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Author Topic: Mechanized Warfare: Embral Thread / Final Phase, 1941 Cold Season  (Read 24887 times)

Madman198237

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Re: Mechanized Warfare: Embral Thread / Revision Phase, 1941 Hot Season
« Reply #255 on: September 04, 2020, 02:43:39 pm »

Quote
Gupata-Class GR-Submarine Internals
So we managed to build the hull of a Gupata. This is excellent. We will now fill everything that was supposed to be inside the hull.

The Gupata is a 99 meter long submarine, approximately 25% longer than the Hetham. The outer hull has a noticeably different shape; not intended to cruise on the surface, it is streamlined for underwater travel, with a more rounded profile and very little deck space. It has 10 torpedo tubes (8 bow, 2 stern), and carries 36 torpedoes. There are no armaments on 'deck'.
The heart of the Gupata is a Mk.II GavReactor. Based on the one used in the Behemoth, it uses a simpler, easier-to-produce design, with a correspondingly lower efficiency (while still being more powerful than an equivalently sized diesel engine, and obviously consuming less fuel and producing less waste). The reactor powers electrical motors that are intended to propel the Gupata at a speed of ~16kn (submerged). A small backup diesel generator is included, to allow the Gupata to limp into port if the GavReactor fails.
A standard suite of Wellsonar, WellSap-damping in the engine room, and radio equipment is included. A reasonable level of comfort is provided- with such luxuries as air conditioning, refrigerators, and individual bunk space- to ensure the crew is capable of performing well even after weeks at sea. The sizeable storage space on board also contributes to this, as the Gupata can carry enough supplies to last the crew for months.

The intended role of the Gupata is to strike fear in the hearts of Embral's enemies, by being everywhere and nowhere at once. The ability to travel submerged and engage in prolonged deployments means that the Gupata can cause trouble almost anywhere. Merchant shipping, unwary convoys, wary convoys- it matters not, all are vulnerable to a volley of torpedoes from the deep. The Gupata can obviously also serve in a more direct combat role, if needed, where the superior firepower and lower risk of getting caught will make it a more formidable adversary than the Hetham.
Additionally, the Gupata serves as a testbed for submarine reactors- if successful, larger examples could be installed in the Leviathan, giving it a similar level of endurance.

Quote from: Votebox
FMJ/GE Distribution: (1) Madman
Gupata-class Submarine Internals: (1) Madman
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NUKE9.13

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Re: Mechanized Warfare: Embral Thread / Revision Phase, 1941 Hot Season
« Reply #256 on: September 04, 2020, 02:46:21 pm »

To be clear, MoP directly stated that we could redo the Gupata as a revision. That being the case, we have two really obvious revisions, in my mind.

Quote from: Votebox
FMJ/GE Distribution: (2) Madman, NUKE9.13
Gupata-class Submarine Internals: (2) Madman, NUKE9.13
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Strider03

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Re: Mechanized Warfare: Embral Thread / Revision Phase, 1941 Hot Season
« Reply #257 on: September 08, 2020, 07:23:20 am »

Honestly normally wouldn't vote for the FMJ/GE but there's nothing else and I'm not feeling that inspiring spark right now so it's fine.
Quote from: Votebox
FMJ/GE Distribution: (3) Madman, NUKE9.13, Strider03
Gupata-class Submarine Internals: (3) Madman, NUKE9.13, Strider03
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Within that world, she was God. But here, outside of it, her name was Yoake o-Shiri. That was unimportant. She was a Godslayer. That too was unimportant. But what was important, was that she had a motherfucking boat.
And by God, was she going to use it.

"But deceleration is for pansies. We're headed for the stars. Bye, Burnsie. Bye, Mission Control. Bye, Sol. See you at heat death" -Blindsight

Man of Paper

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Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
« Reply #258 on: September 18, 2020, 01:32:52 am »

Revision Phase, Cold Season 1940 AC

Proposal: FMJ/GE Distribution
Quote
Let's make one thing clear: we were not jealous of Inithar's Refocyte Bullets. That's not the main reason we looked into replicating the SMG-32a's FMJ/GE rounds for other weapons. We clear? Good.
The main engineering challenge here is turning the propellantless rounds used in the SMG-32a into, uh, propellantfull rounds usable in other guns. Once we get that down, the rest is just a question of resizing/reshaping the rounds to fit whatever we decide to cram them into.
FMJ/GE rounds should be available for all small arms, current and future. At present this includes the Samarata 1902, the Mk.III Musakila Machine Gun, and the Jarha Caelium-Stabilised Shotgun (and technically the Mk.II Baza Fighter's integrated machine guns, if they aren't just Musakilas).

