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Author Topic: Arms Race: War of the Cinder Spires  (Read 26360 times)

Draignean

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Arms Race: War of the Cinder Spires
« on: July 14, 2017, 04:53:25 pm »

Arms Race: War of the Cinder Spires


An Arms-Race game that is in some places blatantly copied from, and in some places loosely inspired by, the various arms race games that have occurred. Various mechanical details contributed by random internet street people. The technology and setting is copied from Jim Butcher's The Aeronaut's Windlass, which is a book I'd recommend to anyone who already likes Jim Butcher and is waiting for Peace Talks to come out.

Spire Kasgyre

Spire Wreth

Game Discord: https://discord.gg/Ry4PMeZ

No nation fights to control the surface of this world.  The surface is covered in dense and perpetual mist, and there are monsters within that mist. Awful creatures that bear humanity no more enmity than a spider harbors enmity for a fly- and setting up a colony within their territory would be as foolish as a fly setting up a colony within a spiderweb.  Humanity, thankfully, does not live on the surface. They live in the Spires.

The Spires we're built millenia ago, frames of nearly unbreakable spirestone designed with the specific intent of preserving humanity. Each spire is a cylinder approximately 2 miles in diameter and the same measure in height. Internally divided into several hundred floors which are each roughly 50' in height, each Spire is a nation unto itself.  Vat farms produce vegetables, meat, limited wood supplies, and, most importantly, crystals.

Above the mist of the world's surface, in the high air of the spires, there is a peculiar energy known as aether. Its whimsical nature is the subject of much study, and (despite its unpredictable nature) it's the core of most all technology. Properly conducted and channeled into a carefully prepared crystal, aetheric energy has marvelous properties. Including the ability to cause a specifically designed and faceted crystal experience strong directional gravity. When such a crystal, known as a lift crystal, is paired with a method of harvesting aetheric energy on the fly, a decent sail (or more crystals), and is locked into the spine of a ship- you get a very basic airship.

Such airships are essential for travel between spires, as traffic overland is suicidal. In peace times, the most important role of airships is in making runs between the Spires and various Demi-Spires; protusion of stone similar in nature to Spires, but thinner and filled with rock and earth thrust up from the surface and locked into a frame of nearly unbreakable stone. Raw resources of metal and stone are frequently mined from such demi-spires, largely removing the need for surface mining.

Spire Kasgyre and Spire Wreth are two Spires which have lived in uncomfortable proximity for many centuries- always at each other's throats for one reason or another. Recent advances in airships and aetheric weapons spurred spurred border expansion and antagonistic rivalry- eventually culminating in a series of horrific raids on mining camps on various demi-spires. It's not known who struck first, but the resulting series of escalating engagements have stripped the two spires back to a few bare bones mining camps, and have set the stage for open war.



Rules and Play Sequence

General Play Loop
These rules are adapted from a couple different arms race games, with enough new twists that they're worth reading again even if you've played all the arms race games.

The game runs on 1 year=1 turn system. Every year both teams go through stages for design + project maintenance, revisions, and production + deployment cycles. At the start of the new turn, both teams get a base pool of 5 dice to allocate towards designs, projects, revisions, and basically everything good and useful.

At the start of each year designs and project maintenance is handled. Members of each team may propose designs. Everyone is allowed to vote for a design, or to vote for 'no design'. Each player has one and only one vote, and that vote is an integer with value 1. During this same time, players of each team propose resource allocation plans for various pre-existing projects. These are voted on in the same was as designs. The design (if any) with the most votes gets rendered into a new project and the progress for the funded existing projects moves ahead at the end of this stage. Any created prototypes or finished projects are described.

After designs and projects have been worked out, then the players move on to revisions. Revision are cheap, but best suited to address minor problems or incremental improvements. For example, if you finished an aetheric cannon last round that had issues with overheating, one could try and revise a better copper baffle in order to pull heat away. However, if you finished an aetheric cannon last round, one could not revise an aetheric rifle from it- even if the original cannon design was flawless.

