Year 1913 AC (After Colonization) Hot Season, Combat Phase
Salviosi Successes
This season a network of facilities were constructed in the desert to aid in the production of
Chemical Compounds. Efforts were also made to fortify the Rolling Hills,
bringing Entrenchment in the sector to One (1).
As a result of our new production of Chemical Compounds we see the following changes:
The
GA-1b and
GBC-13 Scylla lose their
[complex] tags.
The
GA-1b becomes
(CHEAP).
Arina Marcia Jasso has become something of a legend among her peers.
The nation of Salvios now has a flag to call it's own. It flies over many buildings across the whole of the Salviosi lands.
Thanks to the aid of the LEA-13 we were able to better coordinate and direct our agents on the ground as they infiltrated Abberan facilities in an attempt to glean information about our foes. Unfortunately, while the Abberans definitely did not suspect a thing, their poor bookkeeping (consisting mostly of schematics with "BEEG" scribbled across it) resulted in us getting less intel than we'd have liked. We didn't come away with nothing, however. (4+4-1(Peek)=7; No additional modifiers from Abbera)
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (EXPENSIVE)
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
South Peaks Shoot-Out
The South Peaks are warm during the Hot Season, but not uncomfortably so. Plant life crawls up the mountainsides from the steep valleys and ravines below. Movement through the South Peaks is dangerous, and you feel as though
standard infantry combat is going to weigh heavily on combat outcomes in this sector, as most vehicles will likely find navigating the narrow passes, small caves, and sheer cliffs very difficult if not outright impossible.
Luckily our infantry is well-equipped to handle the varied engagement ranges forced upon them in the South Peaks. The Selicate Empire proved to favor long-range engagement in this sector, and the Salviosi forces responded in kind. Arina Marcia Jasso saw her abilities put to the test as she was tasked with hunting down a pair of snipers harassing Salviosi camps. A number of officers had been killed by these snipers and they had begun to seriously damage the morale of the troops. Arina had been slowly closing in on them for the better part of a week. A small barely manned Salviosi supply camp was set up in a small field surrounded by steep upwards cliffs, with a small central spring and a single pass out. She knew these two marksmen were somewhere nearby, but didn't know exactly where, and so she waited.
The sun was beginning to set, casting a beautiful red light on the mountainside opposite Jasso when a brief glimmer caught her eye. Using her brilliantly engineered scope she was able to spot, just barely, one of the Selicate marksmen. By doing some quick calculations Arina estimated that he was around 800 meters away. She adjusted for distance, and minimally for the almost nonexistent wind, before exhaling and gently squeezing the trigger. The rifle kicked, but Arina was able to hold steady and saw the round drop through his head and into some loose rock behind him. Arina felt a brief swelling of pride before fragments of rock were kicked up in her face as a round from the second sniper ricocheted within arm's length of her head. She rolled to get behind the cover of a rock but swore she saw the muzzle flash of the other marksman again as he fired his second shot.
Arina waited for a few long moments before slowly peeking out of the opposite side of her rock. She aimed immediately for where she suspected the marksman was and, sure enough, there he was, aiming right for her. She fired her rifle and in nearly the same moment felt the kick of a round slamming into the barrel of her rifle. Arina rolled back into cover and checked her rifle. The end of the barrel was mangled. Without a rifle of her own to use, Arina wanted to check if she'd hit her target, but didn't want to risk her head. So she hung her helmet over the end of the barrel of her rifle and poked it out of cover. Nobody fired at it. Eventually a couple of the soldiers from the camp made their way to Arina, who filled them in on what she was doing there and where the bodies of her targets should be. Both were in fact recovered not long after.
Arina Marcia Jasso began getting referred to as "The Huntress" by those who feared and respected her on both sides of the conflict.
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Savannah Assault
The Hot Season Savannah is covered in grasses as tall if not taller than a man. Dirt roads cut through the area to connect the occasional slice of civilization. There is an occasional storm, but for the most part the rains on the Savannah are light and scattered.
Selicate forces had constructed a small outpost that overlooked a significant intersection of roads throughout the area. A handful of
Roofed Sleds led the assault on the position. The outpost's towers had a difficult time getting angles on the men within the
Roofed Sleds, and so had to turn their attention to more distant targets in
Armored Sleds. The
Roofed Sleds were able to literally walk the men within into the perimeter of the outpost, where the Caelium foil was powered down and the
Sleds turned into static armored firing positions. One of them was overrun by Selicate soldiers though and the
LGG-13 was turned against it's own kind. While coming under fire from their own terrifying weapon was fear-inducing, the position was retaken, with the men utilizing the new M3 to devastating effect without absolutely incinerating everything. Ultimately the combination of an SMG, assault-oriented grenade, and reliable deployment option have become a devastating combo and led to the relatively easy overrunning of the Savannah Outpost. The commander of the regional Selicate forces was at the outpost and surrendered himself over to the Salviosi. He handed over documents that show orders for the Selicate forces to withdraw from Harren Island and redeploy in a push against the Free Holds. A small group of volunteers was to stay behind and harass our forces, and so we must remain aware of that.
