Three CaptainsThe WOSV Windrider and her six skiff escorts are able to rendezvous at the Three Captains without incident. There is some initial concern that the ships might have been spotted as they came in from different directions, but a lack of movement from the Spires indicates these fears were never realized. The seven strong fleet rises to ambush height and moves in. Sailors make various warding symbols and rub stiff hands together as the air grows thin and cold. Moving at this height is a boon as far as stealth is concerned, but it's hard on the men.
A little hardship, however, must be endured in order to secure victory.
When in position, it becomes clear that the Kasgyrites have moved to reinforce their position. The transport seen earlier is here, along with both of the known Kasgyrite Corvettes. There does not, however, appear to be any skiff support, which fives the Wreth a distinct numerical advantage. Not that a lack of one would have affected the Wrethan courage. The attack is swift. Three skiffs and the Windrider dive, streaking from above as fast as they can push their hulls. Wind whistles past hull and rope as the ambush approaches, the interminable distance closing fast, but it would only take a single Kasgyrite sailor looking up to compromise the attack.
That doesn't happen. None of the three ships raise shroud before the Wreth vessel manage their opening volley. Unfortunately, whether due to the high speed of the maneuver making aiming difficult, or frigid fingers interfering badly with timing, ever shot aimed at the vipers either misses or simply grazes their outer web. The transport, however, is a different story. Two SUCKERPUNCH cannon blasts rip into its side, shattering many of its webbing spars and very likely eliminating half of its trim crystals.
The Vipers don't have much of a chance to get off a parting volley as they desperately raise shroud, turn about to track the Windrider and the three skiffs, and dash off in pursuit. In short, the opening maneuver goes nearly perfectly, excepting the amount of missing in the opening volley. Both the Windrider and the Skiffs are faster in a straight run than the Vipers, and staying just out of their weapon's range isn't terribly difficult. One shot weakened from being made at extreme range, ruffles the Windrider's shroud as she dances back to keep the Vipers interested, but the maneuver to draw the Vipers away is otherwise well executed.
It's unlikely that the Viper captains even noticed the second trio of skiffs diving, the likely didn't even notice their opening barrage over the thunder of their own cannons. Their crippled transport's shroud exploding in a shower of sparks, however, probably caught their attention. Not they had time to do anything before the three skiffs in the second ambush wave finished eviscerating the transport and sending her down to the surface in flaming chunks. It's clean kill, and practically free from a standpoint of ships expended.
After executing the crippled transport, the trio of skyskiffs zoom in (with the Vomit Comet leading noticeably) to join the fray against the vipers, which is when the true fight begins.
Actually engaging the Vipers is a dangerous affair. They're much lighter than the armored Windrider, and despite how well the Windrider can dance, the Vipers can still turn and accelerate substantially faster. The higher linear max-speed of the Windrider becomes less relevant, and she's initially forced into a circling game, trying to stay below the angle at which the Vipers can tilt and retain gun control. Unfortunately, the ability of the Viper to make quick adjustments in the air usually just results in shots coming down into the Windrider at an angle that (without shroud) would smash through the top of the deck. In the end, she ends up rising to the Viper's level, in order to bring her belt armor on line with their guns if they do get through her shroud.
Which seems very, very likely. The Vipers advantages over the Windrider are concentrated fire, higher acceleration, heavy shroud, and low inertia. It's desperately hard to get a full broadside on her, and the weight of the Windrider means that the vipers have a much easier time leading her. Though a man of good Wrethan character, the captain of the Windrider has no doubt that a two-against-one fight would end disastrously for the Windrider. The skiffs, however, provide a decisive advantage in the battle. The Kasgyrite vessels spin and whirl to chase the small and less powerful vessels, frequently wasting frontal barrages trying to pin down the evasive vessels. The Kasgyrite captains failure to focus fire on the Windrider does result in steep skiff casualties, but it also allows the Windrider to swap shroud and turn when needed to cover holes.
The close of the battle is vicious. The sum shroud strength of the Windrider is still a bit weaker than that of an individual viper, but the skiff's harassment has put all three ships on a roughly even keel. The Windrider, still, is the first ship to have a shroud buckle. The more maneuverable Viper is able to get a partial barrage across the shroud, shattering it in a burst of light, and the second Viper then fires its full frontal battery into the Windrider's side. Two shots go wide, but six slam into her armor. Most of it hits the belt armor, slagging copper into soft putty, and two shots hit the lower regions where her lighter skin is still exposed, turning copper into vapor and setting the hull beneath on fire. The Windrider retaliates with a broadside volley, hammering into the already thinned frontal shroud of the slightly less maneuverable Viper. Two shots hit, generating a hole, and the third shot slips through to hit the lower port quadrant of the ship's broad head. The primary explosion of the SUCKERPUNCH hitting unarmored wood is lost in secondary explosions that race across the vessels lower gun deck, annihilating the jawline of the vessel in a rush of light and flame.
