Leftmost Wreth SpireThe fight for the Three Captain begins before long before the Mercury and the Hermes arrive. The three Skiffs raiding Wreth territory make an attempt to return to the Three Captains, but get caught by three hostile Wreth Skiffs coming from the other direction.
Neither side is particularly well prepared for the exchange- the Kasgyrite captains don't get enough warning to climb to ambush height, and while the Wreth ships don't seem too surprised to find the Kasgyrite ships, it's also clear that they didn't expect the two groups to have simultaneously plotted opposite courses. The result is a knife fight of a conflict, with both sides resorting primarily to the age-old tactic of getting close and then slugging it out. The initial minute of the duel favors Kasgyre, and they succeed in sending one Wreth vessel down into the mist, but the superior maneuverability of the Wreth vessels prevents them from capitalizing on their advantage in fire rate.
Once their water boils off, the Kasgyrite captains begin beating a retreat into the mist, but it goes poorly. The better speed and maneuverability of the Wreth vessels forces the retreat into a rout, and only one skiff survives to make it into the mist.
Confirmed Kills: 1 Skyskiff
Losses: 2 Skyskiffs
Three CaptainsThe newly christened RKNV Serpentis
and a single Skyskiff escort the Hermes and the Mercury to the Three Captains demi-spires, carrying with them the first landing force made to strike into hostile territory and root out the Wrethan plague. The trip to the Three Captains is uneventful.
The arrival is less so.
Once more, the the Kasgyrite forces arrive to find the Wreth already there, a transport hovering outside the Three Captains as thought it had recently finished disgorging dinghies. The enemy transport is guarded by what appears to be a single skiff. The captain of the Serpentis, it looks like [INSERT KASGYRITE CHRISTMAS-LIKE HOLIDAY] morning.
The Serpentis climbs and the Skyskiff dives while the Mercury and Hermes trundle on, aiming to pincer and eliminate the pathetic Wreth force before the friendly transports are ever even close to being in range.
The fact that the maneuver doesn't go quite smoothly is, honestly, the only thing that added even a tiny amount of challenge or surprise. As the Serpentis climbs, a shot suddenly flares from up above. A second Wreth Skyskiff, high above, appears to have been on overwatch duty- likely specifically to counter high altitude ambushes. The air warps around the Wreth Skiff and Transport below as they both raise shroud, reacting to the light and sound of the higher cannon blast. The Captain of the Serpentis lost the element of surprise, which suited him just fine. All the more time for the Wreth dogs to weep at the beauty of Kasgyrite engineering before their inevitable demise.
As the Serpentis and her partner Skyskiff converged on the meager Wreth ships from above and below, but the Wreth only trained their cannons upwards- firing directly into the Serpentis. They might as well have been blowing it kisses. Aetheric blasts are absorbed harmlessly by her shroud, and the Serpentis fires back with ruthless efficiency. The glory of her first barrage is marred only by the fact that inter-ship communication is non-existent and both the Serpentis and the Kasgyrite skyskiff both direct their cannons to fire on the Wreth skyskiff first. The result is that the tiny enemy vessel is brutalized by the full salvo of both vessels- though brutalized is an inaccurate term. 'Erased from existence' would be a better phrasing.
The Wreth transport has no chance. It's shroud can probably take a good dozen shots before it buckles- but only about four or five to one spot before it develops a hole. The eight shots from the Serpentis' front guns tear through the shroud, and a good three blasts make it through. Splinters fly inside the shroud as the three consecutive aether blasts shatter timber and melt metal fittings, reducing the ship's web to few scattered strands and a great deal of ash on the wind. For a moment, it looks as though she might remain in crippled, but salvageable condition- then something cracks inside her core crystal, and the resulting detonation shatters her spine and sends her down to the surface in chunks.
The Wreth Skyskiff coming in from above attempts to rain holy hell on on the Serpentis from behind, which, again, is completely ineffective against her much thicker shroud. The Serpentis' tail guns clip the Skiff's web, burning a section and making it easier prey for the Kasgyrite Skyskiff. That fight is a short and brutal one, with the Kasgyrite Kettleguns proving much more effective than the slightly more powerful Wreth cannons when the enemy ship is crippled and unable to dodge as effectively.
