BlackstoneMisfortune begins early at Blackstone. The Boidae, the Jupiter, and the Dionysus were in the process of smuggling themselves out of Blackstones aerosphere when aetheric shot range out from above- indicating that the enemy had managed to spot them as they fled. The Boidae barely had a chance to alter course before a pair of skiffs were upon it, cannon fire lighting up the mist around her. Without the ability to raise a shroud, it was only moments before the skiffs closed to an accurate range and finished the job that they'd begun- obliterating her core in a flash of bone white light.
The Dionysus, smaller than the Jupiter and without defensive cannon, was the skiff's next target. Agile, they closed into firing range before she could make the relative safety of the mist, but not before her crew raised shroud. Though the Wrethan skiffs landed several shots on the shroud, the Imperial Topaz core held out and gave the transport enough time to complete its mist dive.
While both the Jupiter and the Dionysus were able to stay in the mist long enough to evade pursuit, they reported mysterious shapes and strange cries from within the pearly fog. It seems likely that the frequent traffic through pale realm of mist and monsters has begun to get the attention of the creatures that live there.
Before Operation Hurricane arrives in force, the scouts send reports of the enemy reinforcing- sending their damaged Windrider back home and replacing it with two more Windriders. Curiously, one of them appears to have abandoned the frontal conventional cannon, replacing it with two more forward aether cannons. Even more curiously, these cannons appear be have odd structures built up around their barrels, and the entire assembly has been painted a rather striking shade of crimson.
Later, Operation Hurricane sees the three most recently built (and hastily re-christened) Vipers join the storied Viperidae and the remaining pair of Natalies at the edge of the Blackstone's Aerosphere. The Natalie brought along is deployed ahead as scout and fire coordinator, while the fleet that assembles is rather strikingly similar to the last fleet deployed- if a bit smaller in stature and more defensive regarding the Viperidae. Still, they move once more unto the breach. Even if defeat meets them once again, they'll be able to provide cover for the Ocker.
This time, however, the enemy spots them earlier. It's a good thing that the enemy never advanced their naval communication beyond cannon signalling, as it gives the Kasgyrite captains a very clear idea of when to go hot and loud instead of waiting to line up a better shot. Still more than a full third beyond standard LAC range, the Viperidae takes a lance shot in the hopes of hitting something in the Wrethan formation before they begin maneuvers. It's a missed shot, which wouldn't be remarkable except for the fact that it causes the new model of Wrethan Windrider to return fire. At extreme range, there's little chance of the shots hitting- but they're coming in at much greater volume. The new Windrider's broadside guns fire as fast, perhaps faster, than standard LACs, but they've got greatly extended range- whipping by with more than enough pep left to be a serious threat.
Multiple broadsides from the new vessel only put a couple of additional impacts on friendly shrouds, but it's a disconcerting new technological development. The power of the weapon appears identical to that of their ordinary double-power cannons, and while the increased weight slows its turning, it doesn't appear to heat up as quickly as an ordinary cannon- with the equipped windrunner running a cold fire-rate when the battle is joined at closer range, despite providing steady bombardment on the approach.
Functioning as the eye in the sky, the Fire Coordinator Skiff is able to send warning that the four visible Wrethan skiffs aren't the only ones present- three more, previously in scouting positions, are joining the fray. This time the fight is pitted with Three windriders, seven skiffs, against a force of four vipers, two skiffs. From above, the Skiff is able to do a better job than the Boidae did of calling enemy incoming Skiff swarm formations, allowing the Vipers to give themselves a little more breathing room using their Vanguard turrets.
Unfortunately, every second that the vanguard is dispersing skiffs is a second where the Windriders dramatically outgun the lesser Vipers. The Viperidae, with its fearsome lance and topaz vanguard, is never outgunned, but for the others, it's a major problem. When the Elapidae gets facefirst with the new Windrider's broadside, the effect is particularly noticeable. Firing cold, the four red cannons of the Windrider are actually capable of putting more damage on the Elapidae's shroud than its four standard LACs and Vanguard can dish out in return. To make matters worse, it appears that the new Windrider has had substantial improvements made to its own shroud- making it at least as strong, if not stronger than that of a Topaz medium core.
