Strategy Phase, Hot Season 1940 AC
This season saw our industrial efforts focus on securing and extracting
Wellmaterials in the Desert, bringing our total access to the material to four(4). This affects our armory in the following manner:
Autoresonant Siege Horn becomes
(CHEAP).
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Combat Phase, Hot Season 1940 AC
Why We Fight
The Harren Expedition had a singular purpose: taking it's resources and sending them back home. Encountering Inithar had drawn the Expedition's attention, but finally the Embralish had their first taste of accomplishment. A massive collection of men and materials the likes of which hasn't been seen in a single area since Landing Day made it's way to the Badlands with the goal of securing both the old Harren facilities in the region. The massive force was unmet by Pact forces as expected and went about securing the facilities. Routes were secured to ensure safe transport of goods from the dried, cracked Badlands to the sweltering settlement in The Rupture.
Both facilities held a massive store of their respective resources, and workers were quick to begin packing and shipping the Caelium and Gavrillium.
Will you be shipping either of these resources back home, or will they be used for the war effort here? If you ship any home, which of your natural resources do you want in return?As with the facility in the Mesas, both Badlands facilities held subterranean chambers housing complex machines and the same sort of device with the reflective, mirror-like "portal". They, too, had strange radios emitting odd signals, and the devices seemed to be deactivated much like the one in the Mesas. With plenty of helping hands and minds available, research of the devices was set to immediately. With two facilities under our control, we were able to compare their passively transmitted signals and noted that they were at distinctly different frequencies. The tuning devices were quite difficult to figure out initially, being a technology evolved completely independently from what the Empire had experience with in the Homeland, but eventually one of our engineers managed to tune the Gavrillium Facility device to the Caelium Facility portal, which activated a link between the two. Having a single point tuned in to another allowed the tuned portal to observe the other side, while the other portal remained seemingly inactive. Tests were performed with the passage of objects through these strange devices, and objects would appear on the receiving end with no apparent damage or changes.
Further investigation eventually led to the first human to pass through the portal. The volunteer also seemed to pass through without issue. With both portals keyed in to one another, free passage either way was possible, and sound was able to carry through the linked portals to facilitate communications.
The biggest obstacle to research of this device, known as the
Glas Bolg Transporter thanks to the apparent branding on the transmitter device, is that it has so many dials, switches, ports, and levers that there are a possible 6.022x10
23 frequencies to key into. Unfortunately, it seems most of these frequencies are disconnected, with the portal remaining reflective and objects passing straight through to the other side of the device without being transported elsewhere. By utilizing and reactivating these portals it seems that they connect to a network of devices independent of whatever the Pact may be utilizing.
In short, we can only transport objects and people through the portals if they are activated. We cannot get into any Pact-held locations, but it appears to be that any device activated after being disconnected by the Pact will connect to the same backup network. The portals are large enough to transport humans and human-sized objects through, so there is a chance that, should Inithar also connect to our network, we could launch attacks to directly take their Harren resources. It is unlikely we'd be able to control anything past the facility (unless the front line had pushed to that area, which is a different strategic scenario entirely), but we
could reduce our enemy's access to the native resources. This works both ways, however.
So now we have a decision to make: Do we
destroy the Glas Bolg Transporters and ensure our safety or do we
maintain the Glas Bolg Transporters and provide strategic opportunity further down the line? You can choose to maintain or destroy transporters individually, and may choose to destroy a Transporter at a later date. They cannot be rebuilt however, so the decision to destroy a Transporter should be carefully thought over. For some reason you also believe that going all-in on either maintenance or destruction will affect the narrative of the world at large, and perhaps even beyond?
When utilizing the new resources afforded to us, we should remember that
Caelium's Sphere is Gravity and
Gavrillium's Sphere is Power, in whatever form it can be utilized as a source of power.
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Combat Phase, Hot Season 1940 AC
War in the Western Waters
The Leviathan had made a name for itself as the
Kona-killer, even if it hadn't actually managed to sink the thing yet. That was going to change. The
Kona had led the Initharian fleet through the
Western Maelstrom, and the number of
Kaipo'u Battleships it led was a brutal force on it's own, but their
Ho'oula Destroyers got a nasty upgrade of their own as well.
