The Three CaptainsThe Crystalclear arrives safely from being recalled from the front, and takes up a position as an observer. The skies look good and clear, and there's a crisp scent in the air when the troop transports from Wreth arrive. The scent of victory.
Inside the SpireThe wave of reinforcements is met with cheers, particularly in their role as relief fighters. Considering that the numerical advantage has just spiked in their favor, the officers forgive a bit of boister on the part of the men before getting the camps back into action.
The first attacks go as expected with the additional pair of rifle squads. The Kasgyrites are brought basically to a halt, and then pushed back further. Their depleted numbers depleted further by rifle fire, they finding themselves unable to advance- which is when the Dragun is fired. The Kasgyrites had turtled up behind their shields and cover devices, content to pick at the Wrethan line with crossbows and aether pistols. The blast of the Dragun, however, breaks their line. How many men are lost to the direct shot and the bronze balls within is unclear, but what is clear is that the choking clouds of sulphur produced force them to the uproot and fall back- leaving dead and dying behind.
The real pain comes in the second wave. The kasgyrites are tired and unprepared, but manage to mount up a fair defense, giving up ground in exchange for keeping themselves alive and popping a few shots off.
The dance repeats, but it doesn't last long. Soon enough one of their portable shield operators gets too damn tired, and it isn't in position when an aetherblast comes in- destroying the mobile shield and opening them to heavier fire.
Things only get worse for them from there. They manage to destroy and sabotage anything useful in their tech, the last remaining solder going out in a blaze of glory from behind a final mobile cover unit.
The tide hasn't just been turned, the Kasgyrite presence appears to have been wiped.
The ECD has proven its usefulness handily, but it still has issues in the field. Notably, it produces an immense cloud of smoke which heats our side disproportionately when we fire aether cannon through it, and it produces deafening sound in close quarters. For most of the men this is merely a distraction on the field. For the gunners, however, it can cause physical damage- as evidenced by the bloody ears and permanent deafness of one operator.
Wreth has Gained Ground at the Three CaptainsConfirmed Kills: All remaining Kasgyrites
Losses: Squad SOF, 25% of Squad SOE
The Verdant VistaThe WOSV Deadline and its single skiff encounter the Wrethan fleet around the Verdant Vista, green jewel of the Wrethan territories. From the looks of things, they're moving a substantial portion of the fleet described by the unspecified recon report from the Unfinished. A single Viper, six of their skiffs, as well as a transport and a larger vessel not seen before nor reported by the Unfinished's eyes. Individuals observing from the Verdant Vista by spyglass reported that appears to be only lightly armed, but has the deep belly of a transport, albeit with what must be at least doubled cargo capacity.
The aim of the Kasgyrite fleet, however, doesn't appear to a be a landing- not at the Vista anyway. At their present heading, they're making straight for Spire Wreth.
The Deadline and a single Comet move to intercept, to at least slow the fleet down and gut a few ships.
The Kasgyrite force breaks off from its course to engage, the Viper's frontal guns bearing down on the Deadline, and the Kasgyrite skiffs fanning wide to outnumber and overwhelm. The Kasgyrite approach cuts through what once would have been the edge of Spire Gun range, where cannon shot would only have been able to inflict minimal shroud damage or burn webbing. That, however, was before the Verdant Vista upgraded the bulk of its Spire Guns to EMERALD cannons.
A hail of aetheric shot sidelines the Kasgyrite fleet on approach, pounding shroud as the enemy vessels scramble to adjust heading to account for the unexpected barrage. Accuracy at those ranges is poor, but there are a number of guns firing from the side of the spire. By the time the Wreth fleet enters engagement range, the Kasgyrites have already lost a skiff and have taken a beating from the defense guns.
The Kasgyrite viper does not appear to be equipped with a rapid fire cannon, nor does it appear to be utilizing the empowered cannons they've used to fire golden bolts in the past. If it possesses any advantage over other Kasgyrite ships you've seen, it is in accuracy. Its forward guns have limited tracking, but its rear guns seem capably of adjusting fire to cover skiffs coming in from behind more capably than described previously. This advantage is much more pronounced in their already maneuverable skiffs (which do utilize their golden cannon), which appear to be able to turn guns against a maneuver with both ease and precision.
The Dragun cannon shot is a hit, but one that lodge's in the Kasgyrite vessels frontal armor. The Kasgyrite vessels appear to forgo more advanced tactics in favor of simply closing distance and engaging in short-range combat, which does complicate matters for the spire gun operators and forces them to check their fire to avoid friendly casualties.
