Revision Phase, Turn 1Trench Broomstick v2
If in doubt, try again. We almost succeeded perfectly on the Broomstick, we really did. To make it truly great, we have refined the targeting enchantment, such that it brings the sightlines of gun bore and both eyes together using a perfectly-straight [i.e., no over-the-horizon arcing of the tracers] version of the Mana Tracers enchantment, this one concerned only with the lines drawn from the three points and their point of convergence, rather than finding a range and making an image and whatnot. The enchantment is activated ONLY by an extension of the Mage's Will, as originally intended, instead of being always-on, and thus works only when the eyes are fixed on a target and the Mage is ready to make the tiny final adjustments for perfect (well, near-perfect. We're only wizards, after all) accuracy.
Oh, and we included a little projection on the bolt for manual operation and a channel. The enchantment's weak enough that we don't even need to bother modifying it, its holding feature is activated by trigger pull anyway. It's no longer treason since this is CLEARLY not a Sava rifle, it is merely a rifle made similarly to the design of the Sava rifle in honor of the King's father.
Revision: Trench Broomstick v2 (3) [Normal]
The second version of the Trench Broomstick includes such amazing features as a modified straight bolt handle and the ability to turn the sight-based barrel adjustments off. Getting the kinetic aim-assists to improve accuracy proves to be a bit tricky; the first step we take is scaling the force applied
way down. This causes the barrel to lightly adjust towards the targeting line rather than swing wildly towards it.
The second step we take is improving the accuracy through the application of a secondary Mana Tracer. A thin engraved metal rod runs down the length of the barrel and projects a weak tracer (due to the simple design) down-range. The Mage then manually projects a Mana Tracer from their dominate eye and keeps it trained on their target. The weak tracer will attempt to move towards the stronger tracer using the magical auto-kinetic force applied to the tip of the barrel. This causes the gun to more or less line up with what the user is looking at, though manual compensation for range and wind speed will have to be added.
The additional changes don't add any extra cost, but any more bells and whistles will probably increase the price.
It is now the Strategy Phase, Turn 1.2 Dice Available.
Full-sized map has been cleaned up!During this phase you will need to create a
Load Out.
A
Load Out is a list of equipment which totals less than your current
Budget (20 Credits). Your
Budget is not consumed when making a
Load Out and does not decrease. Each
Load Out costs 1 dice to create and lasts forever. You can apply a
Load Out to any and all of your
Mage Units - assuming they have the skill level needed to use the equipment, that is what they will use during the next Battle Phase. There is no penalty for switching a
Mage Unit's
Load Out. A
Load Out automatically updates to the newest version of a piece of equipment if that item's experience requirement, nature, and expense of the equipment is not changed. If a project is past 50% completion, it may be added to a
Load Out for 150% the cost, or +1 Experience Level if it is an Evocation.
You should also officially decide on cool
Code Names for your
Mage Units. Currently, they are named Mage Unit 1, Mage Unit 2, and Mage Unit 3, of Task Force 1.
