There's a reason why we use vote quotes, people.The name changes from RAM's plan are not going into effect, primarily to avoid minor headaches on my part. And just as a note, I forgot to mention that the Venture-Class keeps the same 1 CU individual maximum that the ITC has.
Also, I
may have accidentally put the name "Venture-Class" once in the design description for Moerth's new ship. Woops. But unless you guys are doing some weird strategy, leaking the class name shouldn't be a huge deal.
Combat Phase of 2210Curiously, no orbital combat occurs above the planet of B2 this year. Our Unit on B2 reports sightings of Moerth ITC shuttles bringing down equipment, but other than that, nothing.
Instead, the fighting is in the orbit of the ocean world C2. Captain Arksath of the Venture-Class sent to C2 reports that its complement of A-ASF-8s were prepared to be scrambled as soon as non-Amaokian radio transmissions were detected by the onboard radio. Our orbital forces couldn't determine its source, but it was particularly strong.
The suspicion bore fruit when a warship of Moerth design was spotted by the Venture-Class, turned with its front at a roughly 80 degree angle away from our ship. A-ASF-8s were immediately scrambled with the directions to assault that ship as it appeared to continue turning to face the Venture-Class. Without a doubt, this new Moerthi ship was something completely new.
The first volley of missiles was us. The first A-ASF-8 deployed by the Venture-Class unleashed both its missiles soon into the battle thanks to the fighter already facing the Moerth vessel when deployed. The new Songbird missiles meant that each fighter only had 2 missiles equipped, but the result was astounding. Both Songbirds made direct hits on the sluggish Moerthi destroyer. However, their ship kept moving. The songbirds impacted in different locations and based on the report of Captain Arksath, the vessel just kept moving. There were small but notable hull breaches where the missiles impacted, but it seemed like it barely impacted the destroyer at all.
As the second A-ASF-8 closed into missile range using its own clunky reaction thrusters, the Moerthi warship unleashed its first volley of missiles. Unlike what we saw in our previous orbital encounter, the volley was a lot smaller. All missiles missed - likely due to the still large angle between the front of their ship and our Venture-Class. But soon after, another volley from the same site was spotted. A missile hit our first fighter as it was still attempting to return to the Venture-Class, destroying it. The rest of the missiles dispersed, likely due to their target disappearing.
Eventually it appeared that the second A-ASF-8 was within firing range, but just as this happened
another volley was sighted. The A-ASF-8 fired both missiles before getting hit and being destroyed. Both missiles again hit the Moerthi vessel, with a bit more luck compared to the first hits. The Songbirds appeared to make contact one after the other in the same site, at the front of the ship where we assume the missile pods are located. A large breach appeared at the location, then the firing stopped.
The Captain of the Venture-Class states in his report that he considered ramming, before realizing that this new Moerthi ship was bigger than an ITC, clearly well armored, and that Central Command would very likely not appreciate losing their only Venture-Class. The hostile ship would at some point leave visual range and we assume head back to Moerth for repairs. The Venture-Class also returned to Moerth, as it was out of fighters and had no use at C2.
Captain Arksath is requesting improved fighters. Tactics during the battle were annoyingly restricted due to the lack of communication between the fighter pilots and the Venture-Class. The Venture-Class has a radio, sure, but the A-ASF-8 doesn't. Better speed or more missiles would also certainly help. The Venture-Class was of huge help to us but the speeds of the ship involved hurt - with higher speeds, our A-ASF-8s could had both fired their missiles before the Moerthi destroyer got a viable firing angle.
The Orbital Zone of C2 is now Conflicted.Amaok has lost 2x A-ASF-8s.Planetside, ITCs from both sides landed supplies. Our reinforcements and extra ABR-1s landed without problem, as did whatever their ITC was carrying.
With two Units deployed on C2 and ABR-1s introduced, the battle become a whole lot more even this year. Our forces on C2, scattered across the islands, rally at the landing points of our shuttles where reinforcements and new guns arrive.