Any dice not spent on revisions/designs/projects are saved back for the next round. Each team can bank a total of 5 dice, giving them a maximum of 10 dice to spend at any one time.

After revisions comes the deployment, tactics, and construction phase. During deployment you can set and modify standing movement orders to your ships, sending them to various locations to do ship things. A ship can go anywhere within two spires of its current location, but will be halted by enemy activity. Simple enough. Tactics is telling ships and marines how to engage. Tactics are designed/revised just like normal technology. The last part, construction orders, is about allocating resources to actually build new weapons/ships.  Each player gets a single value 1 integer vote for each of these three.

After that's decided, ships are moved, and combat is resolved.

From there it's all clean up work. At the end of the combat phase, any resources coming in on transport ships, or directly from the spire itself, are added to the totals of the respective teams. Any ships generated by build orders or production lines are added to the fleet totals.

Production Lines

At the start of the game, both teams start off with the 'light dock' and 'marine academy' techs. These provide two production lines for the teams to work with at the beginning, and it's important to understand how they work.

Production lines are abstractions of government funding that automatically produce ships (or units, in the case of the marine academy) at a specified rate up to a certain numerical limited in a specified 'pattern' for as long as the line is active. Patterns are techs created through revision, and they specify all the components that will be made along with a ship. For instance, the basic Skyskiff production line comes with a pattern that outfits any Skyskiffs it builds it with a VS Core Crystal, a VS Lift Crystal, four trim crystals, two light cannons, and two reams of webbing. If a new cannon is created, a revised pattern can be created that outfits the Skyskiff with the new guns. Beware, however, that this will very likely reduce the total number of the Skiffs the production line will build and may decrease their build rate as well.

As an example, the Skyskiff production line creates up to 10 Skyskiffs, and creates them at a rate of 2 per turn.

For every production line EXCEPT the one granted by the marine academy (which produces marines) switching what ship is on a production line is just a declared action at any point during a team's turn. However, any ships created by the now inactive production line must either be paid for or be scuttled. You cannot rotate production lines to buff up your numbers, nor can you gain resources by scuttling production line built ships.

Capturing Ground and Controlling the Air
Control in the game differs depending on whether you're talking about controlling the air or the ground. Let's start off with ground control, since that's the easiest to consider.

Each spire and demi-spire is broken up into four sections. In general, much of the fighting is done within the network of interior caves within each spire- where soldiers are insulated from any incoming fire from outside the Spire. Artillery support from ships outside, no matter how striking, will make very little difference due to the spirestone frames. Every spire is different, sometimes not by much, some times critically so. Burned mountain is hot as hell, and the wrackspire is so badly shattered that marines need to break out dinghies to move between pillars. No matter the challenge, the basic idea is the same. Get transports, load them chock full of marines, and send them off to a spire.

Any ship with a transport capacity can be used to transport troops. Every 2 units of capacity indicates that a ship can carry one squad of marines. Each squad of marines consists of about sixteen men, usually broken up into four teams of four. Each team determines (and pays for) their loadout when they're loaded onto whatever ship has been chosen to carry them. The transport can then be moved to its final destination where (assuming it doesn't get blown to cinders on the way) it will disgorge its troop load. The transport can then be moved back to a friendly port and reloaded with marines. Repeat as needed until you control the spire or until you're forced to evacuate. Each individual demi-spire has a 'marine presence X/Y', which determines the maximum number of marines you can reasonably have deployed there at one time. Some places are better controlled by a few elite units, where others benefit from more Russian tactics.

Critical to the objective controlling ground is controlling the air. In order for a ship to drop infantry it has to actually reach a spire and (usually) come to a near stop in order to launch dinghies to get marines on the ground. If the other team effectively has a spire blockaded, then there's no point in sending marines with fancy weapons and expensive armor, since their transport will get reduced to ash before they ever make it close.  Controlling the air around a spire is (compared to controlling open sky) a straightforward. That is not to say it is simple. It's important to remember that spires, even demi-spires, are miles in circumference, and its difficult to completely watch all points. Lastly, one must remember that spires go a long way down, and that a transport can land dinghies at any point where there's an opening. While defensive ships can do their damnedest to patrol the known openings, a crafty captain can always try to find a new crack large enough to slot troops in. A suicidal one can even look for such an opening at the level of the mist. 