With all Wreth ships out of commision, the Serpentis spends a few brief moments firing barrages into the cave opening the Wreth were likely sending dinghies into. After that, the gunners drain the remaining boiling water out of the gun-pipes to make a few nice pots of Victory tea.
In his report, the captain of the Serpentis notes that his only regret in the engagement was that he never had the opportunity fly close enough to a Wreth vessel to employ his cutlass.
Inside the SpireThe Hermes and the Mercury drop off their payload at a different cave than the one the Serpentis just blacked out, moving far enough away in order to avoid dropping the marines into hot territory. Dinghies flow between the vessels and the Spire at a military pace, efficiently depositing a force of nearly a hundred soldiers on foreign rock and soil.
The interior of the Three Captain is... interesting. Fauna and flora are as expected- small puffy plants that grow in cracks and needed little besides the air, interspersed with harder fungal flora inside the caves. Small insects seem to thrive within, though they thankfully don't seem to be of the biting variety.
The stone, however, is quite odd. It pulses with light when stepped on, and yields proportionate flashes when struck. It's an interesting phenomenon, and one that makes stealth quite difficult. The reactive stone is pierced in places by curiously smooth circular openings, some scarcely large enough for a man to fit his arms down, others large enough for a man to crawl into. The probable creators of these small holes is made evident when a spider-like creature of about shin height out scurries out of one. It has eight legs, too many eyes, and definite fangs- but the rest of its body is... wrong. It has four body segments, each of which is covered in interlocking plates of chitinous armor. It chitters at the first soldier it sees before charging.
A Witch-Hunter bolt punches through its chitin and staples it to the ground. Whatever they are, they're hostile, armored, and the Wreth appear to have been agitating them severely.
The Kasgyrite marines work by the numbers to map out and secure the cave network. With a decent understanding of the place, it should be possible to fill up burrows, construct real buildings, mine out sections of the stone cave, and set up a permanent colony here- once the Wrethan scum already inside are dead.
The spider-monsters are, however, a significant problem. The smaller ones are dangerous do to their sheer numbers allowing them to charge through Witch-Hunter fire and get bites in before the soldiers can reload, forcing men to rely on their cutlasses after the initial volley. For Unit 1, this isn't as much of a problem as their gauntlets make short work of the creatures, it has its toll on the others. The creatures appear to be powerfully venomous- anyone bitten rapidly succumbs to a terrible fever that culminates in horrific death in which the afflicted's eyes turn black and bulge grotesquely from their heads.
Worse still are the more massive creatures encountered in the larger (and more strategically useful) galleries. The size of a dinghy, they are strikingly similar in physiology to the smaller spiders (earning them the name Mama Long-legs) but many multiples their size and weight and plated in thick serrated chitin that simply shrugs off gauntlet blasts. Mama Long-legs are huge, fast, and tough to kill- but sustained witch-hunter fire to the head will bring one down. Eventually.
In short, ever-victorious Kasgyre continues to advance, though not without shedding the blood of a few heroes along the way. Squads are reshuffled in order to minimize the effect of casualties across the board. There is no contact with Wreth Marine forces, as yet.
Confirmed Kills: 2 Wreth Skyskiffs, 1 Wreth Transport
Losses: Squad 8
Kasgyre has gained ground at the Three Captains
Blackstone and GlowcoveA single Skiff arrives at the Glowcove, working patrol duty.
Reconstruction work in the friendly territories is nearing an end, and families are looking forward to returning to the daily routine. There's an odd feeling to the air here, as though they don't quite understand what the war means. For them, the war they know was the one that blacked their homes, now, with the restoration so close at hand, it almost seems as though they expect the war to be over simply because the traces of it on their home soil have been erased.
It's a matter that will have to be dealt with, soon.
Kasgyre has gained ground at Blackstone and Glowcove
Spire KasgyreTwo more Skiffs have been constructed and are ready for action at Spire Kasgyre.
Two more squads of marines have been trained and are ready for action at Spire Kasgyre.