The Comet is lost, burning down a Kasgyrite skiff with it. With four enemy skiffs remaining, and the Viper herself still standing, the Deadline would have had the short end of the stick in an even fight. The improved accuracy of the comets made the AGILE maneuvering basically moot, and the Viper's tactic of spinning to keep the armored head pointed and firing all guns would have still put punishing fire on the Deadline.
EMERALD Spire guns, however, saved the Deadline. The additional fire heaped on the Viper's impressive shroud, as well as the covering shot to drive off skiffs coming about on attack runs, was enough. Sadly, the captain of the Deadline wasn't even the one to bring down the Viper. The Viper had its armored head pointed at the Deadline, determinedly obliterating its web, when a spire salvo ripped apart its unarmored side- almost cutting the ship in half and sending it down to the surface.
At the end of the day, a single Kasgyrite skiff escapes from the firefight, and the two transports appear to have vanished into the mist early in the firefight. Still, that's one Viper and five skiffs, claimed for the glory of Wreth.
Losses: 1 Comet
Confirmed Kills: 1 Viper, 5 skiffs.
Ships Damaged: Deadline: depleted web reserves, Deadline: damage starboard armor
Kasgyrite Western SpireWith fresh ships replacing old, the bombardment of the Western Kasgyrite spire continues steadily. They put up the best fight they can, but they're running out of good positions. A few comets are lost here and there, but the Windriders take the most dangerous runs, burning down cannon positions and tanking hits. It's a close call once or twice, but the Kasgyrites are unable to make good on the few shroud breaches they manage to inflict.
Losses: 2 comets
Kills: 80% of the Demi-Spires resources for this round, approximately 25% of their defense positions.
The UnfinishedThe Skiff at the Wrackspire delivers the report of a man who can no longer trust his eyes. It arrives several days after a bizarre quake was felt throughout spire Wreth, and, if true, offers a surprising explanation.
The skiff arrived to a see a Kasgyrite transport around the area of the Unfinished, with no other ships in the area. Since the transport was holding position in the area, it can be assumed that it had already disembarked any individuals on board. Regardless, the skiff moved to engage in order to at least attempt to deprive Kasgyre of a valuable asset.
He was interrupted on approach by the unimaginably loud sound of stone cracking, akin to a cave-in but as though the entire sky was falling. He then observed cracks forming in the exposed spirestone frame of the Unfinished Spire, and the structure slowly began to lean. It was clear at this point that the transport was putting on emergency speed in order to avoid the falling spire, and the Skiff captain likewise reasoned that the situation was beyond reason and ordered his navigator to rise.
The Unfinished Spire, with its Spirestone frame cracking and falling to pieces, toppled. Earth and dust from below, kicked up by its two mile fall, rose in plumes- obscuring much of the operating aerosphere. The captain reports that from the broken heap of fractured stone that he could still make out from within the shattered mist and blowing dust, came a sort of light- yet it was not light. It spread through the air like shafts of sunlight, but it was as clearly visible against the day as it was against the billowing dust clouds. Its color is left undescribed by the captain, only mentioned when he reports that though he can perceive a color within the light, he cannot describe the color in relation to any other color- he can only note that it is, undoubtedly, a color.
The color rises from the rubble, pulses in the air, and shoots straight-up beyond sight. The captain writes that, even though there was no possible way he could have heard anything above the din and reverberation of falling Spire, he
heard a voice crying out that it was 'free at last'.
The letter is signed by the captain, the navigator, and both gunners.
The Unfinished Spire has been destroyed. It is no longer possible to occupy or make landfall. It is still a landmark location for the purposes of Travel lanes.
Spire WrethThe WOSV Fukutu has been fully commissioned into service, along with 3 additional comets, and two more squads of marines. The Windrider docks have likewise been the subject of number of reinforcement and quality of life upgrades.
Event: The ArchangelOutcome: Loss
As the stained glass window entitled 'Archangel' is unveiled to the public, a bizarre quake shakes the ground- and the window fractures into a thousand pieces. The superstitious among the populace are frightened by the strange event, particularly when no other windows in the building were shattered.
It is the beginning of the year 378 AR.
Spire Wreth's Production Stands At,
13/y Crystal, 48/65 Banked
19(+2)/y Ore, 21/95 banked
19/y Wood, 85/95 banked
10/y Silk, 44/50 banked
It is now the design and project maintenance phase. You have 5 dice to spend.
