Strategy Phase, Cold Season 1939 AC
Over the course of this season we built up our industrial strength with the introduction of a
Wellmaterial extraction facility in the Badlands, bringing our access to Wellmaterials to Three(3).
This has resulted in the following changes to our armory:
Sikari Mask Mk.III becomes
(CHEAP)Strings of Motion become
(EXPENSIVE)'Mamkirali' Naval Lander becomes
(CHEAP)Hetham-Class Submarine becomes
(CHEAP)Silada-Class Destroyer becomes
(CHEAP)Mukebaza-Class Heavy Cruiser becomes
(CHEAP)The
Wellshrubbery Concealment Kit had it's cost mislabeled at 5 Wellmaterials. It has been properly adjusted to 6 to be in line with the intended
(VERY EXPENSIVE) cost compared to starting Wellmaterial amounts, though the new Wellmaterial resource makes it
(EXPENSIVE).
----------------
Two shots ring out in rapid succession, deafening each of you in the enclosed space. Dave hits the ground as the gun used to kill him hits the table. Everything happened so fast, you're not sure who fired the shot. Amanvir's eyes, squeezed tight from fright, slowly open as she realizes she hasn't been shot. Dave gurgles as blood flows freely from the hole in his neck. Amanvir looks down and watches silently while Dave holds both hands over the wound in a failing attempt to stop the bleeding, his mouth opening and closing silently not unlike a fish being held out of water. After a few moments his grip on his throat relaxes, his mouth stops moving, and his body goes entirely limp. Amanvir stands and kicks Dave's corpse in the chest with a sickening thump and the crack of a few ribs.
"A glorified
fucking assassin," Amanvir says more to Dave's body than anyone else before looking to each of you, "I appreciate your decision. It was certainly not a choice to be taken lightly in such a short time, but it was the right one. We cannot sell ourselves to our enemies. They've already begun encroaching on our homeland, have initiated the slaughter of our people, and have begun extraction and use of resources found in our Wells. We stand on a razor's edge, as we always have, and the
Sau-Cihare are the only ones capable of keeping us from slipping into our utter annihilation. But we cannot accomplish this task alone, and the forces at home require aid. With Wellmaterials being pushed to the front by our enemies, our largest advantage throughout history has been turned against us, and we need to bring forth something new. I'd
originally made my way here to contact our dead agent and get filled in on why no shipments have left Harren, but I now understand you are in an entirely new war over here, with new and completely unprecedented threats. I will inform our circle that your success here necessitates the use of Harren's own materials, but know that if you acquire Gavrillium or Caelium you can send it home and we'll supplement your resource stockpiles with what we have available."
[This will make the resource from the node unavailable to you for use, but will give you a Resource Credit to attain a nonHarren Resource with.]"In time we will hunt down these Traitors, and those Loyal to the Empire will flourish once more."
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Combat Phase, Cold Season 1939 AC
The Western Front
The Leviathan, finally, was at the head of a combat fleet worthy of it's presence. The new
Silada-Class Destroyers and our more numerous
Mukebazas made quite the imposing sight as they moved into the Maelstrom's perpetual storm.
Hethams loitering all across the sector had set themselves up to observe enemy fleet actions. The
Kona had been spotted, no doubt organizing patrols, but there was a significant lack of Initharian aggressiveness in their movements. No doubt they had become complacent after their victories at sea.
A pair of enemy
Ho'oulas briefly skirmished with a
Silada caught out on it's own by the terribly fast ships while it was probing ahead of the fleet. The
Ho'oulas were quick to try to pincer the
Silada between them and all three ships opened fire at once. The
Silada's guns thundered as shells splashed in the water nearby, spraying the crew on the deck with frigid seawater. Water gushed towards the air in the distance as the
Silada's shells fell in the wake of the
Ho'oula it was focused on. More shells landed near the
Silada, which pushed forward even as the pincer began to close on it. The Initharian's drew first blood as a pair of shell penetrated the hull at the waterline. As the sea washed into the compartments the Wellmoss sandwiched between the hull and armor expanded and slowly began to fill the new openings. She listed slightly, but the rush of water was steadily slowed as the engagement wore on.