The
NM2 "Lehe" Torpedo can be separated into several parts; from the front, warhead, front float, engine compartment, rear float, tail rudders, and screw propellers. The engine is a Supercharged Coilengine as one should expect from Inithar by this point, propelling the torpedo at fairly absurd speeds of up to 60 knots. But that is not where the most extreme absurdity of the NM2 really lies.
The warhead, which takes up a large portion of the forward end of the torpedo, is made up of a two-stage refocyte mechanism with one high-purity precharged core and a thin casing of low-purity refocyte (all within the steel head of the torpedo). The low-purity casing has a series of nickel studs facing inward but not in contact with the high-purity core. The core is instead held in place by a rubber-coated steel nub. The steel nub contains a small charge that separates itself and the core from the body of the torpedo, set off either impact or a magnetic fuse, which causes the core to contact any number of the nickel studs and rapidly dump it's stored energy into the low-purity casing. The casing then tends to detonate to frightening effect. The blast, equivalent to 500 kilograms of high explosives, proved to be quite devastating when the
Ho'oulas survived long enough to launch them.
The Leviathan had organized the defense against the Initharian fleet, and while
Hethams did sink a number of ships without repercussion thanks to the range afforded to them by the
Sharak torpedo, it wasn't reliable enough to devastate the fleet, and without our own dedicated efforts in the sector it wasn't enough to reduce their numbers past ours, either. Still, the fight was bloody and brutal for both sides. At one point
The Leviathan struck a
Kaipo'u with a torpedo, destroying the engine room and triggering the refocyte coil in the engine. This sent the massive rod skyward as it burst out of it's housing and straightened out. The rod caused massive damage both exiting the ship and going back through when it fell from the air.
But for all the glorious kills, the enemy just had too many guns, and too many of those refocyte munitions, for the defending forces to hold back the tide. The rest of the season consisted of highly organized ambushes meant to slow the Initharian fleet as it tried to push further into Embral-controlled territory. These operations proved quite successful, and slowed the Initharians down immensely.
The Leviathan had spent the season waiting for the perfect moment to strike the
Kona, and she finally had the target in her sights. A rare moment of very light rains and fairly calm seas had occurred just as the
Kona showed up on the horizon.
The Leviathan had been listening to her and the accompanying fleet for a while now, but the admiral refused to take a shot blind, even if that risked getting within range of their
Refocyte Active Sonar. Luck seemed to be with the submersible flagship, as none of the ships coming into view went to investigate the lack of a return signal caused by the
Wellsap coating.
Patience and restraint were practiced in full as the admiral waited for just the right moment to loose torpedoes. The moment indeed came, and four
Sharak torpedoes launched from the bow in sequence. The seconds stretched out, each tick of the admiral's stopwatch seeming to come ever slower. Then, as the estimated time to impact passed...silence. More silence. Then the report from the sonarman.
"Contact, no detonation, times two."
Unfortunately once more, the
Kona would have to wait a few
Ho'oulas broke off from the main force and were rapidly moving towards
The Leviathan. She'd make her escape with no issue, but once more that infernal superbattleship escaped meeting it's fate.
As a result of the increased number of Initharian battleships and the introduction of torpedoes they frankly have no right producing, and without more support in the area, our fleet had to resort to defending more along our side of the strait. Inithar was able to contest our waters slightly, but coordination of defensive actions heavily reduced the impact of their ship-killer
Lehes and increased number of refocyte-armed battleships.
Inithar gains Light Control of W. Maelstrom by the skin of their teeth.