Basically, if you focus your forces into a grand fleet to defend a spire, you'll have the best odds of resisting a focused assault, but your odds of being able to stop stealth transports goes down. If you fragment your forces into pursuit groups you're much more likely to catch and burn isolated transports, but you're in a weaker position of a focused force shows up. A good mix of ships makes for a good defense, but nothing is ever guaranteed, and whatever tactic you have the defending ships employing makes quite a difference.

Despite the amount of sky, it's important to remember that airships are but means to an end. Wars are won by boots on the ground, and airships are just a way to deliver boots, stop boots, or support boots.




Definitions and Resources

Designs
Designs are the gateways to projects, and require a minimum of 3 dice: one for to roll time estimate, one to roll initial progress, and one to roll project expense.

Instead of creating an object immediately, design actions create Projects which run in the background.  The Time estimate roll of a project, combined with how ambitious the project is natively, determines how much engineering effort it will take to actually make a deployable technology. This effort is quantified in a number usually in the range between 6 and 60. Determining this number is a nebulous process largely subject to GM fiat, but (in very general) rolling a 1 will cause the project to take twice as much time as it would have with a 6. If players elect to spend additional dice on rolling for time estimate, the result is the highest of the numbers rolled.

Initial progress is a roll that determines a small bonus to the start of the project's progress. Importantly, this progress is free and does not come with an associated resource cost. Additional dice spent on initial progress are additive, but, regardless of how many dice you spend, initial progress cannot rush a design past the prototype stage (50% progress).

Project Expense aids in determining how much it costs to keep a project going. After its creation, every time a team wants to make progress on a project, they have to allocate a number of die and pay certain resource costs.  A high roll for project expense indicates and efficient project flow that costs a lower number resources to do research. For instance, a project that requires one of wood OR ore OR crystal on a 6 might require 1 wood + 1 ore, and one more of ore, wood, or crystal on a 1. If players elect to spend additional dice on rolling for Project Expense, the result is the highest of the numbers rolled.

Projects
Projects are created from designs. A project represents a long term investment of man-hours and resources into building prototypes, live fire drills, good old fashioned research, and rigorous testing.

As mentioned in designs, all projects have an amount of progress that needs to be filled, and a certain cost associated with that progress. A project header for an ambitious new core crystal looks something like this,

Zulu-Type Core Crystal: 12/30 | 1 Crystal + 1 Crystal OR 1 Ore | Rushed 0 times | 4 Crystal, 2 Ore Invested

Name, followed by current progress/total needed, then how much each die of progress costs, the number of times the project has been rushed, and the total resources that have been currently invested.

Every round, during the design phase, a team can elect to spend any number of their dice on progressing projects. For each die they spend on a project, they have to pay that project's resource cost. So if you elect to spend 2 die on the above, you have to spend 2 crystal and 2 from any combination of Ore/Crystal. For every die you spend resources on, you can also elect to rush the project. This gives you an extra die that adds to project progress normally, but also adds a bug to the project, or worsens and existing bug.

Once a project reaches 50% completion, the team gets a prototype. The prototype gets three rolls: Efficacy, Cost, and Bugs. These are all fairly self explanatory and (barring revision) represent the final product. Higher efficacy means it's a better product, higher cost roll means its cheaper, and a higher bugs roll means that it's got fewer unexpected kinks to iron out. As long as you do not deploy the prototype, you can make revisions to it what will effect the final product of the project.

If you choose to deploy the prototype, either because you're satisfied with the design or because you're in desperate need of an edge, you cannot rebuild it after it's destroyed/lost. Large objects, like heavy weapons or ships, get a single prototype. Small objects, like jetpacks or experimental body armor, get enough to outfit a single fireteam.

