Strategy Phase, Hot Season 1939 AC
This season saw the utilization of a large deposit of
Ore in the Burning Hills, meaning we now have access to
5 Ore. This provides the following changes to our armory:
Havezara-108 Mk.IV becomes
(CHEAP)-It's access to LIE Shells is set to
(EXPENSIVE), and should have been noted last turn, but did not see use either way so suck it nerds
-The Mortar's LIE Shells are set to
(CHEAP) , which wouldn't have changed the outcome of the invasion last turn anyways
Legion Issues Explosives Set becomes
(EXPENSIVE)Submersible Engineered Aquatic Litter Diver Propulsion Vehicle and Rebreather becomes
(EXPENSIVE)We have also embraced the
Old World Blues, meaning Close-Quarters weaponry has it's difficulty level reduced by one tier.
Combat Phase, Hot Season 1939 AC
The Western Front
Plans this season for the Embral forces focused efforts on pushing through the Initharian defenses they'd managed to probe the season before. Unfortunately for our fleet, Inithar had made progress asserting control over the sea, and had shored up their positions. The most immediate and apparent issue was the increased presence of
Kaipo'u-class Battleships leading a number of sub-hunting groups. Our
Hethams, outnumbered by the ships hunting them, and now facing Destroyer Groups with refocyte-armed battleship support, had to fight more conservatively than any of them would have wanted. The Initharian
Ho'oulas were already enough a pest for our
Mukebaza cruisers based on sheer volume of fire alone, and with the additional firepower from more
Kaipo'us they didn't really stand a chance. The Initharians picked almost every engagement, and without sufficient surface presence we were unable to wrest their control of the sector from them.
The Leviathan was the only vessel that was able to actively make an impact, sinking a
Kaipo'u and causing significant damage to two more.
It would've been a bad enough season on the seas if things ended there. But they did not. Towers had cropped up along the Initharian-controlled shores, and their purpose was made abundantly clear when our submarines tried navigating through the Initharian minefields. At first we thought the captains of the
Hethams were just being careless, but a large uptick in mine-related sinkings within visual range of these towers, and the lucky discovery of a series of cables laid in the seabed uncovered the nature of Inithar's new sea-based mines. Sets of indicator cables relayed information to the towers, where an observer would decide whether or not to detonate a series of mines. These things weren't all too common, thankfully, so a few of our subs were able to get close enough to shore to safely launch their SEALS. Not many made it past the Initharian fleet and their mines, but we were able to land a few disorganized units onto the enemy shores. Not that the North Peaks offered many safe landing zones in the first place, at least not for someone lacking significant support or climbing equipment.
Our saving grace here was Inithar's focus was not on the Western Maelstrom, and so they were unable to increase their gains in the sector.
The Western Maelstrom is still under Initharian Light Control.
----------------
Our scattered commandos landed and struck the night before our second attempt to claw into the North Peaks. A couple of them managed to locate a landing and passes past the Initharian lines, but had no means of marking or relaying this information. The disruptions caused by our SEAL Commandos was heavily underwhelming. Not enough of them made it to land in one piece to cause significant havoc behind enemy lines, and without means of communication and coordination between scattered teams, joint efforts to secure important positions prior to the coming landing were practically impossible to pull off. The did manage to pull attention away from the shore defenses somewhat, but their activities acted more to increase Initharian alertness more than anything. Better equipment or more support (if, say, we already controlled a part of Initharian territory and used them to insert behind lines with artillery support, etc.) could see their effectiveness increase greatly, but a couple explosives planted in nonvital locations was not worth the men thrown into Inithar's snapping jaws. The first use of SEAL Commandos would go down ultimately as a failure, with little gained and each Commando missing, captured, or killed by the end of the landing attempt.
