Lance Crystals[Time: 1 Progress: 1 Cost: 6]
The Lance crystal project proves to be one of the more... ambitious undertakings. Much of this from the technical aspects of the project. The lance crystal is designed to be a hybrid crystal, carrying some features of the core crystal as well as modified attributes of the weapon crystals. Considering that the only other multi-function crystals at present are core crystals, this is an exciting undertaking for the engineers. Likewise, sources of funding are thrilled by the possibility, which has yielded a steady stream of money and resources to fund the project.
Unfortunately, that assured source of money has, once more, brought the engineers into only partially good-natured competition with one another. Spying, sabotage, and encrypted notes are commonplace, slowing project progress to a crawl. The Lance will be completed, but it will take considerably longer than if the damn fools just cooperated.
Lance Crystals: 1/25 | 3 Crystal | Rushed 0 Times | Nothing Invested
Prototype[Efficacy: 6 Cost: 1 Bugs: 3]
The results of the working models, however, speak for themselves. A working model of a small scale lance, assembled with great difficulty, was able to fire several times before exploding. Tests from those initial shots showed a range increase nearly a 50% increase over standard LAC blasts, and a destructive power increase of approximately six fold over the course of the beam discharge. The discharge itself lasts for approximately a fifth of a second, which greatly reduces its penetrating power against swift targets. A skiff on a high speed pass can travel approximately 90 meters per second. Since a skiff is only about six meters long, this means that even a very skilled gunner is likely to get only glancing shots unless the pilot is matching speed, and a shot that can (in theory) destroy a shrouded skiff in a single shot may only rake the web.
The cannon's increased power comes with several drawbacks. The heat from the beam is incredibly intense, and though the tightened geometry of the lance decreases the interaction with the incident air, the windage on the barrel had to be increased to prevent melting. This results in decreased beam accuracy, complicating its longer range. In addition, heating on the crystal now appears to be a serious concern. While water quenching of the barrel is an established cooling technique, cooling the crystal proves more complicated- as dousing hot crystal uniformly results in cracking or shattering. Thus, while the capacitor of the lance crystal can theoretically be charged in twenty seconds using existing systems, the crystal itself needs approximately a minute and a half before it's cool enough to fire again.
The most worrying part of the project, however, is the projected price tag on the crystals themselves. The hybrid matrix systems are incredibly fragile- the slightest defect in the core section of the matrix could potentially allow a power bleed into the weapon section, with predictably disastrous results. Even crystals with suitable matrix systems can later be culled for faults that could potential lead to micro-fissures during the rapid heating during firing, an issue that, if unnoticed, would cause the crystal to explode on the next shot.
A sideline issue, which appears to be an issue of the methodology itself instead of a bug in the design, is that the smaller core cannot be used to transduce aether into electrical energy without introducing dangerous power irregularities when connected to a primary core. While the crystal is small enough that the effects from incident aether can largely be ignored, attaching a live silk line to a lance crystal already linked to a core would be a
bad idea. This sidenote is delivered by a singed looking engineer.
Small Lance Cannon: 2 Ore, 7 Crystal for 1 | A beam weapon crystal, with 50% increased range and 500% increased firepower relative to the standard LAC. Fires its beam over a fifth of a second, and can be technically recharged in 20 seconds. Issues with cooling the crystal, however, mean that it can only fire about once every 90 seconds.
Battle Barge[Time: 6 Progress: 1 Cost: 1]
The main problem with the battle barge's design is that all of the engineering A-team members are hot and bothered over the brand new and spiffy lance crystals. Likewise, most of the funding has been appropriated by the project that involves fuckmothering death beams, instead of the project that gives marines a slightly better skybus. Still, after command comes down and forcibly moves a couple engineers to the Battle Barge projects, and threatens them into actually working on it, they draft a remarkably concise action plan.
Probably because the sooner they get done with this the sooner they can go back to the death beams.
Battle Barge: 1/8 | 10 Wood, 2 ore | Rushed 0 Times | Nothing Invested
Prototype[Efficacy: 5 Cost: 6 Bugs: 4+1]
The scale mock-ups are good. Really good. The specs the engineers were given asked for a 4 gun military-transport, capable of transporting six squads of marines in speed and safety, focusing on the new bronzewood material. The Battle Barge is all that and a bit more besides. She's tough as nails, with a spaced wooden-slat hull layer that can actually catch an LAC shot or two before the ship actually suffers true structural damage. Internally, she's designed so you could gut half the rooms and keep flying, with her circuitry system routed around three redundant lines. She can mount a medium core, a small lift crystals (though there's room for upgrades), and up to a dozen trim crystals focused in the fore and aft of the ship to emphasize linear speed over precise maneuverability.