Only half of Moerth's forces here have their bolters, but it would appear that their bolters have been improved. We noticed that they've began using their Bolters in close quarters
without any hand-destroying explosions. Where before their bolts detonated far too quickly at close range causing friendly fire, their bolts simply no longer detonate at close range. Additionally, we've experienced some unexpected casualties at long-range where their bolts are somewhat more effective now. They're still inaccurate at long range, but Moerthi bolters are no longer useless against our ABR-1s above medium range.
The beginning of the renewed fighting on C2 sees our forces making an unexpected charge through the islands to gain more land, taking advantage of the enemy's more poorly-equipped troops. The larger islands are subject to invasions from our soldiers scattered across many different rafts. Skilled marksmen lie on the front of the rafts where they snipe Moerthi sentries and bolter-equipped troops from long range. Occasionally, their bolter fire results in some hits and the explosive bolts promptly sink our rafts. As they scramble their bolter-equipped troops to deal with our marksmen, our main soldiers' rafts land on the island where they can engage the occupied Moerthi troops at medium range.
But at the smaller islands, which form the large majority of C2, our soldiers are having difficulty landing on the beaches. Our "marksmen rafts" are only useful to such a degree - we only have so many rafts, so many marksmen, and while inaccurate, Moerthi bolts are very effective at sinking rafts. Our soldiers are forced to engage at close range with their pistols on the shore where Moerth pistol and non-explosive bolts slaughter us.
Despite our shortcomings in most of the islands, our Commander has reported that our Units have taken a decent portion of "land". Advancing more is uncertain as it involves storming the shores of the smaller islands and dying to them at close range. Defending is an easy task thanks to our ability to pick off invading Moerthi soldiers as they come. Without any change in designs or tactics, we doubt we'll be seeing a shift in the battle here next year.
Our Commander on C2 is quite happy with the progress here, but doubts we can make any more significant advantage. Again, actual sea-based vehicles would be of
immense aid here! Building on our long-range advantage could work, but our number one problem is that our soldiers are forced to mostly engage Moerth on the shores where close and medium-range bolter fire reigns supreme.
Amaok has gained ground at C2. [M: 2/3, A: 1/3]B2 is a disaster.
Our Unit is finally losing ground on B2 as Moerth pushes their advantage. Their improved bolters help against our snipers. Moerthi bolts hammer the cover where our marksmen lie, forcing them out and allowing hostiles into medium range where they easily win. Our hidden marksmen continue their ambushing and guerilla tactics, but it's only of minor help. Some of them may be picked off as they travel, but they still have more than enough soldiers to beat us wherever they go.
With no new equipment or forces, we're left outgunned and outnumbered. We're losing at short range, medium range, and our advantage at long range is almost negligible. Our Commander is requesting
anything to help bridge the gap!
Moerth has gained ground at B2. [M: 2/3, A: 1/3] A3 and C3 continue without any gunfire whatsoever. Other than a few crimes which we're investigating, that is. How an organized crime syndicate got ABR-1s is lost to us, but we've equipped our militias on A3 and C3 with a few ABR-1s on the routine interplanetary ferries to even the odds.
Other than that, the infrastructure is finally completed and the new governors of A3 and C3 both say that they're producing resources ready to be shipped back to Amaok. Apparently, we can also now
name A3 and C3. If we want.
Amaok has gained access to the resources at A3 and C3.At A2, our ABR-1 is finally introduced to the fighting. ITCs bring a new Unit and its ABR-1s. Of course, we didn't have enough ABR-1s for the existing unit but the ABR-1s still helped.
With the long open barren landscapes of A2, our soldiers make full use of their (limited) ABR-1s, picking off Moerthi troops as they approach. Bolter fire at long range is intimidating, sure, but eventually one learns that with use of cover and a calm demeanour, it can be
mostly ignored. Sure, we lose at close-range thanks to their better bolters and better pistols, but our newly-found superiority in numbers helps make up for those losses. Our Armoured Space Suits even become somewhat more useful as their pistols and nonexplosive bolts become less effective against it.
Our marksmen have been taking affinity to the rock formations and usually set up there as they wait for passing Moerthi convoys and patrols. Once they begin firing for a while, the rest of our soldiers go in and take advantage of the distracted hostiles and clean it up.
