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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 161561 times)

Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2265 on: January 17, 2018, 09:01:55 pm »

Three Captains

The scouts reports continue to come in regularly from the Three Captains, updating command on the Kasgyrite blockade. The reports are more accurate this year, and peg the kasgyrite defending vessels firmly at three vipers, one with no frontal armor, and only four skiffs.

This changes later in the year, when two of their skiffs break off in the direction of their own friendly territory.

After that lost report, however, no further reports come in from the scout, and it seems that the vessel has been detected and destroyed by the Kasgyrite fleet.

Inside the Spire

The marines inside the spire continue to entrench, doing the best they can to build fortifications and longer-term habitation within the warrens. They've got a decent network of fallback positions now, and the Kasgyrites will find it difficult indeed to dislodge them with crossbows- though it's difficult to field construct fortifications from native materials that will stop their grenades for long.

Presumed Lost: 1 Comet



The Western Kasgyrite Spire

The flyby of the skiffs through the western kasgyrite spire isn't terribly informative, given that they're very intentionally staying out of the gun range of the spire, but a little bit of sideline recon using spyglasses shows that there is at least one ship larger than a skiff stationed at their demi-spire.



Central Kasgyrite Spire

The pair of skiffs sent to raid the Kasgyrites are wreaking havoc. Both report successful interception of several small shipments of resources, which should produce a noticeable cumulative effect on Kasgyre's supply lines from this spire.



Spire Kasgyre

There is no report from the skiff sent to observe Spire Kasgyre.

Presumed Lost: 1 Comet



The Unfinished

The Unfinished spire is quiet, a stillness broken only briefly by the arrival of the Marge's arrival. She comes, she drops off the soldiers, and she leaves. The activity of an undertaker filling a grave.

A new letter arrives from the former Wrethan officer, who notes that she's pleased that you've continued sending marines, even past the originally negotiated 96. For seven more squads, you'll be able to establish full control of the spire.



The Wrackspire

The Batholith approaches the Wrackspire more closely than any ship has in recent memory. The broken pillars of the wrackspire loom around like something from a madman's dream, with chunks of wreck drifting through the aerosphere with lazy grace, and clouds of iridescent light-warping mist surging up from below, like plums of dust out of some invisible collapse of rubble. Close to the Spires, there's a distinct hum detectable by the crew, an omnipresent hum like a tuning fork being struck just behind the skull.

The Batholith is forced to take evasive maneuvers on approach in order to avoid collisions with several chunks of flying rock weighing in tons. Minor hull damage from smaller specimens seems inevitable, and is endured with military discipline. The dinghies carrying the marines are dispatched as close to the nearest pillar as the transport dares to get, but that still leaves them with a fair amount of sky to traverse. Two out of three squads make it through all right. The last, however, gets caught in a sudden bloom of iridescent mist. Wherever the mist touches, fire erupts. The screaming of the marines and the sudden light of the dinghies becoming torches gives the transport enough warning to raise shroud and back out before the mist consumes them too, but the last squad, and the transport's dinghies, are no more.

Inside the Spire

The inside of the Wrackspire is rather similar to the exterior in some ways. There's a dreamlike, impossible character to the place. Light blossoms dozens of coral-like growths from the walls and ceiling, and winged creatures that shriek and claw defend nests that hitch rides on hovering stones no larger than a man's hand. Odd illusions appear in the air, shimmering like disturbed water and drawing clouds of tiny insects that gleam with emerald light.

Like the air around the Wrackspire, its alien beauty is also extremely inhospitable. The coral growths seem carnivorous in some manner, and reach out to passing marines with tongues of light. One soldier, curious, attempted to touch one of these tongues, and felt a sharp prick in his finger, followed by a sense of well-being and contentment. Several other soldiers repeated the observation before their officer had the good sense to get them to absolutely forbid the action. Over the following weeks, the affected soldiers experienced swellings beneath the skin that itched, and eventually burst from beneath their skin to reveal more coral. Though they report no pain, their cognitive functions are clearly impaired, and exhibit signs of moderate inebriation. 