A salvo fired from the
Silada struck true in almost the same moment. Knowing the fragility of the
Ho'oulas the captain of the
Silada had been using HE rounds, and the effect was devastating as the ship was penetrated near the bow. The shell detonated a moment later, tearing a massive hole in the side of the ship. It rapidly listed and capsized. The second ship disengaged and hurriedly broke contact. A bright flash in the distance was accompanied by a delayed low boom as a
Hetham's torpedo met it's mark.
Engagements at sea this season were dramatically different from the past couple years. With a sizeable, well-rounded fleet finally available, we were able to draw manpower from Initharian sub hunting operations, dramatically increasing the effectiveness of our submersible fleet. The presence of the enemy
Kona gave the Initharians a more coordinated defense, but they soon realized their destroyers were outclassed by our own in an all-out brawl, and their
Kaipo'u-Class Battleships were dramatically outnumbered by our
Mukebazas (although plunging fire through the deck was the only reliable means of damaging one with the
Mukebaza's guns, and made a very juicy target for our
Hethams on the occasion that an opening was granted during a surface battle. Not to mention the capability of our
Siladas to utilize torpedoes against the increasingly harassed battleships.
As the season pressed on, our fleet noted the absence of the
Kona. With immense pressure from our fleet, and having a history of taking damage from our ships without much in the way of retaliation, the ship had pulled back to prevent being sent to the seabed. With a well-rounded, everpresent fleet of various warships and submarines, combined with Inithar's lack of significant pressure in the sector, we reduced their fleet to relying on raiding tactics and were thusly able to press our own advantages. As a result we were able to completely reverse the situation at sea, wrenching control from the Initharian's in a massive upset.
Embral attains Light Control of the West Maelstrom.----------------
Later in the season, once our fleet had diminished enemy numbers and properly identified a number of minefields (before obliterating their control towers), they were joined by a mass of
Mamkirali landing craft. We'd observed the enemy massing on their shores, likely preparing for an invasion of their own, but we'd gotten prepared and shoved off before they could, and so their force was resigned to trying to hold their mountains yet again.
Enemy ships moved to intercept our landing fleet, but were turned back a number of times by our effective screen of durable destroyers and stealthy submarines. While a few transport groups were hit by distant enemy ships in the hit-and-run attacks that the cowards had adopted, we were able to get more troops safely across the strait than any past attempt.
The night before, however, was when our naval supremacy, however slight it may have been, proved itself.
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Three out of the four SEAL DPR/Vs assigned to the sector "Gujarat Beach" made it ashore in relatively close proximity. Xilmal Jagpal was the unlucky fourth.
Her SEAL's controls had stuck, sending her off-course and three landing areas down to "Talwar Beach". She'd managed to get lucky enough to hit a long-forgotten sheep trail tucked out of sight of the Initharians when the most likely option was being dashed against rocks or a cliff. It was some well deserved luck after being "volunteered" to infiltrate Initharian lines with nothing but a knife, then getting stuck with a SEAL with a fault that had been
mostly eliminated. Xilmal dismounted her torpedo as it crossed parallel to the small rocky beach and kicked it out towards the ocean.
Well, that's it, she thought to herself. Not only was the SEAL a one-way trip, but she was now stuck behind enemy lines for hours before the invasion began, and even then her survival relied on the success of the landing. She wasn't confident.
Xilmal made her way up the steep winding sheep trail which took her further and further from the beach proper and eventually deposited her at the top of a sheer cliff overlooking the West Maelstrom. An Initharian soldier was there, pissing off the edge of the world. He was alone but armed, an
M1 'Nima' resting on the ground behind him. The rain striking the ground covered the sound of Xilmal's approach, and she managed to get her hands on the rifle as the Initharian tucked himself in his pants and turned around. Xilmal fired the rifle - it was an odd feeling, there was almost no recoil. The 8mm round caught the Initharian in the head and he began to fall backward and over the cliff. Xilmal shot forward and grabbed his collar, pulling him back onto the cliff and dropping him to the ground unceremoniously. She took a few extra magazines from the corpse as well as his boots,
M1 'Hau Kai' gas mask, and coat before finally kicking him off the cliff.