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 1/14 | W 0/14
---> Marine unit 6: Proto. Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Aether Gauntlet (1 per team), Cutlass (full squad)
Territory: 2/4 | 0/4
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: 1C, 2O, 1W, 4S
Conditions: Spider Nursery, narrow and twisting tunnels
Glowcove Marine Presence: K 1/20 | W 0/20
--->Marine unit 3: Proto. Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Crossbows (1 per team), Cutlass (full squad)
Territory: 2/4 | 0/4
Resources: 1C, 2O, 6W, 1S
Conditions: Verdant galleries, significant bio-luminescence
The BeltThree Captains Marine Presence: K 5/20 | W ?/20
--->Marine unit 1: Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Crossbows (full squad), Aether Gauntlet (1 per fireteam)
--->Marine unit 2: Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Crossbows (1 per team), Cutlass (full squad)
---> Marine unit 4: Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Crossbows (1 per team), Cutlass (full squad)
---> Marine unit 5: Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Proto. Crossbows (1 per team), Cutlass (full squad)
---> Marine unit 7: Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Cutlass (full squad)
Territory: 1/4 | ?/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 0/24 | W ?/24
Territory: 0/4 | ?/4
Resources: 1C, 10O, 1W, 0S
Conditions: Inexplicably Molten Core, Hundreds of narrow tunnels and small galleries.
The UnfinishedMarine Presence: K 0/45 | W ?/45
Territory: 0/4 | ?/4
Resources: 8C, 0O, 6W, 2S
Conditions: Unfinished infrastructure, Massive open rooms and halls.
Skiffs With No Name - Skyskiff Class (x1)
Loadout
2 Light Aether Cannons+ (Kettlegun).
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Crystals
2 reams of webbing
Location: Wrethan Leftmost Demi-Spire
Status: Shipshape
Skiffs With No Name - Skyskiff Class (x1)
Loadout
2 Light Aether Cannons+ (Kettlegun).
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Crystals
2 reams of webbing
Location: Glowcove
Status: Shipshape
Skiffs With No Name - Skyskiff Class (x1)
Loadout
2 Light Aether Cannons+ (Kettlegun).
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Crystals
2 reams of webbing
Location: Three Captains
Status: Shipshape
RKNV Serpintus - Viper Class (x1)
Loadout
10 Light Aether Cannons+ (Kettlegun).
1 Medium Core Crystal
1 Small Basic Lift Crystal
12 Trim Webs
6 reams of webbing
Location: Three Captains
Status: Shipshape
Hermes - Transport Barge
Loadout
1 Small Basic Core Crystal
1 Small Basic Lift Crystal
2 Trim Crystals
1 reams of webbing
Carrying: 4/6
Location: Three Captains
Status: Shipshape
Mercury - Transport Barge
Loadout
1 Small Basic Core Crystal
1 Small Basic Lift Crystal
2 Trim Crystals
1 reams of webbing
Carrying: 4/6
Location: Three Captains
Status: Shipshape
Skiffs With No Name - Skyskiff Class (x2)
Loadout
2 Light Aether Cannons+ (Kettlegun).
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Crystals
2 reams of webbing
Location: Spire Kasgyre
Status: Shipshape
Spire Kasgyre's production stands at,
11/y Crystal, 25/55 Banked
10/y Ore, 10/50 banked
11/y Wood, 14/55 banked
9/y Silk, 16/45 banked
It is the Project Maintenance and Design phase. You have 5 dice left to spend.
Current Technology
Infantry
Flintlock Pistol: Cost: 2 ore to give one of either to every fireteam in a squad, 8 to give to every man. Inaccurate beyond spitting distance, incapable of dealing significant damage against hard armor, and liable to explode when used regularly even when given the most expert maintenance, the primary advantage of these weapons is that they can punch straight through shrouds like they didn't exist, and they're slowed by aethersilk officer's coats as much as by an ordinary silk shirt.
Flintlock Rifle: Cost: 3 ore to give one of either to every fireteam in a squad, 12 to give to every man. Reasonably accurate, but slow to reload and still incapable of dealing significant damage against hard armor or ship hulls. These weapons still require expert maintenance to keep them from being single-use weapons, and sustained use still makes these weapons terrifyingly unreliable as service weapons. Still, an excellent choice for shooting through silk shirts and ignoring shrouds.