At some point, an officer even succesfully called in an air strike from the A-ASF-8 after it arrived. A Songbird missile hit an enemy camp, destroying a part of it! Sure, the missile wasn't particularly destructive and the A-ASF-8 had to land and wasn't useful for the rest of the year, but it was a good distraction and is the first use of orbital/air support in the war.
Enough of this and we begin pushing back. The barren landscapes help a lot as our marksmen dominate the battlefield. Eventually we wipe out most of the resistance, and their troops start hiding in caves and similar formations where our snipers are less effective. We can still advance later without a doubt, but it's going to take a bit of effort.
Our Commander believes that something to help in medium or short ranges would be nice, but if nothing changes we should wipe out any evidence that Moerth was even here next year.
Amaok has gained ground at A2. [M: 0/3, A: 3/3]Three A-ASF-8s have finished construction and are ready for service, as is the brand-new-again ITC #2.
Interplanetary Transport Craft: A primitive “shuttle” capable of carrying a unit and basic equipment to another planet. It’s quite large, and built completely in space. Docked to it are SSTO rocket shuttles designed with just enough fuel to carry things to/from planetside and return. However, the lack of large empty spaces in the shuttle and craft as well as limited fuel in the rocket shuttles means it can’t carry “heavy” things. The ITC relies on efficient chemical engines for thrust and powers essential systems via solar panels. While it can still carry units, the ITC cannot carry any item with a minimum weight above 1 CU.
Cargo: 4 CU
Expense: 3x
Resources: Metal, Exotics
Venture-Class Combat Transport: A somewhat small vessel fitted with two launch bays capable of quickly launching stored small craft. Has a basic radio suite allowing for communication with local radio-equipped ships or planetary ground forces, but not interplanetary communication. The Venture-class uses one large chemical thruster to obtain relatively poor speeds, and a reinforced skeleton can possibly keep the ship intact with some damage. Like the ITC, the Venture-Class cannot carry any item other than a Unit with a minimum weight above 1 CU.
Cargo: 2 CU
Expense: 1x
Resources: Metal, Exotics
A-ASF-8 Light Combat Vessel: A tiny "fighter" designed to intercept threats in orbit and provide limited atmospheric support while being deployed from a transport ship. Its extremely tiny amounts of fuel means it can't leave the vicinity around its mothership and if it heads into the atmosphere, it can't return until picked up by the mothership manually. Has basic jet engines allowing ~10 minutes of powered atmospheric flight, but is still very cumbersome when powered and mostly flies by gliding downwards towards the ground after deorbiting from its mothership's orbit. Has 4 unguided very low-yield missiles that have to be expertly aimed to even have a chance of hitting things. Targets by vision alone; takes huge time to find targets in space+air and is also slow in both space+air. In ITCs, he vessel is deployed via a very long process in which it is manually pushed out of the ITC. Sometimes called an "attack glider".
Weight: 1 CU = 1x
Expense: 6x
Resources: Metal
"Songbird Banshee" Radar-Guided Missile: A missile variant that's twice as heavy and big as our standard missile. Uses radar guidance and two stages to acquire new targets. Has IFF functionality and targets the closest non-friendly radar entity. Can manuever in limited amounts, to the point where if the target isn't performing effective evasive maneuvers and the launcher is pointed at the target, it can reliably hit. Carries a low-yield destructive payload which can reliably breach unarmored spacecraft but isn't effective on the ground unless directly fired at a ground target. The first stage provides a boost and the second limited cruising, and fins allow it to work effectively in-atmosphere. Doesn't require a Production Line, but has to be assigned to missile-using designs.
Printed Pistol: A basic pistol that’s created via advanced 3d-printing techniques, making it very cheap. Unfortunately, its benefits stop there. It’s uncomfortable to use, inaccurate, works at short ranges, and fires very weak rounds. Fortunately, these rounds are still enough to puncture the basic suits and unarmored clothing used by soldiers on the field. Very light. Unreliable.