Sorceries
Soaring Memory of Crystal Mind, Version 4: Created by one of the junior members of SPELLS in an attempt to modify his memory and perform better in school and updated by the 208th for intelligence gathering. Maps the cone of vision through a monocle onto a sheet of pigment-laden paper. Resolution is impressive despite the small size of the photos. Requires a monocle to cast, and operates by re-arranging the pigments of the paper slotted into the monocle. Requires a second casting to clear. [Rookie] [1]
Galilei Lensing: 8x brass binoculars. Casts a field of Mana tracers out from the main lens in a bent cone. The cone curves proportionally to the sliding engraved rail system on the side of the binoculars, which currently allows a curve of a radius between 5 and infinite kilometers (i.e. at a 45° angle, the binoculars grant sight range of 10 kilometers). Light bends back along the tracers towards the binoculars, giving line of sight beyond the horizon. Top and bottom sections of the image can't be focused at the same time. Significantly drains Mana. A Rookie-level mage can perform observation for an hour, with an additional hour per level. [Rookie] [4]
Gauntlets of Force: Largely leather in nature, with engraved steel rings implanted into the fingertips and palms. The rings are connected to one another with copper wires, trailing down the backs of the fingers and terminating in another steel ring that goes around the wrist. The ring around the wrist is the most heavily engraved, and handles most of the flow and direction of input Mana. Holds up to rough use. Left Gauntlet controls the movement and direction of the object being cast upon, and the right controls power. Possible to use other equipment while casting, but multi-tasking becomes difficult. Can complete tasks such as throwing a ball into a bucket or punching a dummy. Range of 15 meters. Max force is limited to manipulating around 650 Newtons (or about 150 pounds). As the distance and force increases, so does Mana consumption. Does not stop bullets. [Competent] [5] [>50% Complete]
Evocations
Snap-Lighter: A brief conjure of flame, for lighting pipes and cigarettes. Mana is channeled by snapping one’s fingers while casting, causing a match-sided blue flame to appear on the users thumb. Runs entirely off Mana, though the spell is intended to only last a short period of time. Caster is advised to wet their thumb before casting in order to prolong the time the flame can appear before burning the thumb. [Rookie]
Enchantments
Lucky Rabbits Foot: A preserved rabbits foot, using a rather convoluted weave of magic. Effects seem dubious, but through rigorous testing it is revealed to subtly move the wearers foot just enough to avoid stumbling over unseen rocks or stubbing toes on furniture. Further testing reveals it performs an on-going analysis of the users gait and compares the projected footfall with the terrain immediately ahead. Replenishes naturally while in close proximity to a mage, but will otherwise run dry within an hour. [Rookie] [4]
Fulcrum Armor V4: A canvas trench coat lined with steel wire. Comes with a hood and a collar that buttons up over the nose. Redirects force around and through the coat, exiting on the opposite side to which it was applied. Steel wire handles most of the stress, but canvas will rupture around impact and exit locations. Does poorly against multi-impact weapons such as shotguns or shrapnel. Can be turned off when not in use. Can maintain its enchantment for more than 48 hours when on standby mode, and run down a Rookie's Mana Pool in 8 hours when active. [Rookie] [6] [>50% Complete]
Thaumic Radio: An AM radio, capable of communicating in Morse Code. Small enough to be worn as a backpack, with a long, swishy antenna. Converts Mana to electrical energy to replace the battery. Vacuum tubes are replaced with magical logical components. Goes staticky with every time the wearer takes a step. Prone to breaking down, but operators are described as "bizarrely seductive". [Competent] [8] [>50% Completed]
Trench Broomstick v2: A modified Sava '00, to which King Gioffre II has turned a blind eye. Magically operated modified straight-bolt turns the gun into a semi-automatic. A subtle magic auto-kinetic enchantment on the barrel allows the user to maintain accurate sights to whatever he's looking at. Casts a pair of Mana Tracers downrange to perform accuracy improvements. User must manually adjust for range, drop, wind speed, etc. [Rookie] [6]
Misc Magical Equipment
Focus Talisman, Version “Bear”: A modern Mage’s talisman, used to help direct a Mage’s magic into Sorceries. The contraption is a little bit bigger than an open hand and features intricate inner workings that blend the magical and mechanical. Physical appearance represents a bird cage, with the bars joining together in a central point. The device allows a Mage to focus her Mana through a well-understood means and redirect it into a secondary means of spell direction, such as a wand or circle. The device is a bit like an intricate net, helping capture unfocused magical energy from a Mage. This reduces the amount of Mana needed to perform a given spell and helps a Mage split their focus between two spells, but each Focus Talisman must be hand-crafted by skilled non-combat Mages, making it quite expensive. Enchantments must be maintained daily. Delicate and prone to breaking. [10]