Grappling Gear: Cost: 1 ore to give to every member of a squad. Standard issue ropes and hooks for boarding vessels or climbing the outside of spires. Cumbersome if you're not going to use it.
Aetheric Gauntlet: Cost: 1 Ore, 1 crystal to give one to every fireteam in a squad, 4 of each to give one to everyone. A gauntlet (usually left handed to keep the right hand free) of copper and leather with a tiny weapons crystal locked into the palm. Capable of firing dozens of low energy blasts of aetheric energy at the user's discretion, but is difficult to aim and the copper cage used to draw heat from the crystal has the unsettling tendency to leave disfiguring gauntlet burns, melt, or set the user on fire if used too frequently.
Bronze Cutlass: Cost: 2 Ore to give to every member of a squad. A simple, heavy blade of bronze attached to a wooden handle. Simple, and brutally effective in close quarters.
Aethersilk Vest: Cost: 1 Silk to give to a squad's ranking officer, 5 silk to provide to ranking officer and team leads, 16 silk to give to every member of a squad. A double layer vest of dense aethersilk, capable of absorbing a considerable amount of Aetheric energy. Can stop multiple point-blank shots from a gauntlet, but doesn't cover the arms, legs, or head. Does nothing against physical weapons or projectiles.
Witch Hunter Crossbow: Cost: 2 wood 2 ore to give one to every fireteam, 8 wood 8 ore for every man.The cranequin mechanism is much swifter than many similar designs (though that isn't saying much), and is integrated directly into the weapon in order to avoid a cumbersome stage of attaching and reattaching. A trained infantryman operating the weapon can crank back that 175 pound arms and fire in approximately 45 seconds. The bolts themselves are typically made with a bronze broadhead point to better shred infantry, and have passed every performance test asked of them- and engineers are confident that they could go through light infantry armor if modified with a chisel point. Includes an escessive amount of brass ornamentation, as well as an ornate identification plate for Division markings.
Bronze Breastplate and Helm: Cost: 1 ore for the officer, 3 ore for squad leaders, 10 ore for every man. Whilst a little on the heavy side, all of that weight is put into protection rather than ornamentation. The new design is thick over the vitals, well sculpted around the arms to allow freedom of motion, and flared at the sides to rest on the hips and keep the weight off the soldier's shoulders. Tests against pistols have shown that the armor has an excellent chance of absorbing shots from beyond point-blank range. Witch Hunter Crossbows penetrate much more readily. Comes with a pair of rip-buckles for quick removal, useful when the armour overheats from repeated aetheric blast strikes.
Ship Tech
Light Aether Cannon+ (Kettle Gun): 1 Crystal, 1 Ore for one. A small cannon, capable of being mounted on deck without reinforcement. Fires powerful blasts of aetheric energy, and uses a removable block of copper as a heat-sink. Relatively inaccurate, short ranged, hot, power hungry, and prone to exploding violently if hit directly by enemy fire. Still, it can blow wood into flaming cinders and will melt through light plating in a few shots.
---> Kasgyrian modifications to use water based heat sinks for the cooling block and additional pipes for the barrel have reduced cannon weight and increased the initial volley the cannon can make before becoming dangerously hot. Causes the cannon to make a distinctive whistle during the first volley, akin to that of a kettle.
Basic Core Crystal: [VS 3 Crystal | S 6 Crystal] A massive rough gem, grown in vats and used to transduce aetheric energy into electric current. This particular model is relatively inefficient, both as a transducer and as a storage unit. It can generate a defensive shroud around a vessel, but more than a single shot from a light Aether cannon on the same point will knock a hole in the shroud. Will explode spectacularly if hit directly.
Medium Core Crystal: [18 Crystal] Three small core crystals, fused together in a propietary process. While it shares the inefficiencies of its smaller cousins, she's approximately four times more powerful. Under stress, there is a chance that the core crystal will desynchronize, greatly reducing its power output. A desynchronized core can only be fixed by a refit action at the home spire.
