Year 1913 AC (After Colonization) Hot Season, Combat Phase
Abberan Advancements
This season our prospectors have uncovered a large source of
Gavrilium, as the scientific community has taken to calling it, in the Coniferous Forest. The Farms were also the target of a build-up of fortifications,
raising Entrenchment to One (1) in the sector.
As a result of the discovery of Gavrilium we face the following effects:
The
Jotunn,
Kingmaker, and
Orleans lose their
[complex] tag.
The
Kingmaker becomes
(EXPENSIVE).
Maximillian Valkria the Third was also given command of the Orleans-class
Orleans, and was soon joined by a complement of new ships based off a retrofit of the original.
Abbera has begun production of their new national flag. It was quickly seen waving all across the nation.
As our
Orleans was unable to take flight in time to aid in a greater intel-gathering operation, we had to rely solely on reports from agents on the ground. Heavy counter-intelligence operations saw many agents captured and executed, but we still managed to gather some important details you might like to see. [Roll: 6+5=11(-3)=8; The -3 was due to an option they had for producing an immediately workable aircraft]
Myomer: A synthetic fiber that mimics biological muscle, but with a much greater power-to-weight ratio.
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)
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)
"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)
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).
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)
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)
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)
Progressing in the Plains
The Plains in the Hot Season is a vast tract of waist-high grass broken up occasionally by a town, road, or copse of trees. The Plains suffer from intense storms during the transition between seasons, but is an otherwise pleasant place to be. At least when an Endicarian force isn't set up in an old fort near the coastline. Their forces were on high alert due to the known proximity of a large Abberan force. What they didn't know was what the force consisted of.
Captain Valkria stood over the roof hatch leading into bridge of the
Orleans as it drifted slowly forward. Sunlight reflected off of the top of the
Orleans and the half-dozen other ships in a wide line formation with her. The air was cold, but proper protective gear kept the men from becoming unbearably frozen. The beautiful blue sky and the sense of exploration boosted morale of the men greatly.
The signal was given by Valkria, beard now glistening lightly with frost, to descend through the dark low-hanging clouds below. The ships cut through the storm clouds and emerged over the hellish landscape below, blaring their foghorns as they went. Men the size of ants charged the first line of trenches under a consistent bombardment of both rain and lead. Each
Orleans had orders to prioritize targets as they saw fit, and so their formation quickly dispersed and went about trying to have the greatest impact possible. The appearance of these large aircraft was intimidating, to say the least, and the firepower they brought to bear compounded that greatly. The noses of each
Orleans flashed as their
Gorgons opened fire on distant targets while the
Scythes were used to spray clouds of lead onto their enemies as they passed by. Rounds often began hitting their marks before the gunfire from above could be heard, resulting in a very unsettling few moments of devastation before people being aware that they were the targets of a
Scythe broadside attack. Small arms fire occasionally pinged harmlessly against the hulls of the
Orleans craft.
The Endicarians had nothing to bring to bear against this new airborne menace. At least, nothing intentional. One
Orleans was passing over the enemy lines during the third day of battle when a lucky (or unlucky, depending on your perspective) artillery shell had arced into it as she strafed a trench. The round set off ammunition stores in the vessel and she broke into pieces, scattering flaming men and debris on the trenchworks below.
After a week of fighting over the fortress the Endicarians within eventually surrendered and willingly became prisoners of war. One
Orleans, Valkria's, remained moored over the fort as the prisoners were carted away. The commanding officer of the Endicarian forces in the fort was brought aboard for questioning. Two Army officials oversaw the questioning and soon found out that the Endicarians were withdrawing from the island as there were more pressing fronts continentally, though Endicarian agents were left in Harren with the task of harassing Abberan forces.
------------
The Devastation of North Peaks
The North Peaks are pleasant and green during the Hot Season with cool winds keeping the few people living there comfortable, though the higher peaks become rocky spires and the winds that high can become dangerously strong. Deep ravines and passes cut through the mountains, and you get the feeling
this area will be heavily influenced by basic infantry combat due to the difficulty of getting line of sight from just about anywhere and the general inability of even a
Paladin to keep it's footing on the mountains. That being said...
The Endicarians who holed up here were ether brave or foolish, and in a great degree. An abandoned monastery built on a relatively small parcel of level land had become their home, cut off from the rest of their forces as the Abberan military closed in. A few attempts at infiltrating the monastery failed, and so the Abberan high command decided it was time to field test their latest weapon - the
Jotunn. A massive beast of a cannon was built a couple kilometers from the monastery. The first round fired from the weapon echoed throughout the mountains and shook the ground. The massive 420mm shell came down upslope from the monastery with a deafening blast. Dirt, rocks, and trees in a wide area were sent skyward as it seemed like part of the mountain simply lifted off of itself before coming back down. The resulting avalanche swept the monastery away, burying it and any Endicarians inside at the foot of the mountain below. Some wondered whether it was possible to make
too powerful a weapon, but their protests were largely drowned out.
------------
The
Jotunn and
Orleans have both proven their worth, and the use of our newfound materials has come to the attention of our allies. Diplomats from various Central Alliance nations have asked for a few shipments of a design utilizing a specialty resource. 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 North 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: Abberan engineers will sabotage the bridges into and out of Harren City. We will instead focus on fortifying our homeland, bringing the North Peaks, North Crossing, and Plains 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: Abberan forces march onto Harren City in an effort to root out Endicarian Remnants as well as keep the Salviosi filth 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
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. (EXPENSIVE)
--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, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
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)
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 Wool. (EXPENSIVE)
Aircraft
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. (VERY 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.
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.
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 // 100% Control (Radio Coverage)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrilium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., (0/3 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
Ore: 4
Oil: 2
Wood: 2
Caelium: 2
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrilium: 1
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.