BlackstoneThe battle for control over Blackstone's aerosphere was inevitable, and by the end of 382, it was long overdue.
Lead by the distinguished Anguis II and the Viperidae, the force of five vipers and five skiffs had little chance for true stealth. The skiffs broke into two groups, one group splitting for ambush patterns, and the other breaking wide and pushing ahead to get a clear view of the battlefield. The Vipers themselves flew center, diving toward the heart of the Wrethan infection with a vengeance.
The defending force was identified by the scouts as consisting of three Windriders and a veritable swarm of eight skiffs- with two positioned low in the aerosphere, just above the mists. Likely in an effort to spot any additional transports being slipped into the Spire.
With their scouts low, the Vipers get surprisingly close on a straight run before the Wreth's fire off a cannon shot in alert and begin to form up to counter the attack. The range of the lances carried by the Anguis and the Viperidae, however, allows them uncontested first blood. At their speeds, the lances have difficulty focusing in on a single part of the shroud, a fact which spreads their remarkable power of an area too wide to pierce.
The opening of standard engagement range is marked by the three ambushing Skiffs coming in from above and below to strike into the swarm of Wrethan skiffs. While the maneuver isn't particularly devastating, as the skiffs already had shrouds up in anticipation of the attack, it does disrupt their attack run and forces the skiffs to fight one another- giving the larger vessels a precious window to go toe-to-toe.
The Wrethans don't appear to have brought anything new to the field, but they do seem to have been universal in their upgrades. Every Wrethan vessel is armed with a conventional cannon firing incendiary shot, every one of their broadside guns is the rival of a Topaz LAC, and their shrouds are remarkably powerful- though not quite so powerful as a Topaz medium core. Their tactics have improved somewhat, and they seem to be attempting to emulate easy coordination which exists between Viper captains, but it's a childish facsimile. The windriders are capable of powerful vertical maneuvers, but the disengagement of one vessel only serves to cause the vipers to temporarily switch their fire to pummel another vessel until their original target re-enters the fray.
Before the battle of the Skiffs reaches any sort of resolution, a Windrider is already brought low. With sweeping lance shots to cripple its web, and this its mobility, the Vipers are able to focus down a quarter of its shroud and then pummel the resulting hull until the vessel's armor turn to slag. A lance shot from the Viperidae then cuts through the resulting hole, raking her internals and severing something vital inside her circuitry. All of her cannons go dead at once, and she develops a noticeable list as she drops away from the fight. She might survive to fight another day, but, for the purposes of this engagement, she's dead.
The skiff battle, unfortunately, doesn't resolve favorably. One on one, the Kasgyrite skiffs would probably be superior by a thin margin. Unfortunately, the Wrethans have greatly superior numbers and shockingly good coordination. Despite lacking any visible means of coordination, their skiffs work together remarkable well to cover one another and open up angles of attack for their sister ships. The three ambushing vessels put up a good fight, but they're only able to destroy a single vessel before the last skiff is reduced to drifting ash by barrage fire.
The skiffs watching the mist appear to have been under orders to join the fray if battle commenced, and they leave their posts to support the Wrethan defensive. While this bodes well for the transports, it presents the five Vipers with an opposing force of two windriders and seven upgraded skiffs.
Unfortunately, those skiffs play a rather decisive role. The issue is the weaker vipers. Their shrouds are inferior, their weapons are inferior, and their mobility is inferior. The Wrethan skiffs, with their upgrading cannons, light into them. While the lesser vipers do their damnedest to keep fire focused on the remaining pair of enemy windriders, the superior vertical mobility and top speed of the enemy ships means that they spend too much time aiming and positioning while their shrouds are pummeled. The Xenocalamus falls first, lost in a hail of aetheric shot from a wave of four skiffs. The Aniliidae burns next, breaching the shroud of one of the remaining windriders, but unable to punch through the armor beneath before the other Windrider's broadside guns shatter her shroud and another wave of skiffs tear apart her hull and shatter her core. The Boiidae, in her supporting role, manages to avoid destruction only by diving into the mist after the wrethan skiffs crack her shroud and a barrage from a Windrider all but obliterates her webbing cylinder.