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Once more we take another great step forward in securing Salvios. Our use of these newfound resources on Harren has come to the attention of various members of The League of United Nations and they ask that we provide them with some equipment utilizing these resources. Note that you are granting them the use of a current design, not being asked to make one for them. This will have consequences in regards to the war as it progresses, though right now you know that you will get
one research credit for handing over a design utilizing at least one specialty resource. This credit will be the first you are allowed to bank for use at a later date.
As we dedicate more resources to the war effort you will also have
two designs to vote on this Design Phase. As we expect little to no resistance as we move to the South Crossing, we have decided to leave it up to you to decide how we will proceed into the Fortress-City. This decision will not be finalized until the end of the Strategy Phase, but it will heavily impact the terms of engagement during the next turn's Combat Phase and so should be discussed for as long as possible. The decisions you have are as follows:
A) Blow the Bridges and Fortify: Salviosi engineers will sabotage the bridges into and out of Harren City. We will instead focus on fortifying our homeland, bringing the South Peaks, South Crossing, and Savannah to Two Entrenchment.
B) Evacuate City: Allow civilians to evacuate the city. This will grant the goodwill of the people (resulting in a Resource Credit as they work harder for a caring nation), though it will delay progress into Harren City.
C) Invade: Salviosi forces march onto Harren City in an effort to root out Selicate soldiers as well as keep the Abberan Scum off their homeland.
Possible Results:
A+A) Combat is delayed for another turn and Harren City remains unoccupied.
A+B) B begins the next combat phase at 75% Control of Harren, while A will be launching an amphibious invasion for the remaining 25%.
A+C) C gains 100% Control of Harren City immediately. A must launch an amphibious assault against a fully occupied Fortress-City.
B+B) Both sides start the next phase at 50% Control of Harren City.
B+C) C begins combat at 75% Control of Harren City, while B initially has 25% Control.
C+C) Both sides start the next phase at 50% Control of Harren City.
So to summarize, you have
Two Designs and must
decide on a design to send your allies that uses a specialty resource this Design Phase, and must
decide on a strategy for Harren City by the end of the Strategy Phase.
IT IS NOW THE DESIGN PHASE.Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrilium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrilium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrilium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrilium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrilium, making it (VERY EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrilium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrilium. (EXPENSIVE)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrilium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrilium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrilium, and Chemical Compounds. (EXPENSIVE)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrilium, 2 Myomer. (CHEAP)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrilium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrilium, and 2 Caelium. (CHEAP)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrilium, and 2 Caelium. (EXPENSIVE)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrilium, and 2 Caelium. (EXPENSIVE)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrilium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrilium, and 2 Caelium. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrilium Engine: An engine run by extracting electromagnetic energy from Gavrilium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrilium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrilium
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Specialty Resource
Gavrilium: A wondermaterial with many unknown qualities. So far we know that low applied heat produces a slow burn with results similar to coal, a sudden explosive force agitates it until it becomes a molten blob, electromagnetic energy can be drawn from it, and depleted gavrilium has a dangerously low temperature.
Caelium: A metallic substance capable of affecting gravitational fields. When a current is applied it rises above the ground at a level proportional to the strength of the current, and will move if tilted. Can be used to make alloys with other metals.
Myomer: A synthetic fiber that mimics biological muscle, but with a much greater power-to-weight ratio.
Chemical Compounds: Represents the industry required to maintain a high demand of chemicals.
Salvios: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Gavrilium, 2 Myomer // 100% Control (Radio Coverage)
Lowlands: 1 Ent., 1 Ore (1/3 Resources) // 100% Control
Desert: 0 Ent., 1 Chemical Compounds (1/3 Resources) // 100% Control
Plateaus: 1 Ent., 1 Caelium (1/3 Resources) // 100% Control
Badlands: 0 Ent., (0/3 Resources) // 100% Control
Rolling Hills: 1 Ent., (0/3 Resources) // 100% Control
Volcanic Range: 0 Ent., (0/3 Resources) // 100% Control
Ore: 3
Oil: 2
Wood: 2
Gavrilium: 2
Myomer:: 2
Caelium: 1
Chemical Compounds:: 1
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Enhanced Fortification: Due to advancements in Salvios a sector can be brought to max Entrenchment with a Revision. Max Entrenchment Level has also been raised to four (4).