A project can be canceled at any time, and its resources re-allocated. When a project is canceled, the team gets 50% of the invested resources back at the end of the next turn, and a number of die equal to the project's current progress divided by six and rounded down.

Revisions
Revisions are as standard in Arms Race games. They cost only one die, but they yield incremental (and diminishing) returns. Importantly, revisions are improvements and modifications to existing technology and/or tactics. If you find yourself wondering whether something should be a revision or a new design, ask yourself whether it uses the same frame, and whether the addition is a technology by itself.

Some situations are tricky, and if you overreach you might get a really crappy version of what you wanted and a none-too-subtle hint that you should spend a design somewhere.

As an example, take two different tactical doctrines. Paratrooper tactics and officer sniping. Paratrooper tactics, even if you already parachutes lying around, is a full on design. You're not making a small change to how your soldier fight, you're asking them to do something entirely new and different.  Officer sniping, by contrast, is a revision that tells your squads to keep a designated gunner whose only job is to look for the opposing side's officers and eliminate. That's a revision.

Resources
One of our big breaks from conventional arms race games, along with the changes to Designs and the addition of Projects. There are four resources: Crystal, Ore, Wood, and Silk. Resource numbers don't just indicate amount, but quality and effort in working. So just because something is small doesn't make it inexpensive. As long as a demi-spire is controlled completely, the resources will be automatically transported back to the spire through the miracle of commerce.

Crystal refers to the ability to vat-grow crystals, and is the most difficult resource to expand collection of. The vats needed require years to get started growing even small crystals of usable purity, and you can't naturally mine the crystals needed. You start with a decent crystal production, but it won't hold you over forever- particularly not when it's the main component in many of the systems most critical to airships and aetheric weapons. Each nation's spire starts with 10 Crystal production.

Ore refers to various metals mined from the earth, either from the surface (stupidly dangerous, but it's how you get ore in the spire) or from other Demi-spires. You get a short supply of ore at start, considering how much it's used for, but it's the easiest to expand the collection of. Just go and capture a Demi-spire, and it'll at least produce ore. Each nation's spire starts with 8 Ore production.

Wood is wood, of various treatments and flavors. It is both cut from the surface when an exotic type is need and grown from vats for more typical fare. It's relatively easy to produce, and tree farms can be set up on demi-spires relatively easily. Who knows, with a bit of maintenance you might be able to design floating tree farms! Wood is a plentiful resource at start, and one that's relatively easy to expand, but is used in rapaciously for ship building and expansion. Each nation's spire starts with 10 wood production.

Silk refers to aethersilk, a unique material with the ability to conduct aetheric energy. In its base form, it's a sticky, ropy secretion created by surface monsters.  For obvious reasons, this makes it rather difficult to obtain. Harvesters work on the surface in the area directly around spires in order to harvest silk, usually with heavy firepower to back them up. Sometimes it's enough. Silk production is low at start, but each demi-spire you control gets you another area that you can mine the base of for Silk. Each nation's spire starts with 5 silk production.



Setting Modifiers

War in Heaven: There's little reason to design a tank, because controlling the surface of the planet is similarly implausible to controlling the surface of the sun. All combat either takes place in/on demi-spires or in the surrounding sky. The 'bottom' of the battlefield is a perpetual shroud of mist, tangibly different and colder than a normal cloud. Monsters dwell in the mist, so, while it's great for stealth, it's not a good idea to hang out there. The ceiling is the higher air where it becomes difficult to breathe. The aether is stronger there, and it provides more energy to a ship, but it's also more unpredictable and steadily drives humans insane. So while it's great for high power maneuvers, it's not a good idea to hang out there. The battle space between the two is chaotically streaked by clouds, storms, upwellings of mist, and general environmental nuisances, but it's still safer than the other two options.