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Mudflats Marathon
The Mudflats proved to be the target of Initharian military action once more. Marines attempted to land from the east while the Army pushed from the north. Initharian offensives tended to open up with a depressing and embarrassing artillery "barrage" fired from their new
M2 "Laweano" 120mm, a semiunreliable 120mm artillery piece capable of firing smoke, Refocyte, HE, and AP shells. Requires significant maintenance for the uncommon-but-not-uncommon-enough event of a jam thanks in large part to their desire to focus on developing a thousand different types of firing mechanisms, according to insider sources, but otherwise works well enough for them, and has a range of up to 18 kilometers with a potential fire rate of 12 RPM. The guns were too uncommon to lay down devastation in large enough amounts to heavily impact their offensives, though it was quite an unpleasant feeling to be crushed by a bunker struck with a 120mm refocyte round.
Enemy infantry also all came with a pair of, well, "hand torpedoes". Based on the mechanisms in the
Lehe, the
M1 'Pohū Ringa' Dual Purpose Grenade was great at clearing bunkers. These rubber-skinned hand torpedoes utilized a pin and safety lever to prevent accidental discharge. When the pin was removed and lever released, a five second mechanical timer triggered. At the end of those five seconds a pin holding the charged refocyte in place released, causing the core to contact a nickel lead and rapidly dump it's stored energy into a low-purity shell. The shell detonated with a significant amount of sheer force, with the concussive blast guaranteed fatalities within five meters and injuries within fifteen. When used in an enclosed space the results were terrifying. The enemy also had access to frag caps that could be slid over the
Pohū Ringa. One particular Initharian Marine proved quite adept at tossing the things like a Samnium football, perfect spiral and all, until she got caught in the blast radius of an
ASH and one of her subordinates popped like a meat balloon.
Still that wouldn't prove enough to tilt the battlefield in their favor. The use of
Wellshrubbery greatly hampered enemy efforts to advance, as terrain could change day-by-day, making the enemy's knowledge of the territory through past offensives less helpful. They were also great for blocking off sections of trench or creating dead ends. Our preplanning and efforts in seeding wound up loosely guiding the Initharians into tighter concentrations than otherwise expected on a battlefield, and our
LIE Shells and explosives were devastating to anyone not equipped with a mask.
Once the Initharian Marines and Army linked up, a pair of counterattacks spearheaded by
Kataranis and
Rogis with a sufficient amount of artillery support managed to break through the struggling Initharian lines. Their vehicles stood little chance, as the
Katarani was seemingly designed to combat the
Alanui, and infantry armed with the
Autoresonant Siege Horn proved more than capable of crippling enemy armor as well as battering hardened positions. Our forces cut through the fatigued and battered Initharians and managed to encircle a large number of Initharian Marines. They attempted to break out, but didn't have the firepower or willpower after being absolutely battered for an entire year, and the bubble soon collapsed.
While the fighting wasn't too difficult, it was still hell for everyone. Fighting Inithar was
never a pleasant experience, and if they get actually good artillery then we might be in trouble. As it stands, they haven't succeeded there yet, but once they gain the ability to rain more refocyte on our heads we're going to need something else for leverage on the battlefield.
Embral successfully defends The Mudflats.
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The lack of significant Embralish offensive anywhere might not go unnoticed by the Initharians. What could they interpret it as? Perhaps we shouldn't dwell on them too much, and instead focus on our own efforts. As always, and it has never been different, you have two designs to work with.
HOWEVERWe have been in touch with Embral itself thanks to the cables laid by the Sau Cihare. Apparently they've been working on new advancements of their own, and some Military Engineers have shared quite an interesting concept with us.
For this turn only, any work on dedicated National Effort Designs will be treated as though they have Research Credits applied. This counts for both Designs and Revisions. Upgrades to other designs that would improve existing National Efforts are
not eligible for the bonus.