Most impressively, her hull cost is shockingly low. Despite requiring bronzewood, her elegant construction and expert design make her actually cost less than ordering a pair of standard transports.
Battle Barge | 14 wood, 2 ore for one.
The Battle Barge is the first of a new generation of purpose built military transports. Built of Bronzewood, she's tough, faster than a standard transport, fire resistant, capable of mounting heavy shroud, and has enough cannons to deter opportunistic poachers- though she's hardly meant to hold her own in a fight.
She can hold 12 units of cargo.
Armament4 Light Cannon mounts (2 fore, 2 aft)
Requires:1 Core Crystal (Up to Medium size)
1 Lift Crystal (Up to small size)
4/8/12 Trim Crystals (Bad, poor, okay maneuvering)
5 reams of webbing
Spire Kasgyre's Production stands at
13(+10)/y Crystal, 45/115 Banked
17/y Ore, 16/85 banked
19/y Wood, 71/95 banked
10/y Silk, 39/50 banked
It is now the revision phase. You have 0 dice left to spend. Go think about strategy or something.
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) 6/27 | - | Rushed 0 times | Nothing Invested
Battle Barge: 1/8 | 10 Wood, 2 ore | Rushed 0 Times | Nothing Invested
Lance Crystals: 1/25 | 3 Crystal | 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 0/14 | W 0/14
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 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 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.
RKNV Ophidian - Viper Class
Loadout
1 Communications Officer
1 Vanguard Cannon (forward Mount)
8 Light Aether Cannons+ (Kettlegun) [6 front, 2 rear]
2 Sections Light Copper Armor
1 Medium Core Crystal
1 Small Basic Lift Crystal
8 Trim Webs
4 Trim Crystals
6 reams of webbing
Location: Three Captains
Status: Shipshape
RKNV Anguis - Viper Class
Loadout
1 Communications Officer
3 Light Topaz Aether Cannons+ (Kettlegun) [2 front, 1 rear]
5 Light Aether Cannon+ (Kettlegun) [4 Front, 1 Rear]
1 Topaz Vanguard Cannon (Front)
2 Sections Light Copper Armor
1 Medium Topaz Core Crystal
1 Small Topaz Lift Crystal
10 Topaz Trim Webs
2 Topaz Trim Crystals
6 reams of webbing
Location: Three Captains
Status: Shipshape
RKNV Viperidea - Viper Class
Loadout
1 Communications Officer
10 Light Aether Cannons+ (Kettlegun) [8 front, 2 rear]
Bronzewood Hull
2 Sections Light Copper Armor
1 Medium Topaz Core Crystal
1 Small Topaz Lift Crystal
6 Topaz Trim Crystals
8 Trim Webs Bronzewood reinforced
6 reams of webbing
Location: Spire Kasgyre
Status: Shipshape
Canary - Skyskiff Class (x1)
Loadout
Communications Officer
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
Natalies - Skyskiff Class (x2)
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: Three Captains
Status: Shipshape
Dionysus - Transport Class
Loadout
Comms Officer
1 Small Topaz Core Crystal
1 Small Lift Crystal
2 Topaz Trim Crystals
1 ream of webbing
Carrying: 6/6
--->Marine Squad Siegfried: Aetheric Pistols (3/4) | Witchhunters (1/4) | Aetheric Grenades (1 per squad)
--->Marine Squad Siegward: Aetheric Pistols (3/4) | Witchhunters (1/4) | Aetheric Grenades (1 per squad)
--->Marine Squad Siegmeyer: Aetheric Pistols (3/4) | Witchhunters (1/4) | Aetheric Grenades (1 per squad)
Location: Glowcove
Status: Shipshape
One Eyed-Will - Skyskiff Class (x1)
Loadout
Communications Officer
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
Natalie V - 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: Glowcove
Status: Shipshape
Natalie VI - 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: Glowcove
Status: Shipshape
Natalie VII - 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: Spire Kasgyre
Status: Shipshape
Topaz Gauntlet x1
Topaz VS Core x1
1 comm officer
Topaz VS core
Topaz S Lift
Topaz Trim pair
Viper Hull (Standard)