Three CaptainsInside the SpireOur forces are desperately pressed for numbers, but they fight like demons. With the enemy removed from fortifications, they're able to inflict significant casualties with their remaining grenades and pistols. The Wrethans appear to still be trying to erect fortifications as they go, but they're currently using relatively flimsy wooden cover, which provides adequate visual cover and protection against bolts, but gets blown to shreds under sustained pistol fire.
The enemy rifles still inflict their losses on the shield bearers, which ripples back into the other ranks, but it's harder for them to get off clean barrages now that they don't have good fallback cover. They seem to be fouling increasingly often as well, reducing their efficacy against Kasgyrite counterfire from Witchhunters. A few final topaz grenades from slings inflict significant casualties on the enemy, and their cannons are still ineffective against will rotated shrouds, but the friendly numbers continue to dwindle.
Confirmed Kills: At least two squads of Wrethans
Losses: 50% of squad Beta.
Kasgyre has gained ground at the Three Captains
BlackstoneThe skiff sent to watch Blackstone nearly ends up in an engagement with the assembled Wrethan fleet. It's barely able to avoid being seen, and spends the rest of its time in cloudcover, watching as civillian transports die and the Wrethan forces rake the demi-spire with aetherfire.
The Skiff reports an original force of four of the larger 10-gun vessels known colloquially as super-skiffs, as well as a force of ten skiffs. The skiffs move in tight pods, small groups that appear to follow distinct leader and attack together, while the larger vessels move in much looser cohesion. Communication between vessels appears to be limited, but they still do a fair job of hunting down civilian transports as they are launched.
The Spire's defense guns are taking a beating, but they're pushing back fiercely as well. Three of the enemies quick little skiffs have been destroyed by the guns, and one of the largely vessels has taken severe damage to its portside armor.
Confirmed Kills: Wrethan Skiff x3
Losses: Approximately a quarter of the spire's defense guns, All but 1 ore suppressed.
The UnfinishedOnly one Wrethan ship is positioned at the Unfinished, a scout, but spotted by sheer luck as the fleet entered the area. It's brought down swiftly, and the pummeling of the Spire commences rapidly. Captains note that what few dockyards exist are crude, ramshackle things- lashed together and barely capable of supporting the crude civilian transports at harbor. A few pilots on close attack runs note a disturbing tendency for dock workers to literally throw themselves into the cannon blasts when possible, as well as a distinct lack of Wrethan uniforms on any of the individuals sighted.
The feeling of unease endemic to being around the Unfinished Spire comes to a head when the captain of the Anguis II begins shouting about a Wrethan ambush and begins signalling for an immediate rally to attack the ambushing vessel- which he identifies as the Causinae. For a tense moment, it seems like he's going to open fire on his sister-ship, but sufficient communication from all nearby vessels is able to eventually convince him to stand down. He continues, however, to rail on about the Wrethan eyes surrounding them, and that the Archangels themselves have given him a mission to pull their infiltrators from their hiding places. His crew seems similarly maddened, and the episode is, quite frankly, disturbing for all involved.
Shortly after the incident, when the fleet pulls back to regroup, a letter arrives. Not from Kasgyrite command, but from the unfinished spire. The writing is sharp and angular, the writer claims to be 'The Master of the Unfinished' and the message is to the effect that if the Kasgyrites would kindly disarm and surrender three squads of marines, the Master would immediately cease working for the Wrethans and furnish the full benefits of his cooperation to Kasgyre instead.
Confirmed Kills Numerous dockworkers, all of the Unfinished Spire's production
Damages: Anguis II is now Unhinged. All other vessels are Disturbed.
Burned MountainThe skiff around the burned mountain reports that a Wrethan skiffed passed, coming from the direction of the unfinished. The One-Eyed Will reports that it was able to remain concealed behind the ash cloud, and that the enemy skiff is likely in the dark to any presence in the area.
Inside the SpireThe marines inside the Spire respond to the idea that they just construct a humidifier by inventing several new types of profanity. It would appear their time in the burned mountain has made them a bit more... hot blooded.
Spire KasgyreThe Viperidae is upgraded, and the new Natalie and Transport (RKNV Ocker) come into service as planned. The Jupiter and the Dionysus load up on marines, preparing to push forwards. Two new squads of marines have been trained and stand ready for war.
Event: The Archangel
By great coincidence, two great artists, one of Kasgyre and one of Wreth, are unveiling a great work of art. Competition, kismet, or a certain sense of madness has caused both to name their piece of art 'The Archangel'.
Show me this piece of art. The winner will inspire a member of their design team great heights, enabling them to either make a project with no dice cost, or to have one turn where rushing projects does not introduce bugs.
It is now the beginning of the year 277 AR.