The landing itself was pretty rough once more. Approaching ships had to be
extremely cautious of enemy mines, and the Initharian navy was able to harass our mostly unescorted transports. While a large number of their ships were dedicated to keeping our
Hethams away, our comparative lack of surface presence bit us hard. Some analysts suspect the use of WellQuartz in our
Mamkiralis is the only reason our troops were willing to fight after going through sea mines, ship-based fire, and the silent Initharian firearms. The enemy had no new advancements on the ground in this theater, but by-and-large neither did we. Again, as last season, our forces were able to bypass small sections of the Initharian defenses before being pushed back - which is an admirable feat, given the situation at sea was much worse than the last time we tried an amphibious assault. We suspect that there would have been gains this time around if the sea situation had stayed similar to last season's.
Embral has failed to push the North Peaks.----------------
The Eastern Front
In preparation for their second attempt at landing in our territory, the Initharian Navy set to the task of securing the seas from us. Destroyer Groups centered around a
Kaipo'u or, in one case, the
Kona had little issue locating our submarines and saturating their suspected locations with refocyte bombardment to dissuade getting close to the surface. Our
Hethams saw increased losses, and while a few of their ships did still get sunk by them, by and large every engagement was decided by the Initharian Fleet - and then won by them. The
Mukebazas, now facing multiple
Kaipo'us, were nowhere near enough of a surface presence to stem the tide. The
Kona being active in the sector and organizing fleet actions made the situation that much more extreme (in a bad way for us). With Inithar's capability to reduce our advantage of stealth and the inability to engage on our own terms, they dominated the push into our territory.
Inithar attains Significant Control of the Eastern Maelstrom. ----------------
Rain pounded The Mudflats on the morning of the invasion. Deep pools of water collected in the craters littering the oversaturated earth. Artillery, too, fell onto our territory. Initharian capital ships were able to focus largely on supporting the invasion thanks to the shellacking of our fleets in the area, and we most definitely felt that as conventional 300mm shells whistled overhead alongside a
large number of refocyte munitions. The appearance of the
Makuahine CLC, a 50m long landing craft with 200 ton capacity, 20mm armor, a 90mm armored ramp, two 50mm guns, two Kakalas, smoke launchers, and a top speed of 15 knots, was certainly an undesirable sight for the forces having devils dropped on their doorstep.
Our 108mm artillery and 105mm mortars had zeroed in on slices of the landing area after last year's attempted landings, and the time we'd been given them to recover and reinforce was made abundantly clear. It felt as though more water was being thrown into the air by explosions than there was falling from the clouds. Being infantry on either side of this engagement was quite an undesirable prospect, as the sheer volume of indirect fire - mostly at the Initharians - was withering at best and downright devastating at worst.
Chemical clouds drifted across the landing zones as chemical mortars dropped with alarming frequency. One
Makuahine was unfortunate enough to have a shell land right in front of the ramp as it opened, blocking the exit with a toxic cloud of smoke and drifting inward towards the trapped infantry and crew. Counterbattery fire from their fleet was able to stifle that pressure somewhat, while the ship-based refocyte rounds pounded the old Salviosi defenses, cracking, crumpling, and collapsing the decades-old abandoned concrete bunkers.
The first wave of landing craft was almost solely infantry. Their footsoldiers were at a disadvantage thanks to our superior range in regard to firearms, as with last time, but the uptick in indirect fire support and significant smoke cover gave their infantry the chance to push forward and not get socked in by the hail of 108mm shells. Then the second wave hit the beaches.
Makuahines opened up to reveal the first Initharian armored fighting vehicle of the war - the
G2 Alanui, a tank wielding a 50mm cannon, two
Kakalas, 50mm armor on all four sides and the turret, 20mm up top, and 15mm beneath, and can travel at speeds of 50km/h. These tanks provided a clear and present target for the
Rogis which proved itself...somewhat lacking, though still capable. While it's AP and APHE shells could penetrate the
Alanui, the tank was capable of high speeds that required significant leading, even in the muck of the Mudflats. The
Alanuis provided direct-fire support for Initharian infantry, pounding defenses with their refocyte rounds and suppressing infantry with it's pair of
Kakalas. The advantage provided to troops pushing forward was somewhat mitigated by the deep pools restricting movement forward to select routes, and the
Rogis, largely used on the beach as defensive emplacements, severely outnumbered the
Alanui. That said, they also afforded the
Wikiwiki the opportunity to move up without getting absolutely annihilated immediately.