The disturbances in the air likewise seem dangerous and unpredictable. Though, after the coral, the remaining men had the good sense to avoid attempting to touch it, one such disturbance in the air began without warning in the middle of the group. One unlucky soldier had the misfortune of stepping into the disturbance, disappearing completely. Another stepped through partially before stopping herself. Her leg was through, and though she reported no pain and was able to communicate freely, she was unable to withdraw the limb. The glowing green insects swarmed, but inflicted no injury beyond distress. When the distortion ended, however, the soldier's leg was sliced away cleanly, causing her to bleed out within seconds, and nothing was seen of the other soldier. 

Our soldiers have been able to establish a base of operations, and there appears to be a land bridge between this pillar and the next in chain, there will need to be additional transports on hand in order to facilitate transfer between the wrackspire component pillars. Soldiers affected by the coral growths have to be quarantined at this point, as the growths are capable of stinging other soldiers. The growths appear to kill their hosts within several months, and it is proving extremely difficult to eliminate all sources of stingers before our soldiers establish camp.

Several men have reported humanoid shapes seen peering down from other fingers of of the wrackspire, and these reports are corroborated by the officer. In addition, one man, already infected with the coral and doomed to die, cleared away an unusually large outcropping of coral growths to find what looked like a chunk of carved masonry swallowed by stone.

Confirmed Losses: Squad C, 75% of squad B.
Damaged Vessels:[/b Batholith has sustained minor hull damage, Batholith has lost all dinghies.



Spire Wreth

Three more comets have been completed, and two more squads of marines stand ready for action.



It is now the beginning of the year 373 AR.

Spire Wreth's Production Stands At,
13(+8)/y Crystal, 33/65 Banked
19/y Ore, 27/95 banked
19(+6)/y Wood, 28/95 banked
10/y Silk, 14/50 banked

It is now the design and project maintenance phase. You have 5 dice to spend.

Spoiler: Projects (click to show/hide)



Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Infantry (click to show/hide)

Spoiler: Misc. Goods (click to show/hide)



(The above is now a link, because the character limit was being a constant irritation)
« Last Edit: January 22, 2018, 01:19:50 pm by Draignean »
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johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2266 on: January 17, 2018, 09:08:23 pm »

Maybe we should give the guys on the wrackspire better gloves?
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johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2267 on: January 17, 2018, 09:43:13 pm »

This idea was originally proposed by Jilladilla.
It should serve as a range increase, and the excess cooling gained from this should either ramp up the fire rate or allow us more powerful shots. Unfortunately it is not likely to be compatible with SUCKERPUNCH.

Electro-Magnetized Emitter for Rotational Aether Lances Device, E.M.E.R.A.L.D.
Kasgyre's latest developments in the field of airship weaponry is alarming, and as such warrants a response from us. A new weapon is needed to once more secure our superiority in weapon quality. Because of this, a report from the Department of Theoretical Sciences has been given some extra attention: Several scientists have discovered that magnetic fields can influence aether. This is an intriguing discovery, one that may give us the edge if pursued.

So far, the proposal of the combined team of Theoretical Scientists and Weapon Engineers is as such: By wrapping a wire many times around a Nickel plated long-barrel, the concentrated electro-magnetic field should cause the aether blast to twist and compress upon itself, becoming far more concentrated as a result. The effects of such an Aether Lance on the performance of the weapon is twofold: By having the blast occupy a smaller space, less volume of air will be superheated, reducing the heating strain on the barrel. In addition, the smaller cross-section of the lance will mitigate energy losses from superheating the air, effectively increasing its range when compared to our standard LAC's and improved SUCKERPUNCH cannons. Overall, the long-barreled EMERALD cannon is expected to be larger than a LAC, to the point where only 3 would fit on a Windrider broadside.

Even if the field does not affect the bolt itself, it will still affect the plasma generated, keeping said plasma closer to the center of the barrel. This would produce a still useful, although admittedly smaller, cooling effect.