Less than Ultra-Marines: When capturing the demi-spires, you NEED marines. The spirestone frames means that an entrenched force can weather basically any bombardment. You can blockade a demi-spire with ships and starve the enemy out, but, to actually take and hold territory you need boots on the ground.

Powered by Spiders: Aethersilk, the best material for conducting aetheric energy, is prepared from a ropy secretion used by the surface monsters to catch prey. As one can imagine, this makes it somewhat difficult to obtain. It's like if battleships ran on tiger milk- if tigers were poisonous, as large as a Buick on steroids, and impossible to tame.

Pretty Crystals: Vat grown crystals that are designed to interact with the Aether are the primary physical component of most magitech. Lift and trim crystals, core crystals, weapons crystals, etc. Short version, crystal can draw and channel energy from the aether.

Iron Doesn't Work: Something in the atmosphere, perhaps the aether itself, reacts powerfully with iron and steel. Exposed ferrous metals will rust and rot away to nothing but red pulp over the course of a few days. Copper cladding is frequently used as a sheath for iron and steel in order to prevent them from rotting.   

Guns sort of work:  Gunpowder exists, and firearms of the flintlock persuasion. However, they are famously unreliably devices. In order to contain detonation pressure, the chamber (and to a lesser extent, the barrel) is steel clad in copper. If the energy of the shot nicks a hole through the copper, or the corrosive gunpowder eats through the lining, the atmosphere will eat through the weapon's internals and cause the weapon to explode on the next shot. Mostly for shooting through defenses meant to stop aetheric weapons.



A word on Airships and Airship Combat

A few important things bear specific mention with regards to airships and the way they fight.

The most important detail to discuss is webbing. Most airships will run several spars (similar to thin masts) that are designed to run out the web. The web is the actual device that catches aetheric energy in the atmosphere and transfers it into the vessel. The more web you can run out, the more energy you can take in, which in turn increases the rate at which you can fire weapons and the speed at which you can maneuver (up to the strain limit of your crystals). However, webbing is fragile, and a single blast of aetheric cannon fire will fry large sections of the web into drifting ash. With damaged webbing, a ship is forced to rely on the internal capacity of its core crystal and whatever power they can eke out of the remaining strands. At best, this renders a ship slow and vulnerable. At worst it slowly depowers the ship's lift crystal, resulting in a slow death by monster for the crew. Webbing still functions within the area of a shroud, and combat vessels typically optimize for web patterns that allow them to run out as much web area as possible within the area of the shroud without compromising their firing arcs. Even given that, the maneuvering and firepower advantage to running out extra web is usually valuable enough that combat vessels are outfitted with extra reams of web, so that they can afford to have a few extra sections burned off.

Short version: ships are powered by running out web, which is really fragile. The more you web you can put down, the better, but your shields can only protect so much. If you get your web shot off, you're dead in the sky. Unless you've got a sail, and even then you've got to worry about falling.

Shrouds, as mentioned elsewhere, are energy shields generated by core crystals. Their base level is ONLY effective at stopping aetheric energy blasts, and even then it will buckle after sustained fire. Shrouds aren't entirely Star-Trek shields, though they do have similarities. A Shroud surrounds an airship in a rough oval, generally of the shame shape as the ship's core crystal. Much like a normal Sci-Fi shield, if it takes too much overall damage it will buckle in a shower of sparks. However, it can also be penetrated on a point by point basis. Focused fire can tear a hole in a shroud, even if it doesn't have enough energy to actually buckle the shroud completely. Holes shot in shrouds will fill in relatively quickly, within minutes, but a shroud that has been completely buckled requires the airship to bring the core to near zero power in order to reset. Doing so without depowering the lift crystal and plunging a ship on a one way trip to the surface is something of an art, and a heroic feat to do under combat circumstances.

It's important to note that Airships behave more like dirigibles than planes or ships. While they can run on sail, they typically use trim crystals to maneuver, which lets them pull off pinpoint maneuvers and turns that would make a sailing ship green with envy. Inertia is the greatest controlling factor in airship maneuverability, though more powerful lift and trim crystals can help offset this issue.