Their forces suffered significant losses on the landing, adding corpses to those already half-buried and rotted in the mud. But the inclusion of a proper lander, as well as the delayed introduction of the
Alanui, paired with a significant degree of naval bombardment, with no advancements of our own in the theater, saw us pushed away from the landing zones along the strait. In the following days the landings were able to form a unified front and went largely unopposed, save for the occasional ambush of screaming, whistling Sikari, slowing them just enough for our troops to set up a solid second line (with a little help from the
Strings of Motion) at some old Salviosi defenses. Long-abandoned Abberan positions provided their forces with some cover from fire and the elements.
As both sides dug in, one thing remained clear: many people would die in the coming months trying to fight over this useless, undesirable slice of land.
Embral has failed to defend The Mudflats, losing control of an empty Resource Node in the process.
----------------
As the season comes to a close, a single ship appears over the horizon from the east. It hails us as soon as it possibly can, identifying itself as a ship sent from the homeland with a
very important person on board.
After docking and coming ashore, the envoy makes herself well known. Dressed in some of the finest garb available in the Empire, Lady Amanvir and her armed escort turn many heads and draw much attention. They move swiftly and with purpose, arranging an emergency meeting with you - those she knew to be pulling the strings, regardless of your job as "engineers".
The subterranean bunker is cooler than outside, but beads of sweat still form on the Lady's brow, being unaccustomed to the environment. Lady Amanvir and her family are wealthy individuals with a lot of influence in Embral, but no military background, so it is strange to see her here alone save for her two guards and the ship's crew. Once you've all been gathered she is quick to begin the meeting.
"I have come here and gathered you lot together because, to put it bluntly, things at home are dire indeed. The war has turned poorly, the capital is bombed regularly, and we're being pressed too hard to hold out indefinitely. While aid from this expedition would certainly help the cause, I come to you with more troubling news," Amanvir shifts uncomfortably in her admittedly uncomfortable seat, "Subversive elements have been revealed within the Empire. An entity known as the
Sau-Cihare has been pulling the strings of the Empire since, well, before it was an empire. They're responsible for almost everything, good or bad, that has befallen Embral. And they -
we - need your help."
Amanvir purses her lips and makes a sucking noise with her teeth before continuing, "The
Sau-Cihare are the only reason the Embralish Empire hasn't been absorbed and eliminated by The Union. Genocide is taking place within our borders, entire towns being lined up against walls and shot, and yet people are still attempting defection. In the face of absolute annihilation they would bow to The Union, be taken in, and, as has already happened to a number of people, never be heard from again. Surrender is not an option, and yet a few members of the
Sau-Cihare have formed a splinter group after being corrupted by Union agents. They seek to systematically wipe out the members of the
Sau-Cihare and steer our empire into the shadows before it's tossed into a shallow grave."
Amanvir pauses. Something tells you she's being honest, or at least believes she is - and that this has affected her personally on a deep level.
"The
Sau-Cihare fight for Embral, but we cannot fight alone. This expedition could help us fight back, or at the very least, provide the Empire with a stronghold to fall back to should the worst come to pa-"
The door to the room opens. Two shots echo through the small room and both Amanvir's guards slump to the floor.
"You", Amanvir hisses,
"You're why we haven't heard from Rasam.""Yep," Dave says matter-of-factly, "He's at the bottom of the sea, kept company by some old artillery pieces. Sorry about that, by the way," Dave states, directing the apology your way.