Spire Kasgyre's Production stands at
13(+10)/y Crystal, 22/115 Banked
17/y Ore, 16/85 banked
19/y Wood, 17/95 banked
10/y Silk, 23/50 banked
It is now the design and project maintenance phase. You have 5 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
Lance Crystals: 16/25 | 3 Crystal | Rushed 0 Times | Nothing Invested
Medium Docks: 5/40 | 5C + 5O + 5W + 5S, +30 From any combination of any resource | 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 4/20 | W ?/20
Territory: 1/4 | 3/4
Squad Alpha: Captain Helm | Officer Vests | Brz. Tower Shields 1/4 | 1/4 Tpz. Pistols | 1/4 Pistols | 2/4 Witch-Hunters | 1 Squad Topaz Grenades | Brz. Tpz. Light Mobile Cover
Squad Beta: Captain Helm | Officer Vests | Brz. Tower Shields 1/4 | 1/4 Tpz. Pistols | 1/4 Witch-Hunters | Brz. Tpz. Light Mobile Cover [50%]
Squad Gamma: Captain Helm | Officer Vests | 1/4 Tpz. Pistols | 1/4 Witch-Hunters | Brz. Tpz. Light Mobile Cover [25%]
Squad Delta: Captain Helm | Officer Vests | 1/4 Witch-Hunters | 1/4 Topaz Pistols | Brz. Light Mobile Cover [25%]
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 2/24 | W ?/24
Territory: 1/4 | ?/4
--->Marine Squad Siegward: Aetheric Pistols (3/4) | Witchhunters (2/4) | Aetheric Grenades (1 per squad)
--->Marine Squad Siegmeyer: Aetheric Pistols (3/3) | Witchhunters (1/3) | Aetheric Grenades (1 per squad) [75%]
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 Anguis II - Viper Class
Loadout
Bronzewood Hull: Medium Turret Mod
1 Communications Officer
3 Light Topaz Aether Cannons+ (Kettlegun) [2 front, 1 rear]
3 Light Aether Cannon+ (Kettlegun) [2 Front, 1 Rear]
1 Topaz Vanguard Cannon (Top Brz. Manual-Turret, Med Mount)
2 Sections Light Copper Armor
1 Medium Topaz Core Crystal
1 Small Topaz Lift Crystal
2 Topaz Trim Webs, Brz. Reinforced.
8 Topaz Trim Crystals
6 reams of webbing
Location: The Unfinished
Status: UNHINGED: 90% chance to not follow orders in combat, 50% chance to target friendlies in combat. Return to Home Spire to remove.
RKNV Viperidea - Viper Class
Loadout
1 Communications Officer
5 Light Aether Cannons+ (Kettlegun) [3 front, 2 rear]
1 Prototype Lance Cannon [Front]
1 Topaz Vanguard Cannon (Top Brz. Manual-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 (x6)
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: The Unfinished
Status: DISTURBED: 10% chance to not follow orders in combat. Return to friendly Spire to remove.
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: Burned Mountain
Status: Shipshape
Natalie XI - 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: Blackstone
Status: Shipshape
Natalie XII - 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: Spire Kasgyre
Status: Shipshape
RKNV Causinae - Viper Class
Loadout
1 Communications Officer
10 Light Aether Cannons+ (Kettlegun) [8 front, 2 rear]
Standard Hull
Small Topaz Core
1 Small Standard Lift Crystal
12 Standard Trim Crystals
6 reams of webbing
Location: The Unfinished
Status: DISTURBED: 10% chance to not follow orders in combat. Return to friendly Spire to remove.
RKNV Jupiter - Battlebarge Class
Loadout
1 Communications Officer
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: 12/12
---> Squad 1: 1/4 Tower shields | 4/4 Aetheric Pistols | 1/4 Silk Vests
---> Squad 2: Cutlasses 4/4
---> Squad 3: 1/4 Witch Hunters | 1 squad Grenades
---> Squad 4: Cutlasses 4/4
---> Squad 5: /
---> Squad 6: /
Location: The Unfinished
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
---> Squad 7: /
---> Squad 8: /
---> Squad 9: /
Location: The Unfinished
Status: Shipshape
Ocker - Transport Class
Loadout
Comms Officer
1 VS Topaz Core Crystal
1 S Lift Crystal
2 Topaz Trim Crystals
1 ream of webbing
Carrying: 0/6
Location: Spire Kasgyre
Status: Shipshape
Topaz Med Core
Topaz Trim Webs x2
Trim Webs x8
Topaz trim crystals x4
Topaz vanguard x1
Kettleguns x9
Comm officers x2
Anguis Hull (Viper: 1x vanguard conversion, 10x web conversion)
---> Squad A: 1/4 Pistols| 1 squad grenades
---> Squad B: 1/4 Pistols| 1 squad grenades
---> Squad C: 4/4 Cutlasses