Three CaptainsThe remaining Kasgyrite forced in the air break up, with the Surviving viper and the transport making a move across the Belt in order to avoid potential hunts from Wreth forces, while the Skiff makes a gambit to head to the western Wrethan spire and track the transport back home.
Thankfully, all vessels manage to make it out on their respective routes without being spotted by enemy ships.
Inside the SpireVictory tastes like burning metal and charred meat.
The Wrethan's attempted to imitate some form of the Kasgyrite fighting retreat tactics. Their remaining soldiers, less than a squad and a half in strength, pulling forward with their remaining hovering cannon, waiting for the Kasgyrites to show up, and then blasting. They've abandoned their portable cover, and the tools used to create it, relying instead on natural formations of rock and cavern architecture for defense.
Their tactic kills a lot of good men, but that one cannon can't point at every flank at once. Crossbow bolts whittle them down, and the occasional grenade that lands near enough to count burns and demoralizes. They fall one by one, taking sons and daughters of Kasgyre with them.
In the last battle, with barely eight of their wounded trying to hold together a fighting retreat, victory is decided by crossbow. Their cannon takes out an assault against one flank, and they immediately begin attempting to push the floating cannon to a new position. A barrage of bolts half the remaining men down, including the soldiers pushing the cannon. Gauntlet fire cuts into the last marines, bringing them low as the Kasgyrite heavies charge in.
The Wrethan officer, wounded mortally, draws his sword and salutes the heavy infantry charging him.
Then he repeatedly fires his gauntlet into the underside of the portable cannon.
The resulting detonation of charged crystals wipes out whatever wounded might have been among the bodies, and secures- at long last, a Kasgyrite victory within the spire.
Confirmed Kills: All remaining Wrethan Marines
Losses: Squad 2b, 50% of Squad Heavies, 50% of quad 1b.
Kasgyre has Gained Ground at the Three Captains!
Western Wrethan SpireThere is no further report from the skiff sent into Wreth territory.
Presumed Losses: 1 Skyskiff
Burned MountainThe transport and the Viper are able to reach the burned mountain without incident, effectively licking their wounds while watching streams of lava flow down the sides of the demi-spire. The skiffs from the unfinished rendezvous with them as well, forming a small defensive cohort for the wounded (or non-combative) vessels.
The air around the Burned Mountain has a distinctive taste to it. Likely brought on by the perpetual clouds of ash and other gasses gusting off of the demi-spire. Lava flows dot the surface of Burned Mountain, tracking down its face slowly and laying down layers upon layers of flow tubes to bulk up the exterior of the already large demi-spire. It's an impressive sight, and the captain's reports make note that old flow tubes seem to break off the from the Demi-spire regularly, indicating that, somehow, the lava is being replenished from below- from the surface. Otherwise, it seems impossible that this Spire could still be flowing and burning for all these years.
The ships here must pay special attention to the shifting winds, lest the cloud of ash and toxic vapor from the Burned Mountain catch the crew off guard.
Spire KasgyreTwo additional skiffs are produced to replace losses, and stand ready at Spire Kasgyre.
It is the beginning of the year 364 AR
Spire Kasgyre's production stands at,
13/y Crystal, 26/65 Banked
17/y Ore, 29/85 banked
19/y Wood, 90/95 banked
10/y Silk, 50/50 banked
It is now the design and project maintenance phase. You have 5 dice left to spend.
Viper Production Line: 1/45 | 7C + 5O + 5W + 2S, +15 From any combination of any resource | Rushed 0 Times | Nothing Invested
Vertical Envelopment 2/13 | 3 from each of COWS + 4 from Any combination of COWS | Rushed 0 times | Nothing Invested
Thaddeus Class Crystal Design: 5/20 | 2 Crystal, 1 ore + 2 from ANY COWS | Rushed 0 Times | Royal Funding 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 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: 4/4 | 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: 4/4 | 0/4
Resources: 1C, 2O, 6W, 1S
Conditions: Verdant galleries, significant bio-luminescence
The BeltThree Captains Marine Presence: K 5/20 | W ?/20
Territory: 3/4 | 0/4
--->Marine unit 1: Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Crossbows (full squad), [25% Strength]
--->Marine unit 1b: Bronze armour (Squad Officer), Aethersilk vest (Team Leaders), Crossbows (full squad), grenades (1 squad) [50%]
--->Marine unit Heavies: Bronze armour (every man), Aethersilk vest (Team Leaders), Aether Gauntlet (every man except 2), bronze cutlass (every man), grenades (1 squad ) [50%]
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 (x4)
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: Burned Mountain
Status: Shipshape
RKNV Ophidian - Viper Class
Loadout
1 Communications Officer
6 Light Aether Cannons+ (Kettlegun) [2 Front, 2 Rear Missing] [DAMAGED: Rear guns can only be added once tail section is repaired]
2 Sections Light Copper Armor
1 Medium Core Crystal
1 Small Basic Lift Crystal
12 Trim Webs [DAMAGED: Six destroyed, can only be repaired after the tail section is repaired]
6 reams of webbing
Location: Burned Mountain
Status: DAMAGE | Destroyed tail section, 5 wood, 1 ore to fix |
Mercury - Transport Barge
Loadout
1 Small Basic Core Crystal
1 Small Basic Lift Crystal
2 Trim Crystals
1 reams of webbing
Carrying: 0/6
Location: Burned Mountain
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
6 Trim Crystals
Viper Hull
Mothballed Anguis Hull [6 Reams of Silk]
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.