The theorists of the team wonder if there may be other, less dramatic, effects of compressing hard aether in such a fashion, but they suspect it won't be anything that may impact the practical performance of the weapon.
« Last Edit: January 17, 2018, 09:46:50 pm by johiah »
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johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2268 on: January 17, 2018, 09:44:43 pm »

Quote from: The almighty votebox of doom.
Windrider Production Line, 1 dice: (1) Johiah
EMERALD, 3 dice: (1) Johiah
This leaves us with 1 dice for a revision.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2269 on: January 17, 2018, 09:46:04 pm »

Quote from: The almighty votebox of doom.
Windrider Production Line, 1 dice: (2) Johiah, Milo
EMERALD, 3 dice: (2) Johiah, Milo

Sounds good.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2270 on: January 17, 2018, 10:54:36 pm »

I’d rather an aesthetic flamethrower to help us deal with coral, spiders, grenadiers and potentially swarm-people.
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2271 on: January 17, 2018, 11:07:03 pm »

I’d rather an aesthetic flamethrower to help us deal with coral, spiders, grenadiers and potentially swarm-people.

To be fair, our explorer squad was only equipped with cutlasses and grapple gear. So don't take their performance against the more tangible hazards as how our actual follow up squad would fair (Yes, follow up. These guys are doomed.)

If we're going to rely on flamethrowers, we should probably get a way to insulate our soldiers from intense heat, it'd help dealing with the PLACE and our eventual foray onto Burned Mountain.


But for now? We need to make sure to step up our air game a bit more. Ensure fleet dominance once our PL gets rolling.

Quote from: The almighty votebox of doom.
Windrider Production Line, 1 dice: (3) Johiah, Milo, Jilladilla
EMERALD, 3 dice: (3) Johiah, Milo, Jilladilla
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Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2272 on: January 17, 2018, 11:12:57 pm »

I’d rather an aesthetic flamethrower to help us deal with coral, spiders, grenadiers and potentially swarm-people.

I've got two words for you:
MOVE PLACE
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2273 on: January 18, 2018, 12:04:20 am »

Or a "Frontline Improved, eXtra Enhanced Defense/Mobility Operations Vehicle, Entrenched Portable Light Aether Cannon Emplacement" AKA: FIXED/MOVE PLACE

In short: A MOVE PLACE with a switch installed on the trim crystal so mobility can be turned off, and a small shroud on. The weapons crystal is always on, but the shroud and trim are switchable.

It should be withing the reach of a revision, but maybe a short design would be better? Better yet, we could try a revision, and if it fails we could do a PLACE redesign project to make a PLACE MKII.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2274 on: January 18, 2018, 12:46:10 am »

Hazardous Exothermic Aether Thrower - H.E.A.T P.L.A.C.E

This is a reworking of the PLACE personal defense cannon in order to make it a more viable offensive weapon. On top of a further reduction in size, enough to make it man-portable by a single human, changes introduced by the development of the aether forge have adjusted the discharge of the crystal in order to make it spill unfocused aether over a diffuse area in front of the firing area- at a large reduction in power and range. The aim is to have a firing profile which can shoot wide enough and over a sufficiently extended period in order to create areas of denial, as well as having the aether of sufficient potency to follow contours of tunnels and hallways, whilst immolating anything caught in the arc of fire.

The operator will be assigned a face shield and treated apron to protect from the intense temperatures, and also will need to carry heavy tanks of water slung below the weapon in order to cool the thirsty system as it discharges.


(If we ever end up getting the requisite technology for aether passthrough crystals we might be able to refine this even further from here)

Quote from: The almighty votebox of doom.
Windrider Production Line, 1 dice: (4) Johiah, Milo, Jilladilla, Tack
EMERALD, 3 dice: (3) Johiah, Milo, Jilladilla
HEAT PLACE, 3 dice: (1) Tack
« Last Edit: January 18, 2018, 12:37:08 pm by Tack »
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2275 on: January 18, 2018, 01:13:12 am »

How about: "Small Integral Neutralizing General Equipment, Destructive" (SINGED) for the aether flamethrower?
« Last Edit: January 18, 2018, 01:16:55 am by milo christiansen »
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2276 on: January 18, 2018, 01:14:45 am »

Don't we already have gauntlets?
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2277 on: January 18, 2018, 01:22:39 am »

Or, better yet: "Fire-like Rammed-aether Instant Enemy Destroyer" FRIED
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2278 on: January 18, 2018, 03:17:25 am »

Milo, the acronym is only built upon the words which contain it.
You can't make a cool acronym out of nonsense- or worse, chaff words.
The pyramid of bureaucratic greatness requires every level be load-bearing and up to code.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2279 on: January 18, 2018, 03:35:50 am »

You know, you're really missing a trick not having the acronym be FIRE-PLACE.
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