Difficulty: Very Hard
Result: (1+1)-2=0, Utter Failure

It wasn't too ambitious for us to try to create a wide variety of the Pact FMJ/GE munitions for our weapons, and only mildly ambitious to set up the infrastructure to ensure we could produce a wider variety of munitions without straining resources going to what we were planning on already producing. Still, most of us had planned on progress in some way, shape, or form. Instead, a number of engineers interested in the origins of FMJ/GE rounds took a deep dive down a rabbit hole none of us expected.

There is absolutely no evidence of FMJ/GE rounds being produced locally. Sure, the ingredients are all there, but nowhere on the half of Harren we can access has any production facility for these rounds. We've been collecting crates of the rounds from the Pact positions we occupied, and expected there to be something somewhere that could help guide us in the right direction to safely and accurately manufacture these potent munitions.

This has led to a rise in strange rumors, each less likely than the last. One of the most popular for those with the clearance to know what's going on is that all Pact production is centered on the Fortress-City of Harren, with easy distribution across the island through their transporters. One of the more popular rumors for those without high security clearance is that FMJ/GE munitions are the product of alien lifeforms. Of course, no evidence of such beings exists, and the powers that be have begun seeding the "fact" that every production site was thoroughly razed to prevent exactly what we're trying to do.

----------------

Proposal: Gupata-class Submarine Internals
Quote
So we managed to build the hull of a Gupata. This is excellent. We will now fill everything that was supposed to be inside the hull.

The Gupata is a 99 meter long submarine, approximately 25% longer than the Hetham. The outer hull has a noticeably different shape; not intended to cruise on the surface, it is streamlined for underwater travel, with a more rounded profile and very little deck space. It has 10 torpedo tubes (8 bow, 2 stern), and carries 36 torpedoes. There are no armaments on 'deck'.
The heart of the Gupata is a Mk.II GavReactor. Based on the one used in the Behemoth, it uses a simpler, easier-to-produce design, with a correspondingly lower efficiency (while still being more powerful than an equivalently sized diesel engine, and obviously consuming less fuel and producing less waste). The reactor powers electrical motors that are intended to propel the Gupata at a speed of ~16kn (submerged). A small backup diesel generator is included, to allow the Gupata to limp into port if the GavReactor fails.
A standard suite of Wellsonar, WellSap-damping in the engine room, and radio equipment is included. A reasonable level of comfort is provided- with such luxuries as air conditioning, refrigerators, and individual bunk space- to ensure the crew is capable of performing well even after weeks at sea. The sizeable storage space on board also contributes to this, as the Gupata can carry enough supplies to last the crew for months.

The intended role of the Gupata is to strike fear in the hearts of Embral's enemies, by being everywhere and nowhere at once. The ability to travel submerged and engage in prolonged deployments means that the Gupata can cause trouble almost anywhere. Merchant shipping, unwary convoys, wary convoys- it matters not, all are vulnerable to a volley of torpedoes from the deep. The Gupata can obviously also serve in a more direct combat role, if needed, where the superior firepower and lower risk of getting caught will make it a more formidable adversary than the Hetham.
Additionally, the Gupata serves as a testbed for submarine reactors- if successful, larger examples could be installed in the Leviathan, giving it a similar level of endurance.

Difficulty: Very Hard Hard
Result: (6+5)-1=10, Superior

With a hull already designed, work began in earnest to actually fill the thing with working components. The 100m long submarine is shaped more like a cigar than other modern submarines, with almost no deck space to interrupt the sleek shape of the Gupata.

