Burned MountainThe portion of the fleet sent to Burned Mountain logs no enemy activity, not on the spire or in the aerosphere around it. The only event of note is a sudden windchange which forced the Vicious Quill's night crew to take emergency maneuvers in order to avoid being in the path of the Burned Mountain's ash plume. Thankfully, the vessel's superior maneuverability allowed to to move well out of the way before any harm was done.
Spire KasgyreThe report from the Crystalclear is largely nonexistent. The Captain gives a gung-ho acknowledgment of his orders, rushes to attack Spire Kasgyre, and doesn't survive long enough to send anything back. The Black Ink's report on the situation is more illuminating. The Crystalclear entered the Aerosphere running hot and shroud's out, preparing to attack the Spire with every available weapon. Spire Kasgyre, however, spotted the intruder coming and fired at what appeared to be roughly 150% the expected range of an LAC. This opening salvo consisted entirely of the short pulse beams noted earlier, consisted of more than a dozen individual lances, and eliminated the Crystalclear in the opening salvo.
The Captain of the Black Ink reiterates that point, underlining the section about the new weapons destroying the Windrider in a
single burst of firepower. However, the Black Ink logs the new expected range of the enemy weapon and moves back in order to compensate.
The move substantially extends, but does not save, the life of the Black Ink's captain. The reports from the Black Ink are, sadly, incomplete. The captain's detailed reports cut out about two-thirds of the way through the year, and no other word is received from her. Though the circumstances are unknown, command assumes that she was lost with all hands.
The captain's reports prior to that point, however, are invaluable. Kasgyre appears to have been rushing an infrastructure project on considerable scale, reconstructing and improving their existing dockyards as well as adding numerous new and larger piers and construction gantries. In addition to the new docks, the captain spotted several dedicated sections of reinforced structure, armed with multiple new cannon mounts. These likely would have remained hidden, except for the fact that they opened fire during the Crystalclear's ill fated attack run.
The Kasgyrite fleet is also ID'd as it returns, apparently from their home spires. Currently, it appears to consist of a pair of their Vipers as well as a half dozen skiffs. However, they appear to have modified the designs with a mistcolored camo-paint on their tops, and lighter cloud color across the bottom.
The captain's final entries note that she also spotted the larger vessel sighted earlier around Verdant Vista, although it appeared to have been given the same mist-colored camouflage paint.
More detailed information, however, was lost with the good captain. The circumstances of her final battle are unknown, but she's posthumously awarded the triple quill for stalwart devotion to completing her assigned paperwork in the face of mortal peril.
BlackstoneThe additional Skiffs from the Three Captains are an unnecessary reinforcement at this point.
The demi-spire's guns have been silenced and the ships are primarily additional patrol boats to watch for Kasgyrites trying to run additional reinforcements into the Spire on the sly.
Nothing comes of their search efforts, however, and no retaliatory fleet shows up either. The air around Blackstone is quiet, waiting.
The Imafuku arrives on schedule, disgorging reinforcements and fresh White Powder for the marines to
snort use for their rifles.
Inside the SpireInside Blackstone, however, the air is less quiet.
The ground captain is damn glad for the reinforcements, and gladder still for the promise of more. The rifles of Squads M and L are failing, with rot getting into the barrels and corrosion getting worse. They're pressed through to the end of the year, but discarded after that as scrap. Worse still, the Wrethan's appear to have gotten their militia out of its shambles. Instead of unruly mobs dispersed easily with rifle fire and the occasional cannon blast, they now have rough ranks and all carry improvised (though still utterly crude) weaponry.
Granted, they're still mostly unruly mobs, and the ground captain notes that he's never actually seen more these 'militia' on the field than he has actual Kasgyrite marines. Squads B and M take the worst hits as the navigators, detecting traps and ambushes often at the cost of their lives. Still, their actions save the lives of many more men, and make the advance much more painless than it would otherwise be. Their rifles, while well suited to combating silk armored individuals or punching through the wooden shields the Kasgyrites used, are inadequate weapons for dealing with close quarters combat and the scouts, when discovered, frequently find themselves outgunned by the Kasgyrite pistols and pressed back by the numbers of their pick and spear wielding militia.
However, the scouts also report that a significant portion of the kasgyrites, more than half, are armed with nothing more than the slings they use to throw grenades and the same improvised weapons the militia uses. The slings they employ to throw chunks of cavern rock, still sometimes with deadly effect, but it's still rather heartening to see how poorly armed they are. However, they do appear to be increasing in number. Either the Kasgyrites are slipping the blockade, or something very strange is going on here.
The Anti-flankers have their work cut out for them, sending hails of bolts and the occasional aetheric cannon shot into the particularly perturbing shadows. With the scouts already calling safe paths, it's a much less lethal path than presented last time.
Kills: Approximately a squad of Kasgyrites. Several squads worth of militia.
Losses: Squad SOA, 25% of Squad M
Wreth has Gained Ground at Blackstone
Verdant VistaThough far removed from the war, the Verdant Vista is grateful to be thought of and defended by the first generation of Meteor class skiffs.
The Haze MazeThe Haze Maze is the new staging ground of the War, and the Marge and the Shibboleth both make a run to the home Spire and return laden with marines.
Spire WrethThe WOSV End of the Road is produced, along with two fresh new squads of marine infantry.
Event Outcome: Loss.
It is now the beginning the year 382 AR.
Spire Wreth's Production Stands At,
13(+1)/y Crystal, 37/70 Banked
19(+8)/y Ore, 29/135 banked
19(+2)/y Wood, 59/105 banked
10(+6)/y Silk, 47/80 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
Stormprince-Class Destroyer: 6/20 | 3 Crystal +3 ore + 5 wood + 10 from any COW | 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%] | PLACE x2 | 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 8/14
Territory: 1/4 | 3/4
---> Squad A: Rifles (4/4) | ECD
---> Squad B: Rifles (4/4)
---> Squad C: Rifles 2/4 | Pincushions 2/4 | Envenomed Bolts | ECD
---> M: - [75%]
---> L: | 1x MOVE PLACE
---> 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
Resources: 1C, 5O, 2W, 0S
Conditions: Rocky, large caverns, very dark
WOSV End of the Road - Windrider Class
Loadout
10 IS EMERALD Light Aether Cannons [4 unit Broadsides, 2 chase guns]
1 Medium Ikusasa 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 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: Blackstone
Status: All papers are in order.
Comets - Skyskiff Class (x8)
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.
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: 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)
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 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
Status: All papers are in order.
WOSV Vicious Quill - 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: Burned Mountain
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: 4/6
Squad F: Rifles 4/4 | Cutlasses 4/4
Squad H: Rifles 4/4 | Cutlasses 4/4
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: 4/6
Squad I: Rifles 4/4 | Cutlasses 4/4
Squad J: Suppressors 4/4 | Envenomed Bolts 4/4 | Cutlasses 4/4
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: 0/6
Location: Spire Wreth
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: Blackstone
Status: All papers are in order.
1x Prototype ESP Transmitter
3x Prototype ESP Receiver