During these losses, however, the Vipers have not been idle. Focusing fire whenever possible, they work the window that the Aniliidae sacrificed herself to create, melting armor and widening the shroud hole until a topaz lance streaks out and pierces the hull. Judging by the fire and fury of resulting explosion, the lance shot had burned its way into the Wrethan vessel's powder magazine set off the barrels within.
Even after that, the battle was still left with the Anguis II and the Viperidae, both battered by combat, against one Windrider and the swarm of seven skiffs. It's a losing battle, and with the scouts still in position and the transports likely docked, the pair of Vipers attempt to disengage to fight another day.
Sadly, it doesn't go that smoothly. The Windrider and its cloud of skiffs hound the retreating vessels, making use of their superior pursuit speed to tail the vipers to the last. The Viperidae makes it out, but the Anguis II's shroud can't take the bombardment, and she burns moments before making the safety of the mist.
The battle in the Aerosphere may have been lost, but the Viperidae still lives, the Dionysus and Jupiter manage to make it through during the fighting, and the Ocker was able to make it out safely. However, the scouts did identify a pair of Wrethan transports docking with the spire as well.
Kills: 1 Windrider, 1 Skiff
Losses 3 skiffs, Anguis II, Xenocamalus, Aniliidae
Damaged Boiidae [Damaged Hull, Crippled Webbing, Damaged Frontal Armor]
Enemy Damaged: 1 Windrider, 2 skiffs
Inside the SpireThe good news is that manpower shortage is over, and that the marines were able to find a good hold position within an underground park, located relatively centrally within one of the spire's hacked out habble towns. With the remnants of the militia pulled in for the last stand, the numbers are finally dramatically in our favor- likely outnumbering the Wrethan forces by 2:1. The new Wrethan transports were (mercifully) not filled with cannons- but rather with riflemen. Bad, particularly since they appear to have modernized their gunpowder, but not quite as bad.
While our marines are short on a lot of things, they're not short on grenades or slings, and they use both with extreme prejudice during their defense. If the enemy had attempted a charge, or had even advanced aggressively, the result would likely have been stunning. Unfortunately, the enemy takes a cautious approach, keeping to the cover of buildings and staying on the move as they fire their poisonous sulfur cannon or fire volleys with their riflemen.
The sulfur takes a particular toll on our defenders, being able to be fired directly into our fortifications and still inflicting terribly casualties with fire and poisonous smoke- but our field captain is proud to write that he believes that both of the enemy's conventional cannons were neutralized in the fighting. Grenades slung en-masse at the last firing position of the cannons proved sufficient to carpet bomb the beasts out of existence, detonating their toxic ammunition on the enemy and partially melting the cannons themselves. Similar tactics are effective at dispatching their riflemen when they show up, but quite costly in terms of the precious grenades.
In short, while we're able to do remarkable damage, and destroy their conventional cannons, there is at least one aetheric cannon still active and their numbers are not yet completely broken. Our own casualties are, with the new blood, sustainable. However, the captains on the ground are actually confident that, after that burst of grenades, our men may be able to push back directly. They would, however, request mobile shrouds or more grenades in order to maintain their carpet bombing approach to destroying artillery.
Kills At least four squads of Wrethan infantry, 2 conventional cannons
Losses: Red Shirt 2. Cavalry 6, 7, 8, 9.
Neither side has gained ground at Blackstone
Burned MountainInside the SpireThe Siegberg squads invent fifteen new games that can be played with just rocks, four new protocols on not touching the bizarre machinery, and are markedly unsure whether or not Wreth is still waiting outside. They haven't seen any ships outside, but that means very little when their window on the world is miniscule in scale.
You can attempt to send a ship this turn to set up the colony. If there are ANY enemy ships on the corridor to burned mountain, the transport will be destroyed automatically.
Spire KasgyreTwo new squads of marines have been trained and stand ready for duty, and another Natalie has been produced and readied for combat. The three vipers produced by the medium docks have likewise entered service. However, the forgetful registrar of ships appears to have completely lost all track of the approved naming scheme for the new ships and has instead given them his own personal... spin. When asked why he didn't go find the original list, he was quoted as stating that he "didn't feel like it".