Airships themselves are constructed from various components,as you can see in the starting tech spoiler below. You can outfit a ship with whatever you've constructed that will fit, but the ship has to come back to the spire (or a forward port if you've built one) in order to complete the refit. If you make a revision that modifies an existing hull design, for instance making a version of the basic ship with a single medium size fixed position bow gun instead of two small cannons, those refits can also be performed only at a port.


Starting Technology

Spoiler: Tech (click to show/hide)

Spoiler: Tactics (click to show/hide)




« Last Edit: August 15, 2017, 12:48:17 pm by Draignean »
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires
« Reply #1 on: July 14, 2017, 05:14:01 pm »

Welp.

I guess I'll join... Wreth, cos it sounds like wrath.
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Nirur Torir

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Re: Arms Race: War of the Cinder Spires
« Reply #2 on: July 14, 2017, 05:52:55 pm »

I will join Wreth because I pronounce Kasgyr with a gutteral 'Ka' sound, which isn't poetic.
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Aseaheru

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Re: Arms Race: War of the Cinder Spires
« Reply #3 on: July 14, 2017, 05:55:34 pm »

Kasingir it is then.
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Taricus

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Re: Arms Race: War of the Cinder Spires
« Reply #4 on: July 14, 2017, 05:56:03 pm »

3-1 seems unfair :V

Honour to Spire Kasgyr(e)!
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Madman198237

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Re: Arms Race: War of the Cinder Spires
« Reply #5 on: July 14, 2017, 06:25:54 pm »

Joining Wreth, because, like NUKE said, you can do fun things with the word "Wrath" in "Wreth".

Also, always lower in the alphabet! It's a foolproof plan, no matter what Arms Race you join!
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Kot

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Re: Arms Race: War of the Cinder Spires
« Reply #6 on: July 14, 2017, 06:26:49 pm »

Which one is Arstotzka?
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Aseaheru

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Re: Arms Race: War of the Cinder Spires
« Reply #7 on: July 14, 2017, 06:29:55 pm »

 None, because we dont need that source of salt invading. Plus, either different universe or a few millennia separated.
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Kot

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Re: Arms Race: War of the Cinder Spires
« Reply #8 on: July 14, 2017, 09:10:30 pm »

How am I supposed to choose a side if I don't know who is Arstotzka?
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Madman198237

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Re: Arms Race: War of the Cinder Spires
« Reply #9 on: July 14, 2017, 09:15:24 pm »

Choose one and then try to make it Arstotzka?

But don't join mine because it will never become Arstotzkan ever
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VoidSlayer

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Re: Arms Race: War of the Cinder Spires
« Reply #10 on: July 14, 2017, 09:15:53 pm »



I will be joining Kasgyr, because you horrible Wreth barbarians killed all my farm's cuddly little black spine spiders.  They just wanted to cuddle you with their razor sharp acid filled spines and then eat the soup that is left over!  How dare you!

Madman198237

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Re: Arms Race: War of the Cinder Spires
« Reply #11 on: July 14, 2017, 09:18:02 pm »

Kasgyr is going to be freakish wildlife spotters who will gleefully get themselves killed before we even show up?

Darn.
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VoidSlayer

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Re: Arms Race: War of the Cinder Spires
« Reply #12 on: July 14, 2017, 09:22:00 pm »

Kasgyr is going to be freakish wildlife spotters who will gleefully get themselves killed before we even show up?

Darn.


No, just me, the rest of them all seem to want to make "weapons" to kill "scum".  I quite honestly have no idea what they are talking about and am just nodding along.

NAV

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Re: Arms Race: War of the Cinder Spires
« Reply #13 on: July 14, 2017, 09:37:05 pm »

Joining Kasgyr.
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Jilladilla

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Re: Arms Race: War of the Cinder Spires
« Reply #14 on: July 14, 2017, 11:23:10 pm »

This seems like it'll be fun, which team has less players? It looks like Wreth, so Wreth it shall be!
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