The battle is bloody, but the Vipers never had much of a chance. In this fight, the Wrethans brought more fire to the table and better defense for their ships. Without another upgraded viper to make up the difference, the Kasgyrite captains struggle to focus down a single Windrider. Thanks to superior coordination, they do manage to burn through the shroud and detonate the powder magazine of one of the older model Windriders, but at the terrible cost of the Elapidae, Pareidae, and the Bolyeriidae. The Viperidae, at the cost of its escorts and a chunk of web, is able to escape once more to fight another day.
It's enough to buy the Ocker time to land, but, at this rate, there will be no reclaiming of Blackstone's aerosphere.
Kills: 1 Windrider, 2 skiffs.
Losses: 1 Natalie, RKNV Boidae, RKNV Elapidae, RKNV Pareidae, and RKNV Bolyeriidae
Inside the SpireInside the Spire, things finally go right. The Wrethans, now reduced to being scared little man-babies without their poison cannons, have pulled back from their attack. The arrival of the Ocker gives not only a boost of man power, but also provides a mobile cover unit to advance against their aethercannons from.
The offensive is carefully planned, with the mobile cover and a substantial force coming up into the expected center of enemy activity and two flanking forces moving in to sweep in and hamstring the enemy when they pull back.
During the attack, only a single major sticking point is noted: the enemy had a lot more aetheric cannons than anticipated. Either they reinforced or were holding several in reserves, since at least four were spotted during the offensive.
As for the offensive itself, it's as textbook as it could possibly be and catches the Wrethan forces completely by surprise. Apparently, they expected the Kasgyrite forced to stay pegged up for long enough to give them time to build defenses of their own- expected it to the point that they appear to have assigned all of their squads to constructing these fortifications. In this urban environment, it's easy to see how the defenses could become quite elaborate indeed when worked on by enough hands. Thankfully, that's not likely to happen.
Caught by surprise, Wrethan squads are left to raise rifle and prime cannon only when the central force is already on top of them- bolt of crossbow and pistol flashing through their ranks. They make a good showing, getting a pair of cannons into firing position against the mobile cover unit- but the attack is barely begun. Camouflaged marines strike from side alleys, flowing between partially constructed barricades with pistols in one hand and grenades in the other. Militia, their clothing rubbed with soot and ash in imitation of marine camouflaged strike forward viciously, fighting for hearth and home with weapons cannibalized from the bones of their once peaceful lives.
The Wrethan envenomed crossbow fells dozens, leaving them to writhe in pain while marines with cutlasses finish them off. Squads with rifles fire through the mobile cover's shroud, taking lives with a stroke of thunder and curiously small cloud of smoke. Flashes from gauntlet weapons,fell milita and marine alike, and the blinding light of their portable cannons evaporates entire groups of flankers and leaves naught but ozone and ash behind.
Yet it's not enough. The Wreth had no significant defenses constructed, and the attack fell on them before they were able to make an ordered front. They fight and bleed for their ground, but it's a rout in the end- Wrethan soldiers fleeing as grenades melt cannon and crew alike, Wrethan soldiers running as Witchhunter bolts pick them off from afar, Wrethan soldiers dying as militia finish the wounded with perhaps a bit too much enthusiasm.
Kasgyre has Gained Ground at BlackstoneKills: Approximately 5 squads of wrethans, 2 aetheric cannons.
Losses: Red Shirt 2, Cavalry 1, 50% squad A, 50% Squad B.
Burned MountainInside the SpireOnce more, the marines within the Burned Mountain report seeing no enemy activity from their limited advantage. One of them does write home an interesting business proposition- after getting used to the unique flavor of the water precipitate on the Burned Mountain after rain (a product of its unique mineral composition) he's thinking of marketing it back home as a beverage, some kind of Burned Mountain Dew.
GlowcoveThe Glowcove receives its token Natalie, safe and sound.
Spire KasgyreDespite the loss of the Boidae and the disturbances in the mist, The Dionysus and the Jupiter both arrive at spire Kasgyre unharmed.