It may be advisable to re-christen these vessels.
It is the beginning of the year 383 AR.
Spire Kasgyre's Production stands at
12(+12)/y Crystal, 33/125 Banked
12(+2)/y Ore, 14/95 banked
17/y Wood, 17/95 banked
10/y Silk, 20/55 banked
It is now the design and project maintenance phase. You have 7 dice to spend.
The Calm: The calm is a region of the aerosphere with almost no wind beyond fleeting turbulence, and absolutely no aetheric currents. It's frigidly cold, and filled with fine red 'snow' that barely moves. Traversing it with a conventional vessel is impossible due to the lack of energy to fuel the lift and trim crystals.
The Everstorm: As the name suggests, the everstorm is a region of the aerosphere dominated by an enormous and eternal thunderstorm. It's a chaotic region of raging winds and surging aetheric energy that manifests in terrible bursts of prismatic flame. No conventional vessel could hope to survive the nightmarish storm conditions.
Kasgyre Territory Blackstone Marine Presence: K 8/14 | W ?/14
Territory: 2/4 | 2/4
---> Squad A: 1/4 Tpz. Pistols | 1/4 Pistols | 4 Grenades
---> Squad B: 1/4 Tpz. Pistols | 1/4 Pistols | 8 Grenades
---> Red Shirt 2: 4 Grenades
-Cavalry 1: 4 witch-hunters, 8 topaz grenades
-Cavalry 2: 4 witch-hunters, 8 grenades
-Cavalry 3: 4 witch-hunters, 8 grenades
-Cavalry 4: 4 pistols, 4 grenades
-Cavalry 5: 4 pistols
Resources: 1C, 5O, 2W, 0S
Conditions: Rocky, large caverns, very dark
The Hive Marine Presence: K 0/10 | W 0/10
Territory: 4/4 | 0/4
Resources: 1+2C, 2O, 1W, 4S
Conditions: Spider Nursery, narrow and twisting tunnels
—> Hanging Gardens x2
Glowcove Marine Presence: K 0/20 | W 0/20
Territory: 4/4 | 0/4
Resources: 1C, 2O, 6W, 1S
Conditions: Verdant galleries, significant bio-luminescence
The BeltThree Captains Marine Presence: K 0/20 | W ?/20
Territory: 0/4 | 4/4
Resources: 1C, 6O, 2W, 6S
Conditions: Kinetoluminescent Ores, Heavily Infested
Wrackspire Marine Presence: K 0/12 | W ?/12
Territory: 0/4 | ?/4
Resources: 3C, 4O, 4W, 2S
Conditions: Unstable Aetheric Phenomena, Broken Spire
Burned MountainMarine Presence: K 7/24 | W ?/24
Territory: 4/4 | ?/4
--->Marine Squad Siegmeyer: 1/4 Tower Shields | 3/4 Aetheric Pistols | 1/4 Witch-Hunters | Aetheric Grenades (1 per squad)
--->Marine Squad Sieglinde: 1/4 Silk Vests | 3/4 Aetheric Pistols | 1/4 Witch-Hunters | Aetheric Grenades (1 per squad)
--->Marine Squad Siegward: 3/4 Aetheric Pistols | 1/4 Witch-Hunters | Aetheric Grenades (1 per squad)
--->Marine Squad Siegfried: 1/4 Aetheric Pistols | 1/4 Witch Hunters | 2/4 Cutlasses
--->Marine Squad Sieghard: 4/4 Cutlasses
--->Marine Squad Siegbald: 2/4 Cutlasses
--->Marine Squad Siegrun: / [25%]
Resources: 1C, 10O, 1W, 0S
Conditions: Inexplicably Molten Core, Hundreds of narrow tunnels and small galleries.
The UnfinishedMarine Presence: K 0/0 | W 0/0
Territory: ?/4 | ?/4
Resources: 0C, 0O, 0W, 0S
Conditions: Destroyed.
