Three CaptainsThe battle at Three Captains isn't a disaster, and it does a great deal to illuminate the abilities of the new Kasgyrite warship, as well as the weaknesses of Kasgyre's cowardly tactics.
The five Wreth skyskiffs were able rendezvous without incident, merging into a loose formation before moving on the Three Captains for the attack. There were three Kasgyre ships present, two Skyskiffs, and the new 'corvette' described in leaked intelligence reports. The Corvette is about three times as long as a skiff, and considerably broader and deeper. Her shape is unusual, with a broad, pyramidal head sporting clear banks of partially exposed cannon mounts. Cursory report shows eight of these bow guns, but no broadside, and only two rearward facing cannons on her tail. Her core appears to wrapped in an expanded cylinder of webbing, and the officer writing the report speculates that it allows her to keep a considerable amount of her power generation inside her shroud. In general profile, the officer describes her shape to be similar to that of the
throwing knives described in romantic fiction involving Spires from the far north.
Engagement is swift, and the new tactics to outmaneuver the enemy work devastatingly well against the Kasgyrite skyskiffs. When their kettleguns whistle their last, superior Wreth vessels can win the day handily. After their initial rate of fire boost wears off, there appears to be no area were Wreth ships are not superior to the Kasgyrite skyskiffs.
This, sadly, does not seem to be true for the Kasgyrite corvette. Its ability to spin and maneuver completely belies its increased size. The corvette is capable of sudden changes and direction and momentum that would impressive for vessels outfitted with Itshana select trim crystals, and allow it to track even maneuvering skiff's with surprising and devastating accuracy.
Two skyskiffs are lost to fire from the corvette before the Skiffs pull back in order to avoid further casualties. They put nearly two dozen shots into the corvette's shroud without significant effect, and certainly without a breach, and shots to its exposed webbing did very little to slow it down. The captains grudgingly admit that it's a terrifying vessel, and that they were very lucky to get away with only two casualties- however they do note that it's initial engagement was somewhat hampered by the Corvette captain seeming to attempt an ambush dive, despite having been already sighted by the Wreth vessels. At least it's good to know that Kasgyrite idiocy has not changed.
Inside the SpireFirst contact with the Kasgyrite marines is made within the Three Captains. It occurs as both forces simultaneously enter a gallery, with the 'expendable' pincushion soldiers leading the way for the gauntlet and artillery groups. There's a stunned moment of surprise in which both parties seem shocked that they haven't run across more damn spiders, and then crossbows and gauntlets start firing. Kasgyre infantry also seem to make regular use of a crossbow, though their's seems substantially larger, requires a significant reload time, and punches straight through infantry. Their officers were armor of bronze over silk shirts, and are basically impossible for our soldiers to bring down. Their bronze armor deflects pincushion bolts with ease, and it seams designed to be doffed quickly when heated by gauntlet fire. The silk shirt then proceeds to absorb multiple gauntlet shots while the officer fires back with impunity.
Their weapon loadout seems more limited, with crossbows and gauntlets scattered throughout the squads, rather than fully equipped, but they use a very similar defensive tactic of taking cover behind solid objects. Unfortunately, their crossbow seems better suited to peeking out and delivering a fatal shot than our pincushion, and fatalities mount. Eventually, our remaining pincushion equipped soldiers are forced to pull back into the tunnel they came from. The tunnel still containing the gauntlet wielding soldiers.
The tunnel still containing the PLACE.
We're fairly certain that no Kasgyrite soldier who got a good look at the PLACE survived. The weapon was devastatingly effective, though the heat buildup in the tunnel forced the operators to use only a single shot. Enemy soldiers were obliterated as the stones they'd previously used as cover exploded into superheated shrapnel, and the cries of the fleeing wounded were music to Wreth ears.
The ranking officer is somewhat concerned that his men appear to be outnumbered, and does not believe he can advance again and fully claim the spire next year- he'll have to kill a lot more Kasgyrite scum to make that happen. The PLACE is a defensive weapon, however, and should prevent Kasgyre advances as well as weakening their numbers. If you can prevent Kasgyre from reinforcing, or give him better assault weapons, he's confident that the situation can be brought to favor Wreth.
Confirmed Kills: At least one full Kasgyrite squad. Two Wreth Skyskiffs
Losses: Squad E, two skyskiffs.