"Don't listen to her bullshit," Dave was addressing you still, but his eyes and handgun both remain trained on Amanvir, "The
Sau-Cihare is one of the worst, most corrupt, corrupting, and corruptible entities in the entirety of human history. AH! NOPE!" Amanvir tries to stand. Dave walks around her, places an arm on her shoulder, puts the gun to the base of her skull, and looks at each of you.
"The Embralish Empire is a rotting scarecrow propped up on the bones of the less fortunate, both within and outside of her borders. We've been demonized by The Union because we've
acted like demons. We've been controlled from the shadows by fear, deceit, murder, and, well, wealthy assholes like
this one," Dave punctuates his statement by tapping his handgun on Amanvir's head, "The Union
isn't as bad as they've been painted. Yes, they're guilty of killing civilians, but so is Embral, and over the course of her entire history without ever answering for it. There's even evidence that one of the villages wiped out by The Union was done at the behest of the
Sau-Cihare by the
Sau-Cihare. And worst of all? This devastating war could be over."
Dave sighs, "The Union has requested peace multiple times. Every time the message is intercepted or corrupted by the
Sau-Cihare, and even if it reaches the 'leaders' of our Empire, agents whispering in ears, utilizing blackmail, and making empty promises have turned those in power from the path of peace."
"Liar!" Amanvir interrupted, visibly seething, but her eyes seemed to beg you for help.
"That's cute, coming from the mouth of the Serpent Lady herself," Dave responded, "I represent those 'subversive' elements within the
Sau-Cihare. We'd hoped Rasam's disappearance was all we needed to prevent the
Sau-Cihare infecting this expedition, but it looks like my hand was forced. To put it simply, the Union is willing to withdraw from the Embral jungles and a significant area surrounding them, so long as we cease fighting them and replace our government with one approved by a Union council."
"And become a puppet for foreigners. Never in all of Embral's history..." Amanvir sighed.
There's a gun under the table. It's time for you to decide who walks out of here alive...and ultimately how interactions with the Old World will continue from this point onward.
Will you Kill Amanvir, siding with Dave and the Union, forsaking your Empire? Or will you Kill Dave, cementing your loyalties to the motherland at the cost of countless lives in the war at home?
You have one design.
IT IS NOW THE DESIGN PHASE.The Rupture: 3 Ore, 2 Oil, 2 Wood, 2 Wellmaterials
The Mesas: Ore, Pact Caelium, Empty (2/3 Nodes)
Badlands: Pact Gavrillium, Empty, Pact Caelium (2/3 Nodes)
Desert: Oil, Empty, Pact Gavrillium (1/3 Nodes)
Volcanic Range: Empty, Pact Caelium, Empty (1/3 Nodes)
Burning Hills: Pact Caelium, Ore, Empty (2/3 Nodes)
The Wastes: Empty, Empty, Empty (0/3 Nodes)
South Peaks: Pact Gavrillium, Pact Gavrillium, Empty (2/3 Nodes)
Southern Stormlands: Empty, Empty, Empty (0/3 Nodes), Heavy Pact Presence
The Mudflats: Empty, Empty, INITHARIAN (0/3 Nodes)
E. Boiling Seas: Total Control
W. Boiling Seas: Total Control
E. Maelstrom: Significant Initharian Control, Pact Fortress In Strait
W. Maelstrom: Light Initharian Control, Pact Fortress In Strait
Ore: 5
Oil: 3
Wood: 2
Wellmaterial: 2
Land
Samarata 1902: A 7mm bolt-action rifle with a 5-round box magazine effective out to 1000m. Light, reliable, and can utilize a variety of sights. Costs 2 Ore and 2 Wood. (CHEAP)
Mk.III Musakila Machine Gun: An 8.5mm automatic machine gun utilizing 20- or 40-round box magazines. Rate of fire is sacrificed for an effective range of 1200m. Costs 4 Ore. (CHEAP)
Niramata Mk.II Heavy Mortar: A 105mm mortar utilizing HE, Smoke, and LIE Shells. Rifled barrel gives solid accuracy out to it's max range of 4km. Costs 5 Ore. (CHEAP) (LIE Shells[C])
