"Red Skies" Multiple Missile Launcher
The Red Skies is a long range missile launch system, equipped on trucks. It uses rails to launch up to 20 missiles at a time, while carrying plenty of ammo. The missiles themselves utilize our experience from the Hellfire and the Storm, but are larger and use a Synthoil mixture as payload: it causes a significantly larger explosion on impact and creates hard to extinguish fires that spread rapidly and stick to surfaces. After something catches on fire, the best course of action is removing that part before it can spread. The missiles have improved tracking capabilities, to increase accuracy. They are also painted red, to increase speed.
Design: "Red Skies" Multiple Missile Launcher(Normal) (2+4) = 6: Above Average
The Red Skies is, for all its effectiveness, surprisingly similar to just ground-launching Storm missiles. It's roughly the same size (in order to preserve expense and launch quantities), just being 50 lb heavier. But it has some key differences.
The first is guidance. The Storm's missile guidance worked (mostly) for air and naval targets, but was just awful against ground targets. So we switched it out for Inertial Guidance - basic electronics and sensors in the missile keep track of its heading, velocity, and whatnot, to keep it on course. It can't actively track and follow moving targets, but with competent crew and proper targets, it's quite effective.
Next in changes is the payload. Much to the dismay of the potential operators, Red Skies missiles don't use ARC payloads. Instead, it uses a slightly-modified SynthOil incendiary load. It's not quite as devastating as we hoped for, but it's
certainly effective. SynthOil burns quickly, and the modified stuff has a bit of "stick" to it. So far testing has revealed that all possible targets can't easily withstand the incendiary payload. Some more-armored things take longer for proper devastation, and it's still possible for targets to just get hit in non-vital areas. But looking on the payload as a whole, it's very effective. Scary, even.
So the incendiary payload isn't as immediately destructive, but it's remarkably effective at piercing Merethan armor thus far.
Launchers themselves are fine. A single launcher can be towed by any vehicle, and has 2x5 launch rails. Assistive loading features greatly increase the rate of reloading compared to, say, Mereth's Sarukh launcher. Operation is done on a simple "glass screen" similar to the type used in the hydra; a basic radar-generated """map""" is used to assist in targeting, but right now targeting is nearly entirely based on the quality of intelligence being relayed to operatives.
The missiles are quite accurate, as well. Not
groundbreaking, but a missile barrage is near-guaranteed to cause some degree of devastation near its target. Range has been increased to 15 km - outranging Mereth's artillery by a small but somewhat notable amount - thanks to general removal of unneeded components and increased fuel storage.
The Red Sky is still outranged by Mereth's
Penguin missile, which means they'll have effective counter-battery fire against our Red Sky emplacements; but we're mostly competing against the Sarukh, not the Penguin.
All in all, the Red Skies is a very effective version of the Storm missile adopted for ground artillery use. It's not particularly groundbreaking, but it doesn't need to be groundbreaking to have a huge impact. We should hopefully clear up our artillery disadvantage with the Red Skies.
It costs the same as the Storm missile -
3 Ore and
4 Oil - and is thus
Cheap.Transport Capacity: 2/3 (2/2 Oil Imported)
Resources: 3 Ore,
4 Oil,
2 Rare ChemicalsWeapons- "Pursuit" Rifle: An 20-round magazine automatic rifle with mediocre accuracy at Medium range (and useless accuracy further).
[Cheap] 1 Ore - "Machete" Pistol: A 6-round semiautomatic pistol semi-accurate up to Short range. Reliable.
[Cheap] 1 Ore - "Jumper" EMA Grenade Launcher: The Electromagnetically Assisted Grenade Launcher "Jumper" is roughly the shape of a very noticeably thicker bazooka-like assembly. It uses inefficient brick-sized SynthOil batteries that provide enough charge for one shot per battery. Once a battery is inserted, the Jumper has to "charge" for roughly thirty seconds before being able to fire, and can fire 1.5 inch specially-made grenades with "average" radii and okay accuracy, silently. It's fairly bulky. The manufacturing of the coilgun adds severe complexity.
