulaaran Cavalry of old, the mechanized cavalry rides into battle swiftly - but on new ‘motorcycles’ instead of horses. They serve in similar roles to that which cavalry has been relegated to in the century of the machine gun, as messengers and scouts. However, some enterprising commanders may make use of them in the old ways - a good old cavalry charge into the flank, for which they are armed with either rifles or pistols, per preference. 4 Ore, 3 Magnetgas [Expensive]
Sundiata MW-3: The Sundiata Motor-Wagon 3 is a fairly reliable, but fuel-guzzling truck from Sundiata Industries. Compared to it’s main line of cars, the motor wagons are larger and capable of carrying far more cargo or people as needed. While expensive, they can carry a lot and are reasonably capable of going over rough terrain. They are definitely not built for combat conditions - however, they simplify the logistics and can get men where they need to be faster. 5 Ore, 4 Magnetofumes [Very Expensive]
Focused Artillery:
Due to the ability of magnetofumes to charge metal to home on other, non-magnetofumic and magnetic metal, Etroa unfortunately has long since taken steps to ensure their equipment is non-magnetic. If they hadn’t, after all, we’d simply be able to point and shoot and our bullets would home to their armor or helmets, depending on the age. But Askia’s griots were up to the challenge and indeed, have found a way to make use of the property. The Focused Artillery is mostly mundane, by some standards subpar, artillery piece; it fires 30 pound shells to a range of about 7.5km. Pretty average. What’s not average is the fact all it’s shells are charged by magnetofluid, and that our forward forces are equipped with large, highly magnetic ‘Targeting Rods’ - if the men can get near enough to the enemy lines, they can plant their targeting rods… and then get the hell out of the way. Focused Artillery is uniquely accurate as a result of these rods; while other pieces can fire faster or fire larger, nothing can match the Focused Artillery for accuracy when a targeting rod is properly placed. 4 Ore, 5 Magnetofumes [Very Expensive]
Rapid Artillery:
What’s more terrifying than an explosion? Many, many explosions, at a very rapid pace. The Rapid Artillery is meant to deliver many, many explosions, at a very rapid pace. A heavier artillery piece, a large bulk of it is taken up by it’s complex but smooth ammunition feeding system and storage for fumehide linings. When put into operation, a fumehide lining is applied to the cannon to help it maintain it’s optimal firing rate. It fires 50 pound shells out to 6.5km, relatively close to the line. But what it lacks in range, it more than makes up for in rate of fire. When the lining is applied, it can fire with only a second between shells, a rain of explosives to batter and break enemy fortifications. It’s difficult and expensive to fire at high speeds for long, both for ammunition and maintenance reasons as well as for the charge of the cannon, so this rapid bombardment is often the opening salvos of an offensive. 4 Ore, 5 Magnetofumes [Very Expensive]
Naval:
Brawler Battleship: The Brawler battleship does two things, and it does those two things very well. One: It takes hits like no tomorrow. Already thick armor reinforced with magnetically charged dust for rapid repairs gives the ship staying power in a brawl; it’s slow, but it can take hits with the best of them. It also bears six 300mm magnet-cannons, and an array of smaller cannons as well. While compared to some contemporaries it doesn’t have as many big guns, those big guns are equipped with magnetofumic generators that can keep them at maximum charge for a long time in a battle, and a unique loading system that allows them to pour out fire at an astonishing rate - the rate of fire is more limited by how heavy the shells are and their effect on the speed of loading, rather than by physically how long the weapon takes to fire. While this means it’s use as an artillery ship is limited, when the Brawler manages to close with the enemy, it can tear all but the most durable to shreds. 6 Ore, 7 Magnetofumes [National Effort]
Lantarkifume Battleship: A longer ranged and slightly cheaper battleship meant to take the enemy from the horizon. It has heavy enough armor to shrug off lighter armament altogether except in a few spaces, and is correspondingly faster. It has four 320mm cannons, and six secondary cannons. The comparatively light armament is compensated by it’s payload; Lanarkifume shells are loaded into the lighter guns; plunging fire from longer range can break open the canisters on the surface, shocking unprotected crew, while at closer range some shots can penetrate the sides and play havoc with the ships insides. Alongside the heavier fire from the main turrets creating holes for the fumes to infiltrate through, it can inflict very, very painful demises. 6 Ore, 6 Magnetofumes [National Effort]
:
Ambush Destroyer: Ambush Destroyers are built for speed and to punch above their weight class; they are built to come out of nowhere, punch an enemy ship in the metaphorical gut, and then screw off before they can be retaliated against. Moving at a rapid 33 knots, they have speed covered by their magnetofluid engines. Their punching power comes from their four 100mm cannons and two torpedo tubes, which seems like a minimal armament at first - but their cannons are capable of an ‘overcharge’ effect, charging their magnetic barrels to the maximum and pumping out shots at a round a second (machine gun fire by naval standards) for ten seconds - even if the shots are individually not up to the power of larger cannons, there sure are a lot of them. 3 Ore, 3 Magnetofumes [Expensive]