By the time the Kasgyrite vessels have another volley ready, the Windrider has her already tattered second shroud up. The Damaged Kasgyrite warship begins to retreat, and the Windrider hits the remaining ship with another volley. This one doesn't pierce the Viper's shroud, it buckles it completely, but fails to penetrate. The Viper retaliates with another assaults that punches another hole in the Windrider's shroud and sends a shot across her deck, eliminating one cannon and fouling the next cannon on the broadside with a spray of molten metal.
Both Kasgyrite ships begin disengaging, and, considering the damage and fires on his own vessel, the Windrider Captain does not pursue. The Vomit Comet, however, does. It's able to dance though the fire of the Viper Stern guns for a time, putting two cannon shots into the webbed core section of the (formerly) more maneuverable Kasgyrite vessel. Its pursuit ends when it gets hit squarely with a cannon blast. Its improved shroud holds, but it loses too much of its web to pursue effectively.
The engagement isn't fully decisive, and neither side can be said to 'control' the air, but the Kasgyrite vessels are definitely worse off. The captain of the Windrider notes that, except for the cannon, there is nearly no structural damage. The armor belt on the starboard side is pretty much worthless, and the copper skin there is compromised as well, but that's the same side that lost the cannon. As long as he doesn't have to tank hits with his starboard side, he's confident that the Windrider could go another engagement with the damage Kasgyrite vessels. Assuming he got a few more skiffs.
Inside the SpireWreth marines pull up stakes and pull back. It's not terribly glorious, but it does prevent losses. The Kasgyrites don't seem to be charging forward (Likely for fear of charging into a corridor and getting immolated), which gives them ample time to make an orderly retreat.
Damaged Ships: WOSV Windrider: Compromised Armor, Destroyed Cannon, Damaged Cannon. WOSV Vomit Comet: Low Webbing
Damaged Enemy Ships: Unknown Vessel A: Likely heavy structural damage, four guns destroyed, trim crystals likely damaged. Unknown Vessel B: Compromised Webbing
Losses: Four Skyskiffs
Wreth has Lost Ground at the Three Captains
Spire WrethTwo additional squads of Marines have been trained and stand ready. Two additional Skyskiffs have been constructed.
It is the beginning of 358 AR
Spire Wreth's production stands at
13/y Crystal, 27/65 Banked
17/y Ore, 18/85 banked
19/y Wood, 95/95 banked
10/y Silk, 43/50 banked
It is the the beginning of the Design and Project Maintenance phase. You have six 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
Windrider Corvette: 8/16 | 6 wood + 3 Ore | 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 4/20
--->
Marines---> Squad D (Pincushion, Fireteam | Cutlass, All) [50%]
---> Squad 2A (Gauntlets, all | Cutlass, all | Silk Vests,Commander | 1 PLACE [50%]
---> Squad 2B (Gauntlets, all | Cutlass, all | Silk Vests,Commander
Territory: 1/4 | 2/4
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 (x1)
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.
WOSV 'Vomit Comet' - Skyskiff Class
Loadout
2 Light Aether Cannons+ (Flanged Heatsinks, Itshana Refinement).
1 Very Small Itshana Select Core Crystal
1 Very Small Basic Lift Crystal+ (Itshana Refinement)
4 Trim Crystals+ (Itshana Refinement)
2 reams of webbing [[DAMAGE: Low Webbing | Will have trouble if it loses its web again. 1 Silk to fix.]]
Location: Three Captains
Status: Slightly Damaged
WOSV Windrider - Windrider Class
Loadout
8 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Select) [4 unit Broadside] [[DAMAGE: Destroyed Cannon, Damaged Cannon | One cannon is destroyed, needing replacement (1 Crystal, 2 Ore), one cannon is damaged and unable to rotate (1 ore to fix)]]
2 Light Aether Cannons+ (Flanged Heatsinks, Itshana Refinement) [Bow Mount]
2 Small Itshana Select Core Crystals
2 Small Basic Lift Crystal+ (Itshana Refinement)
16 Trim Crystals+ (Itshana Refinement)
8 reams of webbing
Armored Skin [[DAMAGE: Partially Compromised | A large section of this armor is damaged, rendering it much less useful. 2 Ore to fix]]
1 Unit of Armor [[DAMAGE: Partially Compromised | A large section of this armor is damaged, rendering it much less useful. 2 Ore to fix]] [Upper Belt]
Location: Three Captains
Status: Slightly Damaged
WOSV Herbie - 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: 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 75-100% increase in power, at the cost of increasing the ore cost of the component by an amount equal to the base crystal price.
---> Improved Dissipation enables 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 75-100% 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 75-100% 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 75-100% 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.
AMDG: Currently better known as AMES, this tactic attempts to get captains to bring their small vessels within the shroud of larger vessels before firing. Ambitions, and currently rubbish due to multiple lacking components and complete lack of buy-in from the brass.
Double Ambush: Splits a fleet up into two groups. One group attacks from ambush initially, boom and zoom style, then the second group moves into attack whatever slow or crippled ships do not pursue the first ambush group.
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.
Crude Fuses: Extremely rudimentary fuses. You can make them fail safe, but they're going to fail often.
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