Three CaptainsThe Three Captains is a hub of military activity: The Shibboleth comes and goes, picking up and dropping off cannons to support the offensive; The Formal Notice and two Meteor skiffs head up to stage there, preparing to join the Blackstone defense fleet; the WOSV Marge and the WOSV Longlast move through, heading back to Haze Maze in order to reload and repair; The Ledger moves in from Wreth, her belly full of Marines to reinforce the front. With the Unfinished crumbling into rubble, it seems like the Three Captains is destined to become a hub of cosmopolitan activity- should Kasgyre's spires be brought into the fold.
BlackstoneOur Mistwatch skiffs finally caught something. The transports they sent in to smuggle marines attempted to make a quick getaway, and this time we spotted them. The Viper that we'd brought out of combat, but not killed, was making a getaway with them, and its crippled state made it an easy kill for our skiffs. Ship couldn't even raise shroud, just offer up a few cannon shots before the skiffs finished the job and reduced it to cinders. Unfortunately, this did by the transports a bit of time. The large transport appeared to have guns, and thus our skiffs went for the small one. The succeeded in battering its shroud and raking its web, but an unexpectedly tough shroud prevented them doing any real damage before the ship vanished.
After the ships vanished, however, our captains reported seeing an enormous roil momentarily form and swell in the rough location that the wounded viper had been put down. While exactly what created it is unknown, it's safe to assume that all of the traffic through and around the mist has increased the activity and piqued the curiosity of the beasts that dwell therein.
The excitement early in year, however, was not to be the only activity at Blackstone. Kasgyre attacked once more, but this time our scouts identified their vessels at long range, giving our captains plenty of time to begin evasive maneuvers and raise shroud before they fired their lance weapons.
Curiously, only one such lance was in appearance. Their fleet consisted of four vipers and a single skiff. One of the vipers is familiar- the same lance carrying upgraded Viper that fled combat last year. The others, however, are new- but functionally identically to the lesser vipers dispatched last year. Slower, and sacrificing their top gun deck's LACs to mount a single turret with one of their triple barreled cannons. Their greater viper fires its lance at long range once it realizes that it has been sighted, but the beam goes far wide of all ships. The WOSV End of the Road replies by giving the incoming Kasgyrite fleet its broadside and pelting them repeatedly on the approach. It's still nearly impossible to aim properly at long range, but four cannons firing for long enough score a couple hits on shroud, softening up the enemy as the two forces get within brawling range.
Once in brawling range, the fighting is almost... sad. The Kasgyrite fire coordination is better than last year, targeting skiffs on attack runs with alacrity and disrupting their formations using their turret system. Unfortunately, for the lesser vipers, that turret system is the best gun they have, and every time it fires at a skiff is a time that it isn't firing on a Windrider- and that lets the windrider's hopelessly outmatch them. The End of the Road in particular, with its EMERALD cannons able to fire longer cool and faster hot, is actually able to overpower a lesser viper 1 on 1 with a single broadside battery. While the situation never comes up, it's plausible that the End of the Road could take on two lesser vipers, one on each side, and overpower them. Given the weakened shrouds of the Lesser Vipers, it might not even tax her too much.
Regardless, the End of the Road does become blooded when a Viper does try to match its frontal weapons with the Windrider's broadside- getting its front armor slagged in the process and take a couple of shots to the front which start a chain reaction among its weapon crystals, destroying it in a flurry of explosions. The Kasgyrites, under the banner of their greater viper, do manage to focus enough fire to lance into and core the Vicious quill, and a pair of skiffs are brought down to point defense fire from the Viper top turrets- but that's all they manage.
After a combination of Windrider and Comet fire tears apart the last of the lesser Vipers, the remaining upgraded Viper attempts to flee once more. The single skiff the Kasgyrites brought literally sacrificing itself to buy the larger vessel the time to dive down into the mists. One can only hope that the monsters consume it.
However, in this year, one windrider and a pair of skiffs were sacrificed to bring down four Kasgyrite vipers. A good trade on any day.
Kills: Four Vipers, one skiff
Losses: WOSV Vicious quill, 2x Comets
Inside the SpireSomeone in the brass has made a grievous error, and the troops have paid the price.
The cannons arrived on schedule, reinforcing our artillery. However, it would seem that the Kasgyrites received a small care package of their own: a mobile shroud system. We know this because they attacked with it on point. Not that anyone was prepared for an attack.
With every squad on construction duty in an urban environment, we could have made some fantastic defenses that would have put their piled rocks to shame. Unfortunately, the Kasgyrites didn't do us the favor of squatting in their own pile of rocks while the marines worked. Without scouts deployed, without anyone focused on defense, the first anyone knew of the assault coming at them was a crossbow bolt through a BLOCK marine's skull.
Our marines responded well to the first part of the assault, forming up and getting two PLACE cannons into firing positions. The Kasgyrites had brought a mobile cover unit, and they'd brought plenty of their aetheric pistols and sniper crossbows to work with as they advanced down the streets, block by block. The PLACE cannons worked on the mobile cover as best they could, but they'd upgraded the shroud in some manner, and it was actually our riflemen who did the most work in picking off targets with barrages of shroud piercing lead shot.
Unfortunately, the worst was yet to come. Flanking groups came at our position from the side, Kasgyrite marines in camouflaged uniforms with pistols that fired topaz bolts and grenades that detonated in golden aetheric blasts- melting cannon and crew together into the same unrecognizable mass. With them, more savage and with camouflage replaced by soot-blacked workers cloths, came their crude militia- swinging every improvised weapon known to man. Our crossbows did good work against their unarmored bodies, incapacitating them for later dispatch, but there was always a marine behind ready to toss a grenade at the crossbowmen, or to unload a spray of aetheric bolts. Our riflemen carried cutlass to defend themselves, but they also provided the best defense against the kasgyrite frontal push. When they were forced to draw blade and stand, that allowed their main force to advance, slinging grenade at men and cannon crews.