Wreth has Gained Ground at the Three Captains
Kasgyrite Middle Demi-SpireIt's a slow, creeping advance that the pair of skiffs makes into Kasgyre territory. They manage to avoid contact with enemy vessels, but it's possible they've been spotted by the spire itself. It's impossible to tell.
The demi-spire appears to be fully in Kasgyre's control, and resource shipments make regular entrances or exits. It would make their presence very obvious, but it might be possible to intercept a few- though the skiffs don't have the cargo to haul anything back.
Miner's Folly and the Haze MazeMiner's Folly completes reconstruction, and the Haze Maze is nearly there.
Reconstruction has finally been completed, bringing the settlements back to their pre-war glory- along with a number of pre-war questions. What happens now? When will their families come home from the war? What will be extracted of Kasgyre in terms of penance? Has it already been enough?
It all boils down to one real question. How long will this war go on?
Spire WrethTwo more skyskiffs are ready for action at Spire Wreth, two more squads of marines have been trained, and two additional reams of webbing are ready for use.
EVENT: War Never Changes
The original reason for the war, the destruction of the demi-spire colonies, has been repaired. The people are now looking to their leaders to tell them what the new goal of the war is, and (rather importantly) why there's still needs to be a war. Soldiers want to return to their families, and the tax of resources being absorbed for the war effort is certainly not inconsequential.
So, how does your nation justify the continued war effort? This is a culture question, of sorts. What drives you to go to war, to keep throwing wave after wave of men at the enemy, even when the initial damage is repaired?
To count, these justifications MUST be posted in the core thread. The side that generates the 'best' explanation will be awarded with a credit to force any one of the three rolls for a prototype (and thus the eventual tech) to a 6. This must be declared when rolling the initial design, and can be done only once.
It is the beginning of 357 AR.
Spire Wreth's production stands at
12/y Crystal, 37/60 Banked
14/y Ore, 21/70 banked
18/y Wood, 59/90 banked
8/y Silk, 35/40 banked
It is the beginning of the production and design maintenance phase. You have 8 dice left to spend.
PLACE: 8/15 | 1 Ore, + 2 from Silk OR Ore OR Crystal | Rushed 0 Times | 2 ore, 4 silk invested | Prototype Deployed
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.
Wreth TerritoryHaze-Maze Marine Presence: K 0/8 | W 1/8
--->
Marines---> Squad G (No Equip)
Territory: 0/4 | 3/4
Resources: 1C, 3O, 1W, 2S
Conditions: Deadly Gas Pockets, significant vertical shafts and steep tunnels.
Miner's Folly Marine Presence: K 0/18 | W 1/18
--->
Marines---> Squad G (No Equip)
Territory: 0/4 | 4/4
Resources: 1C, 6O, 0W, 1S
Conditions: Toxic Stone, Massive Caverns, pitch-black
The Verdant Vista Marine Presence: K 0/18 | W 0/18
Territory: 0/4 | 4/4
Resources: 1C, 0O, 8W, 2S
Conditions: Mostly earth and soil, Unstable pocket caves
The BeltThree Captains Marine Presence: K ?/20 | W 4/20
--->
Marines---> Squad D (Pincushion, Fireteam | Cutlass, All)
---> Squad 2A (Gauntlets, all | Cutlass, all | Silk Vests,Commander | 1 PLACE
---> Squad 2B (Gauntlets, all | Cutlass, all | Silk Vests,Commander
Territory: 1/4 | 3/4
Resources: 1C, 6O, 2W, 6S
Conditions: Kinetoluminescent Ores, Heavily Infested
Wrackspire Marine Presence: K ?/12 | W 0/12
Territory: ?/4 | 0/4
Resources: 3C, 4O, 4W, 2S
Conditions: Unstable Aetheric Phenomena, Broken Spire
Burned MountainMarine Presence: K ?/24 | W 0/24
Territory: ?/4 | 0/4
Resources: 1C, 10O, 1W, 0S
Conditions: Inexplicably Molten Core, Hundreds of narrow tunnels and small galleries.
The UnfinishedMarine Presence: K ?/45 | W 0/45
Territory: ?/4 | 0/4
Resources: 8C, 0O, 6W, 2S
Conditions: Unfinished infrastructure, Massive open rooms and halls.