A well-worn path led down the cliff towards a set of dimly lit steps and a steel door leading, presumably, into a bunker or tunnel through the mountain. Xilmal cautiously began to descend when the door opened up and an Initharian soldier stepped out. She had no cover.
"Haku?" he called out, babbling in his alien language as he held a hand over his eyes to block the light of the bulb above him, "Haku?"
Xilmal was far enough away that the soldier only noticed a rifle was aimed at him once it was too late. She put two bullets in his chest practically in the same hole, gaining a different level of appreciation for the nearly recoilless rifles than most of her brethren would have. The Initharian slumped and Xilmal dashed to the open door. Nobody else came through. Xilmal pulled the corpse inside and closed the door behind her then bolting it shut. The corridor went ahead a couple meters before splitting to the left and right. Old rusted metal plates bolted to the walls labeled the paths using an image of stairs and the profile of a bunker with arrows pointing to the left and right. The poorly lit hall was empty. Xilmal could see her breath in the air as she slowly made her way right to the bunker. The door was slightly ajar and some voices carried through the crack towards Xilmal. She pressed herself against the wall on the side of the door's hinges and crept forward. She could see someone's back in the opening of the door. Something was said, and there was a laugh before the back turned around and the door began to open inward. Xilmal was close enough to dash forward and ram the heavy steel door with her shoulder. Something popped, but the door flung open and the Initharian pulling on it was sent onto his ass. Two more Initharians were in the bunker. One was seated at a table covered in documents and the other was looking out of the bunker. The seated one stood up fast enough to rocket the chair backward and the one standing already went for her rifle, but Xilmal put a round into the wall centimeters from her hand and stopped the Initharian in her tracks.
Xilmal, with her left arm hanging from the socket, thrust the rifle held loosely in her right hand at all three Initharians and gestured to the corner furthest from their guns and away from the firing slit. After a brief moment of thought, Xilmal made the difficult decision to simply gun all three down.
Clackclackclackclackclackclackclack tinktinktinkThey were unarmed, sure, but they were a threat if left alive regardless of whether she hunkered down here or left to go elsewhere. And with the sky beginning to lighten, Xilmal was going to be holing up where she was. Her shoulder felt like it was being jabbed with an icy needle, and pain shot down to her fingertips when she tried to move it. She struggled but was eventually successful in closing and bolting the bunker door with her good arm before peeking outside.
Laid out before her, far ahead and below, was a network of trenches and bunkers, and beyond that, Talwar Beach. Xilmal had managed to stumble across an observation post, and when she understood this she immediately turned to the table the one Initharian was sat at and rifled through the papers. They looked to be maps of the defenses in the area of the beach. Xilmal noted, however, that they were written on in one of those Initharian color languages. It didn't matter much, as she had no way to relay this information while it would be useful.
Which would be soon, as the first shells from the naval bombardment began to strike Initharian defenses. Xilmal could see Initharians moving along the defenses laid out ahead of her bunker. She looked back at the bodies in the corner - they'd left her plenty of ammo. It was really just a matter of how much damage she could cause with one good arm before the Initharians got through the door behind her. Or friendly fire took out her bunker...
----------------
The introduction of their
M1 'Hau Kai' gas masks proved fairly effective, when present, in minimizing the toxic side effects of
LIE weapons, and the coverings placed over the ears blocked out a significant amount of wellwhistle noise from our
Sikari Masks. The Initharian's long-standing use of nonverbal communications allowed the Initharian's to effectively communicate while masks were on so long as there was visual contact. While both methods of dislodging defenders had suffered a hit to effectiveness, we were able to get more men off the landing zones and into hard cover. Previous attempts at penetrating the mountainous defenses left us with some amount of knowledge of the terrain, and we were able to outmaneuver and encircle a number of Initharian-occupied underground complexes. Our explosives aided breaching efforts, and with our bolstered numbers we were able to more thoroughly secure our gains. Initharians launched countless ambushes as they fell back, but they did indeed fall back to a second large-scale mountain complex. Scouts also report a
Pact stronghold in a mine complex within the mountains here. Fighting in this area may see us...acquire information on Pact equipment.