IT IS NOW THE DESIGN PHASEThe Rupture: 3 Ore, 2 Oil, 2 Wood, 2 Wellmaterials
The Mesas: Ore, Pact Caelium, Empty (2/3 Nodes)
Badlands: Gavrillium, Wellmaterial, Caelium (3/3 Nodes) [Glas Bolg Transporter x2]
Desert: Oil, Wellmaterial, Pact Gavrillium (3/3 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 Initharian Control, Pact Fortress In Strait
Ore: 5
Oil: 3
Wood: 2
Wellmaterial: 4
Gavrillium: 1
Caelium: 1
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)
SMG-32a: A Pact weapon firing 12.5mm FMJ/GE rounds. Recoilless and relatively light thanks to the use of Caelium throughout the design. Fires 1200RPM and uses a 30-round box magazine fed to the bottom of the weapon. Light, but not as light as we imagine a standard SMG would be. Costs 4 Ore, 3 Caelium, 3 Gavrillium. (VERY EXPENSIVE)
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)
Autoresonant Siege Horn: A tube capable of "firing" sound at an object after detecting it's resonance frequency (or after it's manually dialed in). Nearly 1.5m long and lightweight. Air canisters are screwed into the back to provide air for "ammunition" to "play" the weapon. Extremely effective against a wide range of targets, but limited to use within 100m. Cost 4 Ore, 5 Wellmaterials. (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])
Katarani Medium Tank Mk. I: A lightly armed medium tank with a 70mm gun with relatively low ammo stores and a Musakila on the turret. Protected by 80mm frontal and turret armor, 50mm elsewhere. Thin spaced armor provides questionable protection against standard munitions but serves it's purpose in triggering refocyte munitions. Wellbronze agitators in the engine and fuel tanks allow diesel fuel use in devastating cold, but can break off and damage the engine. Wellsap lines the interior of the tank and the engine compartment. Costs 7 Ore, 4 Oil, 5 Wellmaterials. (VERY EXPENSIVE)
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 Mk.II Concealment Kit: A kit containing seeds and a noisemaker for growing wellshrubbery. Needs a lot of loud noise and a bit of water to grow. Plants are hardy, durable, and dense. It roots firmly to most surfaces and can last for a few days before withering away. Costs 6 Wellmaterials. (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. (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)
'Sharak' Oxygen-Enriched Submarine Torpedo: A poorly constructed and poorly tested torpedo with great range and piss poor reliability. Has a couple different fuses, but those hardly ever work anyways. Still, when it works, it works. Costs 4 Ore and 3 Oil. (CHEAP)
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)
M1 'Pohū Ringa' Dual Purpose Grenade: A torpedo-influenced hand grenade using refocyte as it's trigger and payload. Causes a lethal concussive blast within 5m, and injures those within 15m. A frag case can be slid over the grenade to add a little extra shrapnel. (CHEAP)
M1 'Hau Kai': A facemask and earmuffs meant to protect from Embralish chemical and psychological weaponry. Has a single large eyepiece, filter ports on the left and right, and mimially interferes with wearing a helmet. Earmuffs block out most sound, making verbal communication practically impossible, though the earmuffs can be slid off the ears. (EXPENSIVE)
M2 'Laweano' 120mm: A semiunreliable 120mm artillery piece capable of firing smoke, Refocyte, HE, and AP shells. Requires significant maintenance for the uncommon-but-not-uncommon-enough event of a jam, but otherwise works well enough. Can fire shells out to 18km at 12 RPM. (VERY EXPENSIVE)
Wikiwiki Armored Carrier: A lightly armored, very fast, very durable civilian truck turned military transport. Can reach 130km/h in perfect conditions thanks to it's Supercharged Coilengine which has coil uptime dramatically improved with the use of the suspension to charge auxiliary batteries for it. Cab houses a driver and gunner for the pintle-mounted Kakala on the roof, while the bed has seating for eight. The bed can be covered by a cloth or hard cover. Capable of towing equipment if necessary. (CHEAP)
G2 Alanui: Uses AP and Refocyte rounds, though AP suffers from a lack of muzzle velocity from the refocyte firing mechanism. 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)
NM2 'Lehe' Torpedo: A refocyte-warhead torpedo of excellent make capable of traveling at an unparalleled 60 knots. The warhead detonates with an equivalent force of 500kg of HE with extremely reliable impact and magnetic triggers. (CHEAP)
"Armored" Civilian Craft: Seafaring craft barely better than what we can scrounge up, consist of what we can scrounge up with a few metal plates bolted on. (CHEAP)
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. (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)