The Gupata was an empty husk when we began our (re)work, and we've transformed it into a fearsome beast of the deep. With 8 bow torpedo tubes it is capable of launching a devastating alpha strike, while another two aft tubes allow the Gupata to engage even when withdrawing. And withdrawing was commonplace, as the submarine could hit speeds of 28 knots while submerged (which also means it keeps pace with the Inithari Kaipo'u-class Battleships). This speed increase of over twice what we achieved with the Hetham is wholly thanks to the development of the Mk.II GavReactor, with diesel generator backup. While not as strong as the GavReactor at the heart of the Behemoth, the Mk.II GavReactor showed much greater power and efficiency at this smaller scale than we expected. This works out well, as the reliable reactor provides plenty of power to the many subsystems that make life aboard a submarine for extended deployments bearable. Air conditioning and recycling, food refrigeration, and lighting that isn't ridiculously dim all feed off of the reactor with minimal impact. As with the first model, the Mk.II GavReactor can continue working for extreme lengths of time, meaning the Gupata's deployment time on paper is limited only through running low on munitions or food, both of which were in enough supply that the real limitations on deployment were the mental health of the sailors. Various neuroses and maladjustment could crop up during lengthy periods of being protected from certain death by a shell of metal, and could impact the quality of life for the crew as a whole, so no expense was spared in providing them with as many amenities as possible. The Submarine Warfare Insignia pinned to sailor's uniforms also held a small amount of wellquartz for them to scratch to ease their tensions, but the ice cream and steak on-hand also helped a lot.

The Mk.II Gavreactor also sees installation on The Leviathan, making it essentially a permanently submersible flagship and increasing it's speed

The Gupta-Class GR-Submarine costs 6 Ore, 2 Oil, 5 Wellmaterials, and 4 Gavrillium, making it (VERY EXPENSIVE).


----------------


Well, this season has certainly been somewhat interesting. We shouldn't dwell on our shortcomings though, as it is now time to decide what resource node we fill, which two locations we will attack, and vote on what we will be doing with our newly-acquired Harren-based resources. Remember, if you decide to export any Harren resources to home, you need to choose which Embral-native resource you get in return. You also need to deploy your National Efforts! Remember - mountains are infantry-only outside of the landings.

IT IS NOW THE STRATEGY PHASE.

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

« Last Edit: September 18, 2020, 01:48:50 am by Man of Paper »
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NUKE9.13

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Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
« Reply #259 on: September 18, 2020, 02:57:24 am »

Quote
Attacks (pick two)
Volcanic Range Pact Caelium Node: (1) NUKE9.13
North Peaks: (1) NUKE9.13

NE Deployments
  Leviathan
  W. Maelstrom: (1) NUKE9.13

  Behemoth
  Mudflats: (1) NUKE9.13

  Xilmal
  North Peaks: (1) NUKE9.13

Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (1) NUKE9.13

Local Resource Development
Oil in the Volcanic Range:
Mutant Rose in the Volcanic Range:

Reasoning:
Attacks:
  -Volcanic Range: Nominally our purpose here is to grab Harresources. We might not manage to actually push the Pact out of the Volcanic Range, but if not we'll get a better idea of what improvements our armoury needs to push them out the next time. I was bigger on this idea before FMJ/GE bombed, but I still thing it's worth a shot.
  -North Peaks: I'd like to push inland to secure our foothold on their side of the straight. As seen when Inithar pushed inland in the Mudflats, naval support is not a factor, so it doesn't matter that we are slightly behind in controlling the Western Maelstrom- though it would matter if they tried to push us out, which is why I want to advance while we can.
  -Other options: I could see pushing at sea now that the Gupata is operational (it will be dropping to Expensive due to resource gains). Inithar revealed on Discord that they have been working on something submersible (as they discovered the growing Wellmoss problem), but that's probably indicative that they rolled poorly, and spent all their time worrying about the natural disaster instead of working on the thing. My least favourite option would be pushing the Mudflats, as we'd be pushing into range of Inithar's navy.

NE Deployment: Pretty much the same as last turn. If we decide to push the Eastern Maelstrom, then obviously we'd want to send the Leviathan there instead.

Harresources: Ore and Wellmaterial will make several things cheaper: Katarani (VE>E), Wellshrubbery and Strings of Motion (E>C), Gupata (VE>E).