Havezara-108 Mk.IV: A 108-mm artillery piece on a split-tail carriage and easily towable with a barrel that can be pulled back to reduce profile. Reliable and effective. Currently fires HE rounds out to 16km. Has a gun shield for some protection. Costs 6 Ore. (CHEAP) (Lie Shells[E])
Sikari Mask Mk.III: A gas mask/wellwood flute that resembles a bird's face. Evokes a stronger emotional response than the old flute. Costs 4 Wellmaterials. (EXPENSIVE)
Legion Issued Explosives: A satchel of 8 dirty pipe bombs that rarely work and when they do are often suboptimal. Blasting cap sets off a volatile compound that also causes severe damage to mucus membranes. L.I.E. is unreliable in every sense of the word. Costs 4 Ore and 4 Oil. (CHEAP)
-Legion Issues Explosives Set: A satchel of 8 pipe bombs (3HE, 3Frag, 2Chem) compatible with a variety of triggers including a pull-pin, pressure plate (set to 200kg), timer, and electrical wire. Loses grenade functionality but greatly increases reliability. Costs 7 Ore and 4 Oil. (EXPENSIVE)
Strings of Motion: Specially-made string instruments using a variety of Well-based materials to produce an effect of mildly quickening the body. Military use sees armies covering a bit more ground than one would expect. Costs 6 Wellmaterials. (VERY EXPENSIVE)
Legionary "Terra Nova Expedition" Uniform: A tough uniform that comes in one of three colors with hot and cold weather variants. Basic kit includes a machete, gas mask, excellent boots, and smooth shades. Helmet is shaped like a rimmed dome. Worn by all Embrallish soldiers.
Rogi Hunter-Killer Vehicle: An open-topped 4 crew vehicle with a 50mm cannon, hits speeds around 45km/h, and is protected by 30mm front armor and 20mm of armor everywhere else. Has a pintle-mounted machine gun. Fast and agile, more than adequate for heavier hit-and-runs. Cost 5 Ore and 3 Oil. (CHEAP)
Sea:
Submersible Engineered Aquatic Litter Diver Propulsion Vehicle and Rebreather: Essentially a torpedo with a seat that moves at a cool 3 knots. Provides slow but relatively reliable transport for individuals underwater. The rebreather system functions, as do the controls. Not too impressive, but works nonetheless. Costs 6 Ore and 5 Oil. (EXPENSIVE)
Mamkirali Naval Lander: A large tracked amphibious transport capable of transporting 22 soldiers or, currently, a single Havezara and crew. Forward cabin has a cupola to provide Commander with 180 degree FoV and protected by 20mm armor. Cargo compartment is protected by 10mm armor and is left uncovered due to fumes from the engines venting into it. The pipes also transport Wellquartz noise from a mechanism installed in the engine, boosting mood of troops within. Has two rear-mounted Musakilas. Costs 5 Ore, 3 Oil, 4 Wellmaterials. (EXPENSIVE)
Hetham-Class Submarine: The Hetham is 77m long and is capable of going 12 knots surfaced and 6 submerged. It is armed with 4 bow and 2 stern torpedo tubes and can carry 20 torpedoes, and comes with a single 80mm deck gun. Utilizes WellSonar for improved detection abilities and has basic communication equipment. The engine room has a WellSap coating to dampen noise. Costs 3 Ore, 3 Oil, and 4 Wellmaterial. (EXPENSIVE)
Mukebaza-Class Heavy Cruiser: The Mukebaza is a 186m long ship utilizing 4 propellers powered by 4 steam turbines to give the ship a 30-knot speed. It is armed with 3x3 200mm guns, 4x2 120mm guns, and 10x2 20mm AA guns. Armor consists of 80-150mm at the belt, 80mm at the deck, and 100mm on the conning tower. Utilizes WellSonar for improved detection abilities and has basic communication equipment. Costs 5 Ore, 4 Oil, and 3 Wellmaterials. (EXPENSIVE)
The Leviathan: The submersible flagship of the Great Fleet. Massive, dependable, and armed with 32 torpedoes and four 25mm autocannons. Can stay asea for nearly a year. Cramped, but well-stocked. Uses a variety of wellmaterials to improve it's sonar systems while making itself practically invisible to them. Survivability is improved thanks to a pair of internal hulls running the length of the ship as well as three more specialized internal hulls. Always a (NATIONAL EFFORT).