RKNV Viperidea - Viper Class
Loadout1 Communications Officer
4 Light Aether Cannons+ (Kettlegun) [2 front, 2 rear]
1 Light Topaz Aether Cannoń+ (Kettlegun) [Front]
1 Topaz Lance Cannon [Front]
1 Topaz Vanguard Cannon (Top Brz. Trim-Turret, Med Mount)
Bronzewood Hull
2 Sections Light Copper Armor
1 Medium Topaz Core Crystal
1 Small Topaz Lift Crystal
2 Topaz Trim Crystals
8 Topaz Trim Webs Bronzewood reinforced
6 reams of webbing
Location: Spire Kasgyre
Status: Shipshape
Natalies - Skyskiff Class (x2)
Loadout2 Light Topaz Aether Cannons+ (Kettlegun)
1 Very Small Topaz Core Crystal
1 Very Small Topaz Lift Crystal
4 Topaz Trim Webs
2 reams of webbing
Location: Blackstone
Status: Shipshape
RKNV Jupiter - Battlebarge Class
Loadout4 Light Aether Cannons+ (Kettlegun) [2 front, 2 rear]
Bronzewood Hull
Medium Topaz Core
1 Small Topaz Lift Crystal
12 Standard Trim Crystals
5 reams of webbing
Carrying: 0/12
Location: Blackstone
Status: Shipshape
Dionysus - Transport Class
Loadout1 Small Topaz Core Crystal
1 Small Lift Crystal
2 Topaz Trim Crystals
1 ream of webbing
Carrying: 0/6
Location:Blackstone
Status: Shipshape
Ocker - Transport Class
Loadout1 VS Topaz Core Crystal
1 S Lift Crystal
2 Topaz Trim Crystals
1 ream of webbing
Carrying: 0/6
---> Red Shirt 1: - [25%]
Location: Spire Kasgyre
Status: Shipshape
Boidae - Viper Class
LoadoutComms Officer
Bronzewood Hull, Medium Mount
6 Light Aether Cannons+ (Kettlegun) [4 front, 2 rear]
1 Vanguard Cannon [Medium Mount, forward]
1 Medium core
1 Small Lift
10 Trim Webs [Crippled Webbing]
6 Reams Webbing
2 Copper Plating (Forward)
Location: Blackstone
Status: Badly Damaged [Badly Damaged Hull]
Natalies - Skyskiff Class (x2)
Loadout2 Light Topaz Aether Cannons+ (Kettlegun)
1 Very Small Topaz Core Crystal
1 Very Small Topaz Lift Crystal
4 Topaz Trim Webs
2 reams of webbing
Location: Spire Kasgyre
Status: Shipshape
Big Snek - Viper Class
LoadoutBronzewood Hull, Medium Mount
6 Light Aether Cannons+ (Kettlegun) [4 front, 2 rear]
1 Vanguard Cannon [Medium Mount, forward]
1 Medium core
1 Small Lift
10 Trim Webs
6 Reams Webbing
2 Copper Plating (Forward)
Location: Spire Kasgyre
Status: Shipshape
Crazy Snek - Viper Class
LoadoutBronzewood Hull, Medium Mount
6 Light Aether Cannons+ (Kettlegun) [4 front, 2 rear]
1 Vanguard Cannon [Medium Mount, forward]
1 Medium core
1 Small Lift
10 Trim Webs
6 Reams Webbing
2 Copper Plating (Forward)
Location: Spire Kasgyre
Status: Shipshape
Dapper Snek - Viper Class
LoadoutBronzewood Hull, Medium Mount
6 Light Aether Cannons+ (Kettlegun) [4 front, 2 rear]
1 Vanguard Cannon [Medium Mount, forward]
1 Medium core
1 Small Lift
10 Trim Webs
6 Reams Webbing
2 Copper Plating (Forward)
Location: Spire Kasgyre
Status: Shipshape
Topaz Med Core
Topaz Trim Webs x2
Trim Webs x8
Topaz trim crystals x4
Topaz vanguard x1
Kettleguns x10
Anguis Hull (Viper: 1x vanguard conversion, 10x web conversion)