Skiffs With No Name - Skyskiff Class (x3)
Loadout
2 Light Aether Cannons+ (Flanged Heatsinks, Itshana Refinement).
1 Very Small Basic Core Crystal+ (Itshana Refinement)
1 Very Small Basic Lift Crystal+ (Itshana Refinement)
4 Trim Crystals+ (Itshana Refinement)
2 reams of webbing
Location: Three Captains
Status: All papers are in order.
Skiffs With No Name - Skyskiff Class (x2)
Loadout
2 Light Aether Cannons+ (Flanged Heatsinks, Itshana Refinement).
1 Very Small Basic Core Crystal+ (Itshana Refinement)
1 Very Small Basic Lift Crystal+ (Itshana Refinement)
4 Trim Crystals+ (Itshana Refinement)
2 reams of webbing
Location: Center Kasgyre Demi-Spire
Status: All papers are in order.
WOSV Herbie - Transport Barge
Loadout
1 Very Small Itshana Select Core Crystal
1 Small Basic Lift Crystal+ (Itshana Refinement)
2 Trim Crystals+ (Itshana Refinement)
1 reams of webbing
Carrying: 0/6
Location: Spire Wreth
Status: All papers are in order.
Skiffs With No Name - Skyskiff Class (x2)
Loadout
2 Light Aether Cannons+ (Flanged Heatsinks, Itshana Refinement).
1 Very Small Basic Core Crystal+ (Itshana Refinement)
1 Very Small Basic Lift Crystal+ (Itshana Refinement)
4 Trim Crystals+ (Itshana Refinement)
2 reams of webbing
Location: Spire Wreth
Status: All papers are in order.
Current Technology
Infantry
Flint-Lock 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.
Flint-Lock 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.
Suppressor Repeating Crossbow: Cost: 2 wood+ 1 ore per fireteam, 8 wood + 4 ore to give to every man. | A repeating crossbow with a forty pound lever weight. Field modification allow it to operate has a standard repeating crossbow, or as a light crossbow using a goat's foot lever. The latter is underpowered, the former is inaccurate.
Pincushion Repeating Crossbow: Cost: 3 wood to give one to every fireteam, 12 wood to give to every man. | A lighter and nearly all wood version of the Suppressor. Limited draw weight and not terribly robust, but cheap.
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.
---> A.G.I: Some small QoL changes have been made to the gauntlet, slightly increasing its sustained rate of fire and giving the user a bit more time before the gauntlet burns their arm.
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.
Ship Tech
Light Aether Cannon*: 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.
---> The Itshana Process has improved crystal purity, allowing for a slight increase in power.
---> Can be manufactured using Itshana Select crystals, which gives a 175-200% increase in power, at the cost of increasing the ore cost of the component by an amount equal to the base crystal price. WARNING: Cannons have not been modified to compensate for the increased energy output.
---> Improved Dissipation enable it to be fired 25% faster than normal once hot.
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.
---> The Itshana Process has improved crystal purity, allowing for a slight increase in efficiency.
---> Can be manufactured using Itshana Select crystals, which gives a 175-200% increase in power, at the cost of increasing the ore cost of the component by an amount equal to the base crystal price.
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.
---> The Itshana Process has improved crystal purity, allowing for a slight increase in lift.
---> Can be manufactured using Itshana Select crystals, which gives a 175-200% increase in power, at the cost of increasing the ore cost of the component by an amount equal to the base crystal price.
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.
---> The Itshana Process has improved crystal purity, allowing for a slight increase in maneuverability.
---> Can be manufactured using Itshana Select crystals, which gives a 175-200% increase in power, at the cost of increasing the ore cost of the component by an amount equal to the base crystal price.
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
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.
Crossbow Corridors of Carnage: When engaging, Marines will attempt to find cover, or at least concealment, and fire from behind that. Advancement is a leap-frog between cover, and retreat is a similar series of backward jumps.
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.
High Vigil: Tells a fleet to maintain a vessel as a high-altitude lookout. The lookout will give a warning shot if they spot an enemy vessel. After raising the alarm, the scout rejoins the fleet and follows the same tactic as her fellow ships.
AGILE: Ships using AGILE will attempt to evade and outmaneuver enemy vessels, focusing on evasive action rather than maximizing damage.
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