Weight: 1 CU = 10x
Expense: Unlimited
ABR-1: A simple yet effective semi-automatic battle rifle completely designed in Amaok, using custom-designed ammunition. Works best at a moderate-long distance, but still works well at long and moderate distances. Grows less effective at closer and more long-ranged engagements. Very effective at punching through light Kevlar, but ammo shortages require use of the ABR-1 to be limited in close-range engagements.
Weight: 1 CU = 4x
Expense: 4x
Resources: Metal
X112 Space Suit: A bulky space suit originally designed for the vacuum of space. It’s relatively flexible compared to spacesuits used by earlier space agencies such as NASA, but greatly restricts agility. Its complete lack of armor doesn’t help either. Luckily it’s cheap to produce.
Weight: 1 CU = 3x
Expense: Unlimited
Armoured Space Suit: A version of the X112 with very light Kevlar covering vital parts of the body. Notably increases overall injury survival rate, but wearers will still be heavily wounded by projectiles and the like.
Weight: 1 CU = 3x
Expense: 1x
Resources: Metal
Kevlar Armor & Uniform: Very basic thin-layered and light-weight partial Kevlar armor. Not even a helmet is included. This armor was originally used for security personnel sent with the colonies. It cannot be used in conjunction with regular armor. The facilities for producing Kevlar are still very limited in the colonies, making this armor a luxury.
Weight: 1 CU = 5x
Expense: 1x
Resources: Metal
Radio: Communications are done via basic radio systems. However, the size required means units would have to lug expensive radio systems to planets with them in order to communicate with Central Command back at their homeworld.
Weight: 2 CU = 1x
Expense: 2x
Resources: Metal
Fusion Engine: A huge 1-mile in radius Tokamak-based Fusion Reactor. Produces power comparable to a much smaller conventional power plant. Requires very long and energy-consuming warmup time. Once activated, will start to meltdown, produces extreme magnetic effects in 10-mile radius while stunning people in radius.
PlanetsA1 - 1 Metal Unclaimed
A2 - 1 Exotic A: 3/3, M: 0/3
A3 - 1 Metal A: 3/3, M: 0/3
B1 - Nothing Unclaimed
B2 - Nothing A: 1/3, M: 2/3
C1 - 1 Metal Unclaimed
C2 - 1 Exotic A: 1/3, M: 2/3
C3 - 1 Metal A: 3/3, M: 0/3
Production Line 1: Interplanetary Transport Craft (3/3)
Production Line 2: Printed Pistol (Unlimited)
Production Line 3: X112 Space Suit (Unlimited)
Production Line 4: Kevlar Armor & Uniform (0/1)
Production Line 5: Venture-Class Combat Transport (1/1)
Production Line 6: Armoured Space Suit (0/1)
Production Line 7: ABR-1 (1/4)
Production Line 8: A-ASF-8 (4/6)
Production Line 9: Radio (2/2)
Production Line 10:
Items covered in [brackets] aren't fully deployed, and the Unit must be sent the design again successfully to fully deploy the item. Partially deployed items still cost an expense level, and attempting to fully deploy it does not cost any expense levels.
Unit 1:
Equipped: X112 Space Suit, ABR-1, Printed Pistol
Location: A2
Unit 2:
Equipped: X112 Space Suit, ABR-1, Printed Pistol
Location: C2
Unit 3:
Equipped: Armoured Space Suit, Printed Pistol
Location: A2
Unit 4:
Equipped: X112 Space Suit, ABR-1, Printed Pistol
Location: C2
Unit 5:
Equipped: Kevlar Armor & Uniform, ABR-1, Printed Pistol
Location: B2
Transports
Interplanetary Transport Craft #1: Unassigned
Interplanetary Transport Craft #2: Unassigned
Interplanetary Transport Craft #3: Unassigned
Combat Vessels
A-ASF-8 #1: Unassigned
A-ASF-8 #2: Unassigned
A-ASF-8 #3: Unassigned
A-ASF-8 #4: Unassigned
A-ASF-8 #5: Under Construction
A-ASF-8 #6: Under Construction
It is now the Design Phase of 2210.