The first new Skyskiff B comes off the production line, to be greeted by the new Vipers Colubridae, Crotalinae and Epicrates. Two, much needed, squads of marines are also fully trained.
The Anguis hull is resurrected fight once more, given back a heart and soul to rival and surpass what she once carried. One can hope that she'll be enough revive better days, when Kasgyre wasn't fighting in her own sky and on her own stone.
It is now the beginning of the year 384 AR.
Spire Kasgyre's Production stands at
12(+12)/y Crystal, 37/125 Banked
12(+2)/y Ore, 15/95 banked
17/y Wood, 18/95 banked
10/y Silk, 16/55 banked
It is now the design and project maintenance phase. You have 7 dice to spend.
Viper Production Line: 1/35 | 7C + 5O + 5W + 2S, +15 From any combination of any resource | Rushed 0 Times | Nothing Invested
Vertical Envelopment 2/10 | 3 from each of COWS + 4 from Any combination of COWS | Rushed 0 times | Nothing Invested
AIM (Special Project) 16/27 | - | Rushed 0 times | Nothing Invested
Imperial Marine Armory: 1/24 | 10C+15O+15W | Rushed 0 Times | Nothing Invested
Medium Lift Crystal: 5/10 | 3C + 1O + 3 from C or O | Rushed 0 Times | Nothing Invested
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 10/14 | W ?/14
Territory: 2/4 | 2/4
---> Squad A: 1/4 Tpz. Pistols | 1/4 Pistols | [50%]
---> Squad B: 1/4 Tpz. Pistols | 1/4 Pistols | [50%]
-Cavalry 1: 4 witch-hunters,
-Cavalry 2: 8 witch-hunters,
-Cavalry 3: 4 witch-hunters,
-Cavalry 4: 4 pistols, 4 Tpz. Pistols
-Cavalry 5: 4 pistols
-Cavalry 6: 4 topaz pistols, 4 bronzewood witch-hunters
-Cavalry 7: 4 topaz pistols, 4 bronzewood witch-hunters, 4 topaz grenades
-Cavalry 8 [50%]: Topaz Bronzewood Light Mobile Cover
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
Loadout
1 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: Blackstone
Status: Shipshape
RKNV Anguis II - Viper Class
Loadout
8 Light Aether Cannons+ (Kettlegun) [6 front, 2 rear]
1 Topaz Vanguard Cannon (Front)
Viper Hull | Web Converted 10
1 Sections Light Copper Armor
1 Medium Topaz Core Crystal
1 Small Lift Crystal
2 topaz trim webs
8 trim webs
2 topaz trim crystals
6 reams of webbing
Location: Spire Kasgyre
Status: Shipshape
Natalies - Skyskiff Class (x1)
Loadout
Comms Officer
2 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
Natalies - Skyskiff Class (x1)
Loadout
2 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: Glowcove
Status: Shipshape
RKNV Jupiter - Battlebarge Class
Loadout
4 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: Spire kasgyre
Status: Shipshape
Dionysus - Transport Class
Loadout
1 Small Topaz Core Crystal
1 Small Lift Crystal
2 Topaz Trim Crystals
1 ream of webbing
Carrying: 0/6
Location: Spire Kasgyre
Status: Shipshape
Ocker - Transport Class
Loadout
1 VS Topaz Core Crystal
1 S Lift Crystal
2 Topaz Trim Crystals
1 ream of webbing
Carrying: 0/6
Location: Spire Blackstone
Status: Shipshape
Colubridae - Viper Class
Loadout
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
6 Reams Webbing
2 Copper Plating (Forward)
Location: Spire Kasgyre
Status: Shipshape
Crotalinae - Viper Class
Loadout
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
6 Reams Webbing
2 Copper Plating (Forward)
Location: Spire Kasgyre
Status: Shipshape
Epicrates - Viper Class
Loadout
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
6 Reams Webbing
2 Copper Plating (Forward)
Location: Spire Kasgyre
Status: Shipshape
Topaz trim crystals x2
Kettleguns x2
2 comms officers (2c, 2o, 2 squads)
1 topaz S core
Marines x4
Redshirt 1 [25%]
Cavalry 8 [50%]