Local Resources: Here I can't decide. Oil would make several things cheaper: LIES (E>C), Katarani (E>C), SEAL (E>C). Mutant Rose would only make HAX cheaper (E>C). However, since Inithar is almost certainly going to be occupied with grabbing Harrenodes and I really don't want to push the Mudflats, having the Katarani be cheaper is irrelevant; the SEAL is only really useful during landings. So it comes down to Cheap LIES or Cheap HAX. Both would help in the North Peaks (and regardless of our choice this turn, I'd want to do the other next turn), but I can't decide which would be more helpful.
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frostgiant

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Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
« Reply #260 on: September 18, 2020, 08:04:16 am »

Hmm, I think I am going t go for Cheap LIES, In the interest of Incresing saturation of poison gas and Providing a Cheap base for future variants like the FABRICATIONs. HAX is nice, but I don't feel it needs to be cheap just yet, Maybe once we have another piece of equipment that could benifit from more Rose, but for now i'm eh on it.

Quote from: NUKE9.13
[quote
Attacks (pick two)
Volcanic Range Pact Caelium Node: (2) NUKE9.13, frostgiant
North Peaks: (2) NUKE9.13, frostgiant

NE Deployments
  Leviathan
  W. Maelstrom: (2) NUKE9.13,frostgiant

  Behemoth
  Mudflats: (2) NUKE9.13, frostgiant

  Xilmal
  North Peaks: (2) NUKE9.13, frostgiant

Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (2) NUKE9.13, Frostgiant

Local Resource Development
Oil in the Volcanic Range(1): Frostgiant
Mutant Rose in the Volcanic Range:

Since we have Xilmil, Who would dominate the mountain ranges due to being a human sized murder blender and as such uneffected by the bad terrain, an attack on the North peaks is really good for us. Unless the Inithots also made a NE Human, Any form of NE vehicle or aircraft are going to have trouble in the Peaks, While Xil will be in her best form.



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NUKE9.13

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Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
« Reply #261 on: September 18, 2020, 11:26:54 am »

I was undecided, but I have now opted to go with the Mutant Rose option, for the following reasons:
-It is slightly easier to get our hands on more Oil than more Mutant Rose, since we can trade Gavrilium/Caelium for it.
-It's possible that we design something next turn which would really benefit from us having 3 Mutant Rose (it is much less likely that we would want 5 Oil)(more likely than both options is that we want 4 Oil and 2 Rose next turn, but that can happen whichever we pick first).
Quote
Attacks (pick two)
Volcanic Range Pact Caelium Node: (2) NUKE9.13, frostgiant
North Peaks: (2) NUKE9.13, frostgiant

NE Deployments
  Leviathan
  W. Maelstrom: (2) NUKE9.13,frostgiant

  Behemoth
  Mudflats: (2) NUKE9.13, frostgiant

  Xilmal
  North Peaks: (2) NUKE9.13, frostgiant

Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (2) NUKE9.13, Frostgiant

Local Resource Development
Oil in the Volcanic Range: (1) Frostgiant
Mutant Rose in the Volcanic Range: (1) NUKE9.13
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Madman198237

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Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
« Reply #262 on: September 18, 2020, 11:37:32 am »

Quote
Attacks (pick two)
Volcanic Range Pact Caelium Node: (3) NUKE9.13, Frostgiant, Madman
North Peaks: (3) NUKE9.13, Frostgiant, Madman

NE Deployments
  Leviathan
  W. Maelstrom: (3) NUKE9.13, Frostgiant, Madman

  Behemoth
  Mudflats: (3) NUKE9.13, Frostgiant, Madman

  Xilmal
  North Peaks: (3) NUKE9.13, Frostgiant, Madman

Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (3) NUKE9.13, Frostgiant, Madman

Local Resource Development
Oil in the Volcanic Range: (1) Frostgiant
Mutant Rose in the Volcanic Range: (2) NUKE9.13, Madman
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Strider03

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Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
« Reply #263 on: September 18, 2020, 08:26:08 pm »


Quote
Attacks (pick two)
Volcanic Range Pact Caelium Node: (4) NUKE9.13, Frostgiant, Madman, Strider03
North Peaks: (4) NUKE9.13, Frostgiant, Madman, Strider03

NE Deployments
  Leviathan
  W. Maelstrom: (4) NUKE9.13, Frostgiant, Madman, Strider03

  Behemoth
  Mudflats: (4) NUKE9.13, Frostgiant, Madman, Strider03

  Xilmal
  North Peaks: (4) NUKE9.13, Frostgiant, Madman, Strider03

Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (4) NUKE9.13, Frostgiant, Madman, Strider03

Local Resource Development
Oil in the Volcanic Range: (1) Frostgiant
Mutant Rose in the Volcanic Range: (3) NUKE9.13, Madman, Strider03
Logged
Within that world, she was God. But here, outside of it, her name was Yoake o-Shiri. That was unimportant. She was a Godslayer. That too was unimportant. But what was important, was that she had a motherfucking boat.
And by God, was she going to use it.