Steeldust Cruiser: The Steeldust Cruiser is a light cruiser, primarily useful for it’s high speed of 23 knots and it’s surprising durability. This speed allows it significant agility in the course of a battle, able to chase down smaller enemy ships and keep them from swarming the capitals it’s escorting. It also has greater armor than it’s contemporaries abroad - while it is about as thick as usual, the use of Paasi-Kakano style iron-dust armor allows it to easily make repairs. It has six guns, two primary single-mount 130mm cannons and four secondary single-mount 100mm cannons. 3 Ore, 5 Magnetofumes. [Very Expensive]
MiscPeerless Navigation: Askia was the birth place of true pathfinders and navigators for centuries, always ahead of all peers when it came to finding their way in the world both physically and metaphysically. This has extended to the modern day, but blown out of proportion to the size of the army. Askian navigators are without peer, and their men capable of great endurance. Askian troops can make better use of their environments than other nations, setting ambushes or defending natural fortresses as if they grew up in that very terrain.
Chijindum’s Legacy: The Chiite religion is deeply interwoven with Askian history. While the society is unrecognizable from the ancient era, the codes of Chijundum long defunct, what he represented still stands. In Askia’s military this manifests in a strong tradition of discipline. The soldiers of Askia, especially those of faith, hold to their duty as a lifeline in the mad world of war. Askian troops are among the most disciplined in the world; they keep their cool in all but the most awful conditions, and keep their structure organized and orderly - few are those who have seen Askian troops break into a frenzied charge or a frantic retreat, as the troops remain in control even under fire.
Ofalian Confederation:
The Ofalian Confederation is a collective of island city-states and territories known for it’s hands in trade since ancient times. After it’s king failed to conquer Etroa in the classical era, the Kingdom of Ofal fractured into squabbling states, although they were all still quite loyal allies of Askia. After the mad emperor from across the seas conquered the cities, there came to be a sense of unity among them in their resistance. The individual cities are largely independent, connected by free trade laws and obligation to come to each other’s defense. Ofalian technology tends to be on the cutting edge of science, but because of the experimental nature can often have issues.
Their recently refined unique resource, Vedan Sap, allows manipulation of Living Things; they twist plants and animals alike to fit their needs. We’re not certain how far this control goes, but their initial offering of Ofalian Wardogs shows potential. The creatures resemble wolves, but during combat they seem to spontaneously grow an iron-hard shell appearing more like a turtle, capable of repelling bullets; they either accompany scouting parties as a comparatively quiet way to get a kill, or range in front of a charge to try and take machine gun nests before they turn our men to Iconan cheese. They are commanded by handlers provided by Ofal, who can give them detailed orders they will carry out. They operate as [Cheap], but as [Allied Auxillaries] they can only be deployed to one front.
Guanho Principality:
Formerly the Guanho Kingdom, and then later Empire, the nation of Guanho was once a foe to Askia, now a friend. The Empire of Guanho used to have one of the widest reaches in the world, being one of the first to cross the oceans to the north and colonize new lands, and with a variety of southern colonies. Shortly before the Chijindite Revolution in Askia, however, the Yuzuhuan Kingdom, natives of the overseas continent, conquered Guanho’s colony there, and others. While Guanhoan troops were fighting there, their nearer to home territories revolted, fracturing the empire. The largest piece was what would become the Guanho Principality, ruled by a non-hereditary monarch and friendly with Askia due to a large Chiite minority. They tend towards older tech, but tried and true.
They’ve long made use of a unique ore called Nicuran Ore, controlling the sphere of Motion, able to play with momentum - in ancient times, their shield walls would quite literally break before it would bend, as Nicuran Shields would become completely immovable by your average man, resisting any force that tried. In the modern day, they offer to send a corp or two of their elite Hand Ballisticians, men carrying crossbows that fire rods of Nicuran ore. Normally, this would seem quite useless, but something strange has been done to the metal, and they refer to it’s range in terms of seconds rather than distance - namely, the amount of time it will keep moving in a straight line without really caring about what gravity has to say about it. The Ballisticians are used as nearly silent long range snipers with ammunition that will simply not stop for up to thirty seconds of distance. They operate as [Expensive], and as [Allied Auxillaries] will only be deployable on one front each season.