Wooden Wand: Carved from broom handles, fence posts, and any other scrap of wood that can be found. Used to assist in Direction during spell-casting, allowing the user to more efficiently spend their Mana and apply their Will. Generally engraved with lines and symbols by the user. Used for casting low-level Sorceries, with a penalty to effectiveness. Generally, a wand should be specialized to whatever spell is being cast, but this works in a pinch. [0]
Mundane Weapons
Sava ’00: Bolt-action rifle, firing 0.333 caliber rounds out of a 5-round internal box. Named after the King’s father, may God rest his soul. Manufactured in the homeland, and a shining example of our people’s technical skill. The Sava ’00 is standard-issue to all infantrymen, and a single round will kill just as well as a lightning zap (as magic detractors will quickly point out). The wooden body cradles a rifled barrel fitted with lugs for bayonets. It’s light and wieldable, but cycling the bolt causes loss of sight picture. Prone to jamming as the bolt wears out. [5]
Pavle Sidearm: Standard-issue sidearm, 0.35 caliber. Remarkably cheap and easy to use, but unreliable. The slide is prone to jamming in place, and the sights are more of a suggestion than anything used for accurate fire. Comes with an eight round magazine. [1]
Misc
Mage Uniform ’14: Standard mass-produced infantry uniform, adapted for mages. Warm and sturdy, and made mostly out of scratchy wool. Brown trousers and overcoat with a drab green undershirt. Boots are oiled leather and come up to the ankle, with cloth wraps that go up past the calf. A belt around the waist holds ammo and supplies, although there’s not a lot of room. A fashionable cloth cap keeps the head warm. A set of fancy, billowing robes that go over top marks the wearer as a Mage, though the hem drags in the mud and the sleeves snag on everything. Does not protect against bullets or shrapnel. [0]
Budget: 20
Gauntlets of Force | (9/12)(3) | 3 Dice Spent | [Competent] | [5] | Sorcery
Fulcrum Armor V4 | (10/14)(2) | 8 Dice Spent | [Rookie] | [6] | Enchantment
Thaumic Radio | (9/15)(3) | 3 Dice Spent | [Competent] | [8] | Enchantment
Magia e Scienza unite per la VittoriaMage Unit 1 | Rookie | -No Load Out- | -No Deployments-
Mage Unit 2 | Rookie | -No Load Out- | -No Deployments-
Mage Unit 3 | Rookie | -No Load Out- | -No Deployments-
War has officially broken out, surprising no one. Germany has besieged fortified Longwy - A.K.A. "The Iron Gate to Paris" near the Luxembourg border. War has been declared, and as an ally of France we are honor-bound to meet the call to arms. Our accursed neighbor, Kolubaria, is allied with the treacherous Central Powers, and King Gioffre II proudly denounces and declares war on them. Kolubaria, as if awaiting the announcement, has returned the declarations in kind.
With our military mobilizing and the country going to war, the 208th is expected to produce results after five turns of government funding. General Feo has issued orders to Captain Campoli, which he has in turn disseminated to those under his command.
We're lucky to have a strong foothold into the mountains leading into Kobarid, but the mountains are Kolubaria's home territory. The plan is to get assets in position for a later assault on the city - moving artillery up, preliminary shellings, gaining intel. Kolubaria is sure to not be happy and may attempt to disrupt our logistics while they dig in. With the mountains on either side of us, it will be difficult to spot and defeat their scouts. Help any way you can - if nothing else, just avoid getting in the way of the theatre commander there.
Our armored cruiser and a detail of destroyers are blockading Trieste and have a sizable portion of Kolubaria's fleet hemmed in - including their one and only light cruiser. Unfortunately, shore defenses prevent us from getting close enough to do more than hold position. We need to move our land forces south along the coast to support the eventual invasion. Taking Portogroz would also be a large help, but we need to tighten the blockade further before we can safely shell the city. For now, moving south along the coast is our goal.
Vrsar is ripe for the taking. We have off-shore naval support and troops in position to move south. Kolubaria is likely to blow the bridge leading into Vrsar rather than let us take it - this will hamper our logistics and troop movements. Do not let them destroy the bridge and support the assault however you can.
You will need to detail where to send each Mage Unit this turn, as well as their Load Out and their goal. Please keep the orders succinct.