Had we been able to form a proper line of battle, we might have been able to hold our ground, but the Kasgyrite defiance of our command's expectation allowed our men to be outmaneuvered and routed at great cost.
Wreth has Lost Ground at BlackstoneKills: Approximately 3 squads of Kasgyrites
Losses: Squad F, Squad L, Squad H 75% of Squad J, 75% of Squad E
Haze MazeThe Longlast and the Marge both arrive safely in the Haze Maze.
Burned MountainThe crews present around the Burned mountain formally requisition new playing cards. Their current sets are getting terribly dog-eared from use, and it'd be nice to celebrate another year of doing nothing with a nice fresh pack of cards to continue to do nothing with.
Spire WrethThe WOSV Papertrail is brought into service, along with another pair of Meteor skiffs and two much needed squads of infantry.
It is now the beginning of the year 383 AR.
Spire Wreth's Production Stands At,
13(+1)/y Crystal, 61/70 Banked
19(+8)/y Ore, 52/135 banked
19(+2)/y Wood, 95/105 banked
10(+6)/y Silk, 77/80 banked
4C, 33O, 4W, 2S
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
Stormprince-Class Destroyer: 6/20 | 3 Crystal +3 ore + 5 wood + 10 from any COW | Rushed 0 Times | Nothing Invested
Grand Wrethan Shipyard 17/35 | 10C + 12O + 15W + 5S, +5 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.
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---> Support Squad G: Silk Vest (Officer) | Pincushion (2/4) | PLACE x 2 | Envenomed Bolts [50%
---> Squad SOE: - [75%] | Pincushion 2/4
Territory: 0/4 | 4/4
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.
Kasgyrite TerritoryBlackstone Marine Presence: K ?/14 | W 7/14
Territory: 2/4 | 2/4
---> Defense Squad D: Silk Vest (Officer) | Suppressor (2/4) | Gauntlets (2/4) | BLOCK | PLACE x1 | Envenomed Bolts
---> Defense Squad E: Silk Vest (Officer) | Pincushion (2/4) | Gauntlets (2/4) | BLOCK | PLACE x1 [25%]
---> Squad I: Rifles 4/4 | Cutlasses 4/4 | 1x MOVE PLACE
---> Squad J: Suppressors 4/4 | Envenomed Bolts 4/4 | Cutlasses 4/4 [25%]
Resources: 1C, 5O, 2W, 0S
Conditions: Rocky, large caverns, very dark
WOSV Paper Trail - Windrider Class
Loadout
10 IS EMERALD Light Aether Cannons [4 unit Broadsides, 2 chase guns]
1 Medium IIS Core Crystal
2 Small Select Lift Crystals
16 IS Trim Crystals
8 reams of webbing
Armored Skin
2 Units of Copper Armor
Location: Spire Wreth
Status: All papers are in order.
WOSV Formal Notice - Windrider Class
Loadout
10 IS EMERALD Light Aether Cannons [4 unit Broadsides, 2 chase guns]
1 Medium IIS Core Crystal
2 Small Select Lift Crystals
16 IS Trim Crystals
8 reams of webbing
Armored Skin
2 Units of Copper Armor
Location: Three Captains
Status: All papers are in order.
WOSV End of the Road - Windrider Class
Loadout
10 IS EMERALD Light Aether Cannons [4 unit Broadsides, 2 chase guns]
1 Medium IIS Core Crystal
2 Small Select Lift Crystals
16 IS Trim Crystals
8 reams of webbing
Armored Skin
2 Units of Copper Armor
Location: Blackstone
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: Blackstone
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.
Meteors - Skyskiff Class (x3)
Loadout
2 IS EMERALD Light Aether Cannons
1 Very Small IIS Core Crystal
1 Very Small Select Lift Crystal
4 Select Trim Crystals
2 reams of webbing
Location: Verdant Vista
Status: All papers are in order.
Comet - Skyskiff Class
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 [On Reserve Webbing]
Location: Burned Mountain
Status: On Reserve Webbing
Comet - Skyskiff Class
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: Burned Mountain
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) [1 Destroyed]
12 Itshana Select Trim Crystals
4 Itshana Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin
2 Unit of Armor
Location: Haze Maze
Status: Crippled [Circuitry crippled, no power. 4O 2C to repair] [Hull Crippled: 12W 2O to repair]
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: Blackstone
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 webbin
Armored Skin
2 Unit of Armor
Location: Burned Mountain
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: Haze Maze
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: Haze Maze
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: 6/6
--->New Squad A: Flintlock Pistols 4/4 | Cutlasses 4/4 | ECD
--->New Squad B: Flintlock Rifles 4/4 | Cutlasses 4/4 | MOVE-PLACE
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: 6/6
--->Squad SOA: Zip
--->Squad SOB: Zip
--->Squad SOC: Zip
Location: Haze Maze
Status: All papers are in order.
Meteors - Skyskiff Class (x2)
Loadout
2 IS EMERALD Light Aether Cannons
1 Very Small IIS Core Crystal
1 Very Small Select Lift Crystal
4 Select Trim Crystals
2 reams of webbing
Location: Three Captains
Status: All papers are in order.
Meteors - Skyskiff Class (x2)
Loadout
2 IS EMERALD Light Aether Cannons
1 Very Small IIS 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.
1x Prototype ESP Transmitter
3x Prototype ESP Receiver