Basic Lift Crystal: [VS 2 Crystal, 2 ore | S 3 Crystal, 2 ore for one] A chunk of crystal the size of a bathtub, heavily reinforced so that it can be locked into a ship's spine. When fed electricity, it will progressively invert gravity's effect on itself, flying upwards and pulling anything attached up with it. This basic model is incredibly power hungry, produces only enough lift for a small ship and internal flaws mean that extreme maneuvers could easily cause it to crack.
Basic Trim Crystals: 1 Crystal for two. Head sized chunks of crystal, similar to lift crystals, though of greater refinement. These produce directional gravity when powered, allowing a ship to make finer maneuvers. Like the basic lift crystal, these are power hungry and prone to fracture of used for rapid maneuverability.
Trim Web: Cost 1 Crystal, 1 ore, 3 wood to substitute for 2 trim crystals. A trim web essentially spreads out the power of a single trim crystal throughout a dozen or more smaller crystals networked together. While this network is of essentially equal power to a single trim crystal, it's ability to spread force out over a larger area allows for much higher acceleration without cracking the crystal. Sadly, it currently needs extensive and custom refit procedures relative to standard trim crystals.
Basic Webbing: 2 Silk per ream. Aethersilk webbing, designed to catch hold of aetheric currents and shunt them into a ship's core crystal. Particularly susceptible to fire from aetheric weapons, which will rapidly cause overloads that burn out whole sections of webbing.
Light Copper Ship Plating: 3 ore per section. Nearly pure copper plates, heavy, but with good thermal conductivity. Useful for spreading out the heat generated by an aether blast. Low melting point does mean that repeated impacts will melt the armor and set fire to the wood beneath.
Ship Hulls
Viper Corvette:12 wood, 5 ore for one.
A fifty foot long frame of wood and bronze reinforcement, her unusual structure reminiscent of the head of a pit viper. She's designed with forward firepower and incredible speed in mind, featuring eight bow mounts and two aft mounts, all of which integrate the mechanical hand-crank system to aim the cannons. She has a notable ability to keep up a good fight even when all of the webbing outside her shroud has been disabled.
She has no usable cargo capacity.
Armament
10 light cannon mounts | 8 in the bow 2 aft.
Armor
None intrinsic
Can mount two sections of armor on the head.
Requires:
1 Core Crystal (At least small, up to medium)
1 Lift Crystal (At least small, up to medium)
4/8/12 Trim Crystals for poor/avg/good performace
6 reams of webbing
Skyskiff 5 wood, 2 ore for one.
At her heart, the Skyskiff is an 18ft long frame of sleek timber and brass reinforcement, built from the ground up to be light on the air and quick to handle. Her basic design is quite old, dating back before the perfection of trim crystals, and she still sports a rudimentary mast that a sail can be run from in addition to the normal spars to run out web. In service, she's typically run by a crew of four. Two gunners who worked crouched in the middle of the ship, a pilot who spends their time practically laying on top of the core crystal in order to manipulate the power control, and the spotter who usually stands at the rear of the ship and calls out directions and threats. Generally, the captain of the vessel is the spotter, due to their superior vantage point and ability to see the entire local theatre.
A notable problem with the Skyskiff is that despite her speed, her web is cumbersome to replace, and without it she's painfully slow. In addition, both her Core Crystal and Her Lift Crystal slots are only designed to fit small crystals. Her small lift crystal means a lot of the burden for vertical maneuvers is still placed on the power hungry trim crystals, which in turn puts more demand on her small core. As a result, her shroud is weak, and a single light cannon blast will knock a hole in it. It still takes two or three more shots before her shroud will buckle entirely, but if another shot comes in the same spot swiftly enough- that's the end of the skiff. Except in the most fortunate of circumstances, a single cannon blast to an unshrouded skiff will destroy it.
She has no usable cargo capacity.
Armament
2 light cannon mounts. One on each side.
Requires:
1 Core Crystal (Up to Very Small in size)
1 Lift Crystal (Up to Very Small in size)
4 Trim Crystals
2 reams of webbing
Transport barge 7 wood, 2 ore for one.
