Year 1914 A.C. Cold Season, Revision Phase
CHAPTER ONE-B: AS PLANNED
Thanks to the efforts of our R&D teams, engineers, technicians, and soldiers in the field, we were able to narrow down the source of the strange signal - nothing more than odd static punctuated by an occasional pop, beep, or (some swear) distant voices. Some baseless rumors that our advancements in radio technology had "pierced the veil" between the living and the dead skyrocketed in popularity when it was discovered that the signal was, in fact, coming from somewhere within the massive cemetery both forces had dug in on. As we had more manpower devoted to accomplishing this task we were also able to locate the original city plans when Abbera had first constructed the Fortress-City. An old sewer ran past the Cemetery, and a portion leading under it had been walled off. As Salvios currently held local superiority near the Cemetery the threat of their presence led to the formation of an eight-man team consisting of three riflemen, two radio technicians, Crusader von Blankenbruck, and his Squires. Their goal was to locate the source of the signal, or at least getting a clearer one.
Aren was only mildly regretting volunteering to escort the techs to the signal - the cold damp of the sewers clung to and frosted his armor, and a chill had begun to seep into his bones moreso than usual.
"Venting," he said in warning to his Squires behind him.
"Clear," came two separate voices.
The group made their way through the sewers coming across nothing but the rats pushed underground by the war until they encountered the bricked-off tunnel, which was very apparent. While the majority of the sewer walls were covered in a slick, streaky, green layer of filth, this section looked very new, almost pristine in comparison. Without a small convenient explosive readily available, the men set to using their digging tools to open up the wall. Eventually enough space was made for them all to get through, Aren included. The eight moved near-silently through this tunnel, following a few sharp turns until the smooth stone walls gave way to rough-hewn rock that guided them down a gently curving slope. The passage suddenly gave way to a massive domed chamber with a most curious centerpiece.
Aren was absolutely agape as he tried to process what he was seeing. Strange silvery metallic spike-like pillars tapered from the floor and ceiling in a circle at the center of the room arranged not unlike interlocking fangs, with one massive pillar rising from the center through the rock above. They seemed to shift, bend, and twist mercurially, and yet also stood perfectly firm and static. The surprise faded as Aren realized that of course, he had known about this the whole time...right?
The same feeling of inexplicable understanding had washed over all eighteen...no, eight...of them as they wordlessly went about setting up the radio within the Anomaly. Surely that's what they always called it? Once the SparkPacks were on and the radios running the technicians began receiving an endless number of mixed transmissions interrupting and overlapping one another.
fzzztttt..."-eed support! Our shroud's gone!"
...tzzzzzz..."-annalan missile on my six, I can't-"
...ksssshhh..."-and if that fucking ORACLE keeps predicting our plans-"
...ffffssttt..."-f you can hear us, there's a Faithful plastered in glorious Abberan flags on the way, but we can't figure out where it ca-"They all knew what this was. They always had. But not the ones not here. More men? No, that wouldn't do. This place couldn't be known about. But it was, by at least eighteen, no eight, no,
fuck.
Antero Sahay, clad in his
Avalanche Power Armor, shook Aren, "You're slipping again," he said in a language he did not know but understood as Aren came out of his stupor. There were eight Abberans and ten Salviosi, eighteen. Good. He was back. They were trying to figure out how to prevent any nation getting it's hands on the full unbridled power of this chamber. It acted as a link across worlds, and through time itself. Unfortunately by coming in contact with endless timelines and realms the Abberans and Salviosi had made themselves a fixed constant in time and space, and as such this room
needs to exist in one form or another. The cat was out of the bag.
Antero had apparently been one of the men pushing the only
Sled Aren had stepped onto without bloodshed, and knew of and respected Aren's honor. He was extraordinarily bright too, and had been one of the people who came up with using th stolen
Faithful to check the signal. The Salviosi had brought some explosives with them and had figured out how to best collapse this chamber and, hopefully, destroy everything within it. After they had found the raw form of this Transdimensional Metal in the walls of the cave they had set to digging out what they could. They formulated a plan to create smaller replicas of this chamber at the capital of each nation - this would ensure both sides remained equals while simultaneously denying them access to the Anomaly itself and ensuring they can make contact with the other realities.
The only issue was they had no idea when they'd come out of the cavern. The Salviosi had approached from a straight passage that let them see into the chamber and they had seen the Abberans and themselves flickering in and out of, seemingly, existence. He theorized that the chamber shifted it's contents around freely, and with a lot of luck, they might come out early enough to construct the chambers without breaking reality. But then, they had to have done it if they still existed, right?
----------------
We
Investigated the Signal our radios picked up from the Ancient Monument beneath Abbera. After a thoroughly focused study it seems to
allow communication between realms. We do not pretend to fully understand it, but we have made contact with other peoples embroiled in war and may be able to share information with them. Unfortunately lead scientist Doctor Aren Wagner von Blankenbruck passed away at the moment of discovery. He will be missed.
In other news, a sinkhole opened up under the mausoleum in the Cemetery. Geological surveys will be performed once the city is secured.
It is time to decide on
Resource Allocation and
Fortification for this season. You will also have to decide on
which contacted nation to ally with, though this need not be done immediately, and should be chosen carefully - we wouldn't want to align ourselves with some other world's Salvios, would we?
IT IS NOW THE STRATEGY PHASE.Infantry
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-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (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, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
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. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (EXPENSIVE)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
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)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
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-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
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)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (VERY EXPENSIVE)
Aircraft
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (NATIONAL EFFORT)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
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.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
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.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Caelium, 1 Chemical Compounds (2/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 0 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 1 Ent., (0/3 Resources)
Fortress-City Harren: 2 Ent., (0/? Resources) // 75% Control (Contested)
Ore: 4
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 2
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Research Credit x2
+1 to a Proposal due to Saltviosi
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 Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (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 Gavrillium 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 Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (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)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium 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 Gavrillium. (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 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium 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, Gavrillium, 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 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 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 Gavrillium, 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 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--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 Gavrillium, and 2 Caelium. (CHEAP)
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 Gavrillium, and 2 Caelium. (CHEAP)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/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 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (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
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium 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 Gavrillium 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 Gavrillium
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
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.
----------------
As the nations of the world can't really offer you anything I've decided to allow you to
choose an alliance with a single nation from (almost) any Arms Race on the forum. There are rules to this however! Wands Race 2 is off-limits due to opsec. You can get assistance from them in the form of
requisitioning designs. The first is free, but afterwards you will need to
trade them a design that they can utilize! Requisitions are proposed on the Strategy Phase, and you must use a Design to convert and produce the equipment. The benefit to this is, as there is a blueprint of a working device, difficulty is often reduced for you compared to building it from scratch. However they are, as always, susceptible to rolls. You could get a fluke, or perhaps you drastically improve on the design. If you wish to decide on an alliance immediately you will also be allowed a requisition this phase.
Keep in mind that the further the design strays from your technological level (and your reality) the harder it will become to convert. Other World War 1 era ARs will be easiest to pull from, while the original Wands Race, Ancient Arms Race, or the XCom AR would be more difficult.