Aetheric Grenades: Cost: 1 Crystal, 1 ore to give one to every man in a squad, or four to every member of a fireteam. | Fist sized grenades carrying tiny precharged weapon and core crystals, capable of exploding after a delay of 5-ish seconds. Cheap assembly means that the soldier is never sure where in the realm of 5-ish that delay is. Roughly a quarter as powerful as an LAC blast, and operates primarily on the initial blast of plasma and burning metal. An ordinary marine can currently (safely) carry up to four grenades. Each round, every man in a fireteam has a 75% chance to use a grenade. This is evaluated per fireteam, not per man.
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
Signal Flashers: Costs One squad of marines, 1 crystal, 1 ore, per set of 3 communications officers. Each ship needs only a single communications officer | A trained aeronaut with a handheld lightgun, capable of transmitting a considerable amount of information over long distance via military shorthand flashsign signals. Of course, to be understood, the reciever also needs to have a comms officer. All spires, by default, are considered to have comms officers on watch.
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.
---> Further Modifications allow the cannon's water reserve to be refilled during combat. Still, this is a delicate operation that requires a degree of platform stability, provides at best one additional reload in a combat situation, and cannot be done at all on skiffs.
Vanguard Cannon (Medium-Small Cannon) 5 Ore, 3 Crystal, Requires a Medium Mount | A triple barreled, water cooled monster. Her only significant issue is a slight issue with water leakage that impacts overall ROF slightly, but aside from that she can fire a full power LAC shot every two seconds, and can sustain that rate of fire nearly indefinitely.
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.
---> Medium core crystals now come with a suite of tools designed to monitor its state and resynchronize it in the event something goes wrong. However, the monitoring tools are so effective that an engineer who is familiar with the 'heartbeat' of the core he or she works with can virtually eliminate any chance of desynchronization.
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.
Defensive Fire: Instead of firing until charging, Marines will look for defensive positions, take cover, and then fire when able from behind said defensive positions. Includes methods for both staggered retreats and staggered advances.
Ambush+Stealth: Currently an abysmal failure of a strategic plan, as soldiers usually blow the ambush much to early and engage on first contact.
Flanking Tactics: Up to four squads of marines can be selected to work together and perform a flanking maneuver. One to three squads will attempt to engage the enemy, while the remaining squads will attempt to find a different venue of attack. The number of squads involved could be increased at a later date.
Fighting Retreat: Infantry will retreat, prioritizing their own lives, but will also take every opening provided by an advancing enemy to nettle them and inflict casualties. Tactical excellence also allows our captains to extend retreat actions, giving a small but significant chance to not lose ground even when in retreat.
Bait and Strike: Similar to a fighting retreat, except with less retreat and a lot more fight. Extremely good at holding territory against an enemy who has numbers but few other advantages, and is capable of inflicting dire casualties. Still, this is fundamentally based in false-retreats, and is largely ineffective at actually gaining ground.
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.
Blockade: Orders ships to form up around a spire, out of range of enemy emplaced guns, and attempt to prevent vessels from coming or going. However, a strong kasgyrite sense of honor all put prevents them from firing on unarmed civilian vessels.
Scouting: Orders a ship or ships to find an overwatch position, either to defend a fleet or to scope out a particular location. Currently uses cannon fire signals, but will switch to more efficacious methods when able. Quite effective.
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 Vanguard Mount Conversion: 2 'adjacent' small mounts, 3 ore, 3 wood. Converts over a pair of small mounts to be able to mount a Vanguard cannon. However, this mounting is, strictly speaking, too small. It's a bitch of an environment for the gunner, and the gun itself is incapable of moving from its fixed position.
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
Skyskiff Pattern B: [Max: 7 | Rate: 1]
Creates one Skyskiff units per turn, up to a max of 7. Each skyskiff is outfitted with
2 Light Aether Cannons.
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Webs
2 reams of webbing
Buyback cost: 9 crystal, 8 ore, 11 wood, 4 silk