[Expensive] 2 Ore, 1 Oil, Complex - HMKR-59 'Osprey': Hybrid Magnetic Kinetic Rifle; a variant of the Pursuit rifle that houses coilgun components to increase the velocity of bullets after conventional firing. Has a slot in the back for a single SynthOil battery, which has enough charge for 10 powered shots (soldiers carry 2 batteries total). Powered shots are accurate to Medium range (unpowered shots to Short range) and have increased lethality and armor piercing capabilities.
[Cheap] 1 Ore, 1 Oil - Tesla Rifle: A "rifle" that fires bolts of ARC lightning at Medium range. Using an inner "Lightning Rod" chamber, it gradually charges from a backpack SynthOil battery - it has four levels of charge, with Level 3 being the optimum Medium range + good lethality and Level 4 being overkill with a chance of explosive backfiring. It takes about a minute to charge to Level 3 (charging can be paused but the charge decays over time), and the battery has enough juice for 5 Lvl3 shots. Extremely lethal against anything conductive, and has a modest area-of-effect as the electricity arcs to other conductors in close proximity. Can be hooked up to external SynthOil batteries as well.
[Expensive] 2 Ore, 2 Oil, Complex - "Storm" GMRL-ECP-61S: A 250lb active radar homing missile with a 6km range and 5m effective blast radius. Fired from 4-rail trucks (with radar) and aircraft mounts. It has a poor resolution, greatly decreasing the reliability of locking onto non-huge aerial targets and making locking onto surface targets next-to-impossible, though large ships prove easy targets. Equipped with an HE or ARC warhead, with the ARC warhead using a chain SynthOil reaction to generate arcing electricity frying electronics and melting metal as it jumps from conductor to conductor.
[Cheap] 3 Ore, 4 Oil - "Red Skies" Multiple Missile Launcher: A 300 lb version of the Storm missile using Inertial guidance and adapted entirely for surface-to-surface use. Has a SynthOil-based incendiary payload that's capable of effectively burning through armor, but is less immediately destructive. Has a range of 15 km. Its guidance allows it to easily and effectively target any ground point, but it can't change course mid-flight and can't actively track any targets; its effectiveness in accuracy mostly is based on what intelligence the operator has when firing. Intended for use as surface-to-surface artillery.
[Cheap] 3 Ore, 4 Oil
Land Vehicles- M3T1A1 Raider: The Raider is a Diesel-Electric tracked APC designed to serve as a base platform for many roles. It has light RHA armor with a sloped front, plus slats. It holds ten passengers and three crew, making it look like a large metal box. It has an interchangeable turret, which is very wide and flat with medium armor. Default armament is a Can shredder, plus 6 external Thumper barrels for smoke grenades and an RPG, these can only be reloaded from the outside. It's also chemical warfare protected, and last but not least, amphibious, with a trim vane and two electric powered propellers. Exits are on large rear hatch and one small top hatch, only latter can be used while afloat.
[Cheap] 3 Ore 2 Oil - Privateer 1 1/2 Ton Truck: Cannala's first truck, it's a cabover on an antiquated 3-cylinder, the transmission only has a forward and reverse setting. It's still better than horses, though.
[Cheap] 2 Ore, 2 Oil, Provides 1 TC - "Halberd"-Electromagnetic Coil Cannon Battletank ECCB-60: A large silent tank armed with a 120mm coilgun and a coaxially-mounted unpowered auto-loading Osprey. Has a respectable speed for its size, and the Coilgun turret is powered but manually aimed. Powered by two SynthOil batteries - one provides enough power for six Coilgun shots, the other provides enough power for four hours of full throttle movement and ten hours of less-fast "travel" movement.