Air:
Mk.II Baza Fighter: The Baza is a gull-winged single-propeller aircraft capable of speeds of 380km/h. It has two machine guns in the nose and carries two 50kg bombs. Armor is practically nonexistent. Costs 3 Ore and 3 Oil. (CHEAP)
Special:
Unique Resource - Wells: Wells are strange, relatively poorly understood subterranean environs housing any number of forms of cave-adapted life whose parts can be used to manipulate the world through sound.
-Wellquartz: A mineral found within wells that evokes a range of blissful feelings with intensity dependent on the tone.
-Wellbronze: A metal capable of detecting sound and responding with vibration. Electrical current focuses the detection cone and increases sensitivity and clarity.
-Wellvine Sap: A plant extract that can be processed into a resin capable of absorbing and nullifying sound. The resin is also brittle and inflexible.
LIE Shells : Shells used for indirect fire that disperse a highly lethal chemical cloud. Available at one Expense Level above LIE on any weapon tagged (LIE Shells), with current shell cost in brackets for easy reference.
Traits:
Well Of Knowledge: The Embralish Empire is always very well informed on their opponents. While the means is not always know, it is almost always spot-on. Any credit can be replaced for an Espionage Credit, and espionage rolls gain an extra roll. A small bonus is also applied to rolls for designs related encryption, decryption, and infiltration.
Sea Wolves: Our submersible fleet has proven itself to be lethal and fearsome, and more resources have been dedicated to our submersible fleet. Submersible ships and related designs and revisions are one difficulty lower.
Old World Blues: The Initharians are keen on using Abberan successes to their advantage. With engagements at close range, and plenty of fighting within trenches and bunker complexes on the horizon once someone manages a foothold, we've decided to dedicate manpower and resources to developing Close-quarters weaponry not unlike that used by our tunnel rats at home. Close-Quarters weaponry has it's difficulty level reduced by one tier.
Research Credit x1
Espionage Credit x1
M1 'Nima': 8mm rounds, 10-round box magazine semiauto rifle. Effective range of 425m. Almost perfectly silent save for the sound of the refocyte firing mechanism striking and triggering the rounds. 75cm long, weighs 3.6kg. (CHEAP)
M2 'Haaheo' Heavy Rifle: 9kg, 100cm long 8mm rifle utilizing refocyte battery-charged refocyte plate to fire rounds (some refocyte) out to 850 meters. Functional against light armor with the use of Refocyte bullets. Has bipod and scope. (CHEAP) (Refocyte Bullets)
-M2.1 'Haaheo-B' Rifle: A 7kg version of the Haaheo sans bipod. The rifle is balanced with the battery mounted forward of the receiver. Unknown properties involving refocyte lead to reduced RoF. (CHEAP) (Refocyte Bullets)
M1 'Kakala': 8mm Light Machine Gun, utilizes 30-round box magazine or 80-round pan magazine that feed into the top of the gun. Effective range of 500m and is practically silent save for the rapid clapping of metal-on-metal firing the rounds. (CHEAP)
Wikiwiki Armored Carrier: A lightly armored, very fast, very durable civilian truck turned military transport. Can reach 130km/h in perfect conditions due to "Supercharged Coilengine" with batteries charged via some suspension mechanism. Cab houses a driver and gunner for the pintle-mounted Kakala on the roof, while the bed has seating for eight. Bed can be covered by a cloth or hard cover. Capable of towing equipment if necessary. (CHEAP)