E.S.P: 6/20 | 2 Ore, 2 Crystal | Rushed 0 Times | 2O, 2C
Aether Forge 14/27 | - | Rushed 0 Times | Nothing Invested
Eastern Cave Dragun: 9/10 | 2 Crystal, 6 Ore, 4 Wood | Nothing invested | Rushed 0 Times
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 | 4/4
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 12/20
--->
Marines---> Defense Squad D: Silk Vest (Officer) | Pincushion (1/4) | Suppressor (1/4) | Gauntlets (2/4) | BLOCK | PLACE x2 | Envenomed Bolts
---> Defense Squad E: Silk Vest (Officer) | Pincushion (2/4) | Gauntlets (2/4) | BLOCK | PLACE x2
---> Support Squad G: Silk Vest (Officer) | Pincushion (3/4) | Suppressor (1/4) | PLACE x 2 | Envenomed Bolts [50%
---> M: Rifles (4/4) | 2x MOVE PLACE
---> L: Rifles (4/4) | 1x MOVE PLACE
---> Squad A: Rifles (4/4) | ECD
---> Squad B: Rifles (4/4)
---> Squad SOA: -
---> Squad SOB: -
---> Squad SOC: -
---> Squad SOD: -
---> Squad SOE: - [75%]
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 | 1/4
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 0/0 | W 0/0
Territory: ?/4 | ?/4
Resources: 0C, 0O, 0W, 0S
Conditions: Destroyed.
WOSV Chimera - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor
Location: Western Kasgyrite Spire
Status: All papers are in order.
Comets - Skyskiff Class (x5)
Loadout
2 SUCKERPUNCH Light Aether Cannons (Flanged Heat Sinks)
1 Very Small Select Core Crystal
1 Very Small Select Lift Crystal
4 Select Trim Crystals
2 reams of webbing
Location: Western Kasgyrite Spire
Status: All papers are in order.
Comets - Skyskiff Class (x1)
Loadout
2 SUCKERPUNCH Light Aether Cannons (Flanged Heat Sinks)
1 Very Small Select Core Crystal
1 Very Small Select Lift Crystal
4 Select Trim Crystals
2 reams of webbing
Location: The Unfinished
Status: All papers are in order.
Comets - Skyskiff Class (x2)
Loadout
2 SUCKERPUNCH Light Aether Cannons (Flanged Heat Sinks)
1 Very Small Select Core Crystal
1 Very Small Select Lift Crystal
4 Select Trim Crystals
2 reams of webbing
Location: Spire Wreth
Status: All papers are in order.
WOSV Longlast - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor
Location: Western Kasgyrite Spire
Status: All papers are in order.
WOSV Payoff - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor
Location: Western Kasgyrite Spire
Status: All papers are in order.
WOSV Crystalclear - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor [Slagged Port Armor, 2 Ore to repair]
Location: Three Captains
Status: Damaged
WOSV Black Ink - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor
Location: Three Captains
Status: All papers are in order.
WOSV Deadline - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing [Webbing reserved depleted: 8 silk to fix]
Armored Skin
2 Unit of Armor [Starbord plating damaged: 1 ore to fix]
Location: The Verdant Vista
Status: Damaged
WOSV Fukutu - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadsides]
1 Dragun Cannon+ (Sapshot) [Specialized Dragun Bow Mount]
1 Medium Ikusasa Core Crystal
2 Small Basic Lift Crystal+ (Itshana Refinement)
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor
Location: Spire Wreth
Status: All papers are in order.
WOSV Marge - Transport Barge
Loadout
1 Small Core Crystal+ (Itshana Refinement)
1 Small Basic Lift Crystal+ (Itshana Refinement)
2 Trim Crystals+ (Itshana Refinement)
1 reams of webbing
Carrying: 0/6
Location: Three Captains
Status: All papers are in order.
WOSV Shibboleth - Transport Barge
Loadout
1 Small Core Crystal+ (Itshana Refinement + Ikusasa)
1 Small Basic Lift Crystal+ (Itshana Refinement)
2 Trim Crystals+ (Itshana Refinement)
1 reams of webbing
Carrying: 0/6
Location: Three Captains
Status: All papers are in order.
WOSV Ledger - Transport Barge
Loadout
1 Small Core Crystal+ (Itshana Refinement+ Ikusasa)
1 Small Basic Lift Crystal+ (Itshana Refinement)
2 Trim Crystals+ (Itshana Refinement)
1 reams of webbing
Carrying: 0/6
Location: Three Captains
Status: All papers are in order.
WOSV Imafuku - Transport Barge
Loadout
1 Small Core Crystal+ (Itshana Refinement+ Ikusasa)
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.
1x Prototype ESP Transmitter
3x Prototype ESP Receiver