In times of peace, this was the vessel most frequently seen going to and from Spires. She's little more than a wooden oval with a few metal bands designed to support the lift crystal. She's got capacity for crew and cargo, but she's quite slow when fully loaded, and her lack of significant trim crystals means that she can't maneuver with any speed. Her only real defense against attack is to dive down into the mist layer and hope that the attacking vessel loses her trail before the mistmaw comes lurking.
She can hold six units of cargo.
Armament
None
Requires:
1 Core Crystal (Up to small size)
1 Lift Crystal (Up to small size)
2 Trim Crystals
1 ream of webbing
Basic Dinghy (Special, used automatically by Marines to embark/disembark transports)
A very small boat, technically capable of transporting eight people as long as they aren't too broad, don't have a fear of heights, and their legs aren't too long. Her core crystal is about the size of a housecat, and kept powered by a fixed ventral web. She's solid wood, unarmed, and has the tendency to tip alarmingly as she doesn't actually use a lift crystal, but makes do entirely on a trio of small trim crystals. It's a slow and terrifying way to travel. Though she's the primary lifeboat of transports, your chances of survival are alarmingly small if you find yourself alone in a dingy .
When used by marines, she's typically crewed by five, with the squad leader acting as an extra member in every set of three boats. When going into a hostile spire, one marine steers, the other four act as spotters or (if one or more has a gauntlet or rifle) shooters. She's such a small vessel that it doesn't take more than a dozen gauntlet shots for her to break apart completely, and a single shot to her ventral web will (at best) cripple her.
Her core crystal is, technically, capable of generating a shroud. However, the limited energy the miniscule core crystal can process limits the crew to picking two of three options: Maintain Altitude control, maintain thrust, raise shroud. For obvious reasons, raising the shroud is something of a last resort. Worse, even when powered, the shroud can be penetrated by sustained gauntlet fire. This is to say nothing of a shot from a light cannon. The shroud will buckle completely after a single shot from a light cannon, though to its credit, that's one more cannon shot than the Dinghy would have survived normally.
Marines
Massed Fire and Charge: When engaging, Marines will bunch up to focus fire with their ranged weapons until they run out of ammunition or become too hot to use (depending on weapon type), at which point they will charge in with melee weapons.
Ships
Close Aggressively: Ships will attempt to close distance with enemy vessels and engage at close range, firing all cannons until the enemy is destroyed.
Hit and Run: Ships will attempt to ambush enemy vessels from either high above or far below. Instead of remaining in engagement distance after the first volley, the vessel will retain speed and attempt to disengage before turning for another pass.
Airborne Ambush Maneuvers: Similar to hit and run, except with slightly more refined tactics. The fleet using this maneuver will attempt to form a simultaneous two pronged attack from both above and below, and will remain to engage the enemy after the initial onslaught.
Gun Swivels: Rudimentary swivel mounts operated by hand cranks. These represent a first effort in the field, and are scarcely more effective than manual movement for light guns, except when trying to aim for a very precise point when still, but they can carry a decent amount of weight and serve as a reasonable proof of concept.
Small Docks: Relatively simple affairs of wood jutting out into the void, capable of servicing a relatively small number of light craft. These docks are best suited to peace time usage, and are ill-equipped to service or build true warships. Light defensive cannons have been mounted in strategic positions, and will be upgraded automatically when needed.
Provides a single production line that can be used for any small or smaller production pattern.
Marine Academy: The basic and unaugmented marine academy, where men and women are transformed from milksop civilians into hardened marines.
Provides a single production line to be used ONLY on Marine production.
Production Patterns
Basic Marine Training: [Max: 25 | Rate: 2]
Generates Marine units at the spire. These marines are capable in hand-to-hand combat, but are not provided any initial weapons. You might want to buy them swords, at the very least.
Skyskiff Pattern A: [Max: 10 | Rate: 2]
Creates two Skyskiff units per turn, up to a max of 10. Each skyskiff is outfitted with
2 Light Aether Cannons.
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Crystals
2 reams of webbing
Buyback cost: 9 crystal, 6 ore, 5 wood, 4 silk