G2 Alanui: Inithar's first armored combat vehicle. Uses AP and Refocyte rounds, though AP suffers from a lack of muzzle velocity from the refocyte firing mechanism and should only be counted on working in extremely close quarters. Has 50mm armor on all four sides and the turret, 20mm up top, and 15mm beneath. Can travel at speeds of 50km/h. Comes with two Kakalas for extra protection. (VERY EXPENSIVE)
NM2 Controlled mine "'Ohu Mameo": Sea mines remotely detonated by observers in shore-based lookout towers. While no stronger than the old mines deployed by the navy, the use of indicator cables makes them very useful for identifying and eliminating submerged targets. Need Light Control minimum in a sea lane to be deployed. (EXPENSIVE)
Ho'oula-Class Destroyer: 105m long ship propelled up to 50 knots by a pair of "Supercharger Coilengine"-powered propellers. Armed with 4x2 120mm guns, 4x2 50mm flak guns, two aft torpedo tubes, mine track. Armor practically nonexistent. Also has a "Refocyte Bow" used to plow into targets covered by a rubber sheet when not in use. Seems to have a basic electronic and radio suite. (CHEAP)
Kaipo'u-Class Battleship: 250m long, reaches speeds of 28 knots thanks to "Supercharger Coilengines" powering four propellers. Armed with 5x1 300mm cannons, 10x2 120mm Refocyte cannons, and a handful of 50mm flak and Kakalas. 200-300mm belt armor, 300mm conning tower armor and 80mm deck armor. Seems to have a basic electronic and radio suite. (VERY EXPENSIVE)
INFS Kona: Inithar's flagship and superbattleship that led to "Kona-type" referring to extremely large combat ships. Has a 2x300mm conventional cannon, 16 2x180mm Refocyte Guns and some 50mm flak. Well-armored, fairly quick, and agile for it's size. Has a coverable refocyte prow. Refocyte guns use shells of varying purity based on requirements for the rounds. The first Kona-type vessel. Always (NATIONAL EFFORT).
Unique Resource - Refocyte: A metal that in it's base state stores energy applied through impact until a threshold is reached, where it will deliver the entirety of the stored force at the point of impact. An uncharged piece resembles silver and will become a dark green as it charges. The Initharian's in-depth work on the material has seen it introduced into every spere of life.
Supercharger Coilengines: Engines utilizing Refocyte Coils in some manner along with refocyte batteries to act as superchargers. Practically silent.
Refocyte Bullets: High-purity steel jacketed Refocyte bullets capable of punching holes in light armor and causing spalling. Always considered available for any weapons with the tag (Refocyte Bullets) at one Expense Level higher than the weapon itself.
Refocyte Active Sonar: A modernized active sonar system utilizing a refocyte plate kicking against steel and picked up by hull-mounted hydrophones. The ping echo allows the sonar operator very good detection abilities.
Trait - A Sea of Colors: The Initharians have communicated through atypical means for millenia. This manifests as a keen ability to learn and utilize nonverbal communications on the battlefield as well as provide a number of difficult codes to crack when communicating verbally. We'd need to interrogate an Initharian to find out what exact effect this has on our conflict. (READ: prod them on discord to let you know, don't try to capture one in-game)
Trait - Acknowledged Marine Fellowship: The importance of trained and equipped Marines in this war is clear. We'd need to interrogate an Initharian to find out what exact effect this has on our conflict. (READ: prod them on discord to let you know, don't try to capture one in-game)
Trait - Bringing Up The Rear: Their distinct lack of support on the ground for their forward forces could prove to be their downfall. We'd need to interrogate an Initharian to find out what exact effect this has on our conflict. (READ: prod them on discord to let you know, don't try to capture one in-game)