Thanks to continued efforts,
Embral successfully attacked the North Peaks, gaining control of an empty
Resource Node in the process.
----------------
The Eastern Front
The Initharians used their foothold in The Mudflats to set up a front within the vast network of trenches that crossed the entirety of the sector. The mud this season was already a well-known issue among our forces, but the Initharians were experiencing it for the first time. Their
Wikiwiki and
Alanui, for all their speed, had to be careful lest they drive over a patch of mud that looks just like the rest but would swallow anything heavier than a rat. The task of funneling enemy vehicles was simple enough, and their attempts at assaulting our line to force a breakthrough met with focused fire and resulted in disaster.
Initharian forces landed on the shores to the east and threatened the flank, but once they were out of range for support from their naval guns, their push lost momentum. One final massive assault was prefaced by days of bombardment from our end, without so much as a grenade thrown by the Initharians. Our mortars and artillery weakened the enemy and they proved quite easy to break after they finally launched their attack. The enemy
Alanui, for as devastating as it's refocyte shells could be, was the only form of fire support they had to strike hardened positions. This made it remarkably easy to turn them away from the positions we occupied that the Salviosi had built decades ago. A couple breakthroughs did occur, but there was absolutely no way for them to sustain their assault when we had troops in reserve absolutely unthreatened by indirect fire and ready to move forward. Counter-attacks occurred as soon as a position was overrun, with fresh troops swooping in on exhausted Initharians. The slaughter lasted for ninety minutes before Inithar pulled back, giving up their coastal gains and returning to their line to the north. Inithar was going to be hard-pressed to take any more land here without
some sort of support.
Embral successfully defended The Mudflats.-----------------
While the war certainly took a turn for the best this season, it was by no means guaranteed, and the enemy is bound to test themselves against us again soon. We can try to cement ourselves on top
even further by earning a
Research Credit! You're tasked with creating something to represent Xilmal during or after the invasion. This could be anything from a first person narrative, a story from a passer-by's point of view, a drawing, a song, or maybe even you could commission one of them dumbass Initharian squiggle arts. You'll vote for one to make official and I'll be posting the victor in the core thread. On top of the
Research Credit just for voting for a lore proposal, the team who's final submission is deemed "better", whatever that ends up meaning, will get an
Espionage Credit[/i].
AND HEY BECAUSE ITS A TREND THAT I THINK I LIKE YOU NOW HAVE MORE FUNDING FROM LIKE HOME OR WHATEVER AND GET TWO DESIGNS A TURN.
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, Wellmaterial, Pact Caelium (3/3 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, INITHAR (0/3 Nodes)
North Peaks: INITHAR, INITHAR, Empty (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 Embralish Control, Pact Fortress In Strait
Ore: 5
Oil: 3
Wood: 2
Wellmaterial: 3
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. (CHEAP)
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)
Wellshrubbery Concealment Kit: A kit containing seeds and a noisemaker for growing wellshrubbery. Needs loud noise and water to grow, but lasts only a couple hours even in best case scenarios. Doesn't root, and refuses to do more than die in dry environments.
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. (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. (CHEAP)
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. (CHEAP)
Silada-Class Destroyer: A 115m long ship with 120mm belt armor and 100mm elsewhere. Travels at 38 knots. Armed with a quintuple torpedo mount and 3x2 120mm rapid firing dual purpose guns capable of firing AP, APHE, and Flak shells. Utilizes WellSonar and has basic communications equipment. Space between armor and hull is filled with WellMoss to provide some quick patching over wounds in combat. Costs 5 Ore, 3 Oil, and 4 WellMaterials. (CHEAP)
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. (CHEAP)
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.
-WellMoss: A dense moss that grows relatively quickly when exposed to water and sound, sustains poorly when not submerged. Can be destroyed through consistent direct application of fire.
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. (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)
Makuahine CLC: 50m long landing craft with 200 ton capacity, 20mm armor, a 90mm armored ramp, two 50mm guns, two Kakalas, top speed of 15 knots. Also has an array of smoke launchers out to 200 meters. (CHEAP)
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)