[Expensive] 5 Ore, 4 Oil - "Hydra" Electric-Motor Flak Tank EMFT-61: A "tank" where the turret is an unarmored cage on top of the squat chassis where the gunner sits; four self-loading automatic cannons fire automatically consecutively flak shells to shoot down aircraft and infantry. The turret can be angled downwards effectively to shoot at infantry; limited ammo supply means the gunner has to be somewhat conservative with his firing patterns and can't just fill the sky with flak. Electric computer & radar guidance overlays a digital crosshair on a small sheet of "glass" in front of the gunner that is overlaid on top of the physical crosshair to maximize accuracy, allowing for decent accuracy as long as the aircraft isn't too fast or evasive. The commander and driver reside in the cramped interior and exit/enter largely via a door to the side, with the front of the tank being heavily angled downward for firing angle reasons. The turret is an open-air cage making the gunner vulnerable. Can travel for 10 hours on a full SynthOil battery, and the gun doesn't require power to operate.
[Expensive] 5 Ore, 4 Oil
Air Vehicles- M1938 A-3 'Parrot': The Parrot is a low-cost air superiority fighter, designed to counter the Yellowjacket. It looks very similar to the Falcon, but without the complicated prop system and reduced to a 10-cyclinder, normally aspirated power plant. It too is fully aluminum, and contains most of the little features like retractable gear, an oxygen system, and a reflex sight. It is actually quite heavily armed with two Muerte heavy machine guns and two Can Perforators, though the perforators don't have a lot of ammo.
[Cheap] 3 Ore, 2 Oil
- Macaw Strike Craft: A variant of the Parrot with a turboprop engine hastily retrofitted in. Has a Short range and is faster+more agile than the Parrot but still significantly more sluggish than the Spearhead or any other jet aircraft. Equipped with five 100lb bomb/missile mounts but has no other weapons.
- M1942 A-5B 'Spearhead-B' Air Superiority Fighter: Following Forenia's Thunderbird design, the Spearhead is an aluminum-built fighter with two turbojet engines. It features a rounded canopy, swept wings, pointy nose, and the engines are under each wing, but hug the body closely; the inlets are flush with the fuselage. A heavy Can Shredder sits in the nose. Two Morei turbojets burn kerosene and take some advantage of experiences of the Bull tank's turboshaft, it includes a water-cooling system (the shared radiator creates a third intake under the body). Despite carrying more weight, it's very nearly as fast as the Thunderbird, but it does have trouble recovering from stalls. On the other hand, when it's keeping good speed it can make impressive turns thanks to its hydraulic control system; the pilot can pull the relatively large control surfaces with ease. The Can Shredder can do serious damage to bombers from a safe distance. A hardpoint for 500lb bombs or missiles has been added under each wing.
[Expensive] 4 Ore, 4 Oil
Navy- Corsair Destroyer: The Corsair is a moderate sized ship with light (for a ship) steel hull armor. It has a light cannon armament of two hydraulic-equipped Nightwind cannons and four Can Shredders. However, its main armament is its Shark Torpedo launchers (it has a couple on each side) and newly-invented Seahorse mines, which use the same warheads as Shark torpedoes but rest on the sea surface, detonating on cpntact with ships. It is powered by steam turbines and easily outpaces battleships like the Kalmar, Kraken and Kurokami.
[Expensive] 4 Ore, 3 Oil - Santos-Class Naval Aircraft Support Vessel: The Santos is a large aircraft carrier. It is about the size of the Khorne but not armored. It's powered by four oil-burning steam turbines, which are more powerful than coal ones. The hangar deck stores two dozen fighters, moved to the flight deck by a hydraulic lift. On deck is an Eagle Eye Radar system, con tower, a few Firecracker AA guns and a miscellaneous autocannons wherever there's spare room. It also has a decent sized flight deck, with an arrester cable for landing aircraft, and two overlapping runways with room for ready aircraft on deck. It also has a steam catapult, which allows it to launch some planes which could not normally take off from its short runway. [5 Ore, 4 Oil]
[Expensive] 5 Ore, 4 Oil - SLS-61 Magpie: The Shore-Landing Ship is a basic landing ship with a bow able to open up with a ramp to allow vehicles and troops onto the shore, and has extremely basic treads to de-beach itself. Has Thin armor and a few mounts for infantry rifles on the top to provide basic covering fire. Powered by Generation 1 SynthOil engines, which requires it to use the majority of its cargo space to hold enough SynthOil to make it across the sea without running out of fuel. Normally has a modest capacity for soldiers (and capable of holding a few moderate-sized vehicles), but the fuel requirement limits it to only a small amount of soldiers and/or perhaps one tank at best.
[Cheap] 3 Ore, 3 Oil - Atlas-class Cargo Ship: A Santos-class with the weaponry and aircraft equipment and just about everything else stripped off. Utilizes SynthOil batteries for general powering of ship, though oil-burning steam turbines from the Santos still power most of it. Uses a system derived from Cryostats to cryogenically freeze perishable cargo as well as people for maximum storage efficiency.
Provides 2 TC
Chemicals & Drugs- Spice: An extremely potent manufactured drug resulting in extreme schizophrenia, delusions of power, frequent seizures, and eventually death. Extremely addictive. Those who undergo the week-long "Goldeneye" treatment in a CryoStat tank become accustomed (and permanently addicted) to low dosages of Spice, enabling very high awareness of surroundings and mildly increased reaction and thinking speeds when under the influence of the drug.
[Very Expensive] 5 Rare Chemicals, Complex. - Combat Drug 'Fury': A Spice-based drug that massively decreases reaction time, and lasts for ~2 hours. Also incites rage, decreasing soldier effectiveness at range and chances of occasional friendly fire. Mild hallucinations are common, preventing users from being effective at recon/espionage/etc. roles. Makes veins much more apparent and red. Addictive, and takes effect >5 minutes after injection.
[Expensive] 3 Rare Chemicals - Metal Recominators: A special mixture that separates pure metal from ore, obsoleting a large part of Aratam's refining industry. A variant can also be used to fuse metal with (likely) any other matter.
Provides 1 Ore.
Other- Standard Uniform: A plain red featureless uniform. The red's mild enough that it doesn't really stick out.
- CryoStat Tank: A large three-meter tall "coffin" with a small glass vertical slit inside showing a tank. Dozens of tubes connect it to the other machinery required for operation, taking up ~36 square meters of space total. Trained technicians monitor and operate it and prepare subjects for submerging. Subjects are put into "stasis" via a numbing solution they're submersed in, and medical drugs are constantly pumped into their body via dozens of injection sites prepared pre-submerging. Once taken out, subjects are put into a machine to recover from the effects of the tank. A day stabilizes minor life-threatening wounds, and a week stabilizes near all wounds. A month starts completely healing scars and generally brings up health status to pristine, and a year can restore lost limbs. Also used for life-extending "rejuvenation" processes by important people.
[Very Expensive] 4 Rare Chemicals, Complex - SynthOil: SMRO-58 "SynthOil" is an advanced form of oil - it's made using a combination of oil and other chemicals, making a much more stable and energy-dense solution. Has a peculiar property - with the right tools, it can directly produce electricity.
Provides 1 Oil - Gel-Matrix Bio-Paste Reactor: A 1m-radius spherical "nuclear-ish" reactor that uses gamma radiation to break down SynthOil into electrical energy. Rather efficient and good at making energy, especially compared with anything else in the world comparable in size/expense, but hard to miniaturize and has a notable radiation poisoning issue with anyone spending a notable amount of time in proximity.
Infrastructure- The Refinery: An extremely secretive facility hidden under the canopy in a remote part of the rainforest, identifiable only by its smoke. Contains large liquid storage tanks and refineries for the production of chemicals, well-equipped laboratories, cells for test subjects, a steady supply of test subjects from Aratam's prisoners, and more. Useful as a base for chemical research.
Provides 1 Rare Chemical - Division of Biological Manipulation: An abandoned set of rooms on top of the Refinery; originally intended for biological manipulation research but was never finished due to a sudden test subject escape.
- Embassy "The Brewery": An embassy for Cannalan diplomats that doubles as a highly advanced brewery of Aratam's signature drink, Arachaca. The Cannalans can see the brewing process below through their glass flooring and taps straight form the brewery are available for Arachaca straight from the source. Uses basic electronic systems for very limited automation in conjunction with its general advanced brewing systems.
The Revision Phase of Spring 1962 has begun.