"But deceleration is for pansies. We're headed for the stars. Bye, Burnsie. Bye, Mission Control. Bye, Sol. See you at heat death" -Blindsight

TheFantasticMsFox

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Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
« Reply #264 on: September 19, 2020, 12:47:05 pm »


Quote
Attacks (pick two)
Volcanic Range Pact Caelium Node: (5) NUKE9.13, Frostgiant, Madman, Strider03, TFF
North Peaks: (5) NUKE9.13, Frostgiant, Madman, Strider03, TFF

NE Deployments
  Leviathan
  W. Maelstrom: (5) NUKE9.13, Frostgiant, Madman, Strider03, TFF

  Behemoth
  Mudflats: (5) NUKE9.13, Frostgiant, Madman, Strider03, TFF

  Xilmal
  North Peaks: (5) NUKE9.13, Frostgiant, Madman, Strider03, TFF

Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (5) NUKE9.13, Frostgiant, Madman, Strider03, TFF

Local Resource Development
Oil in the Volcanic Range: (2) Frostgiant, TFF
Mutant Rose in the Volcanic Range: (3) NUKE9.13, Madman, Strider03
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KhazintheDark

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Re: Mechanized Warfare: Embral Thread / Strategy Phase, 1941 Hot Season
« Reply #265 on: November 19, 2020, 07:52:03 pm »

Quote
Attacks (pick two)
Volcanic Range Pact Caelium Node: (6) NUKE9.13, Frostgiant, Madman, Strider03, TFF, Khaz
North Peaks: (6) NUKE9.13, Frostgiant, Madman, Strider03, TFF, Khaz

NE Deployments
  Leviathan
  W. Maelstrom: (6) NUKE9.13, Frostgiant, Madman, Strider03, TFF, Khaz

  Behemoth
  Mudflats: (6) NUKE9.13, Frostgiant, Madman, Strider03, TFF, Khaz

  Xilmal
  North Peaks: (6) NUKE9.13, Frostgiant, Madman, Strider03, TFF, Khaz

Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (6) NUKE9.13, Frostgiant, Madman, Strider03, TFF, Khaz

Local Resource Development
Oil in the Volcanic Range: (2) Frostgiant, TFF
Mutant Rose in the Volcanic Range: (4) NUKE9.13, Madman, Strider03, Khaz
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Man of Paper

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Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
« Reply #266 on: July 15, 2021, 07:55:01 pm »

Strategy Report, Hot Season 1941 AC

This season we constructed greenhouse facilities in the Volcanic Range for Mutant Rose development, and traded Gavrillium and Caelium for Ore and Wellmaterial. This has resulted in the following changes to the armory:

Katarani Medium Tank Mk. I becomes (EXPENSIVE)
Wellshrubbery Mk.II Concealment Kit becomes (CHEAP)
Strings of Motion become (CHEAP)
Health Augmenter (eXperimental) becomes (CHEAP)
Gupata-Class Submarine becomes (EXPENSIVE)

----------------

We sent an armed convoy to the Caelium Facility in the Volcanic Range expecting some sort of conflict. Instead, a single representative from The Pact, decked out in their very imposing larger Power Armor suits, made his presence known and requested the chance to speak with Embralish leadership. In perfect Embralish.

The man introduced himself as Lieutenant Valkria, and was very quick to unleash a torrent of information to us. He explained that he was a representative of The Pact, and due to delays in some plans "elsewhere", a timetable had to be pushed forward that necessitated he speak to us as soon as possible. The things he said seemed absolutely insane.

Valkria spoke of alien species, but instead of beings from another planet they were beings from the same planet, just along different timelines, something about a multiverse and dimensions. The Pact was formed when one of these sisterworlds was invaded by another species from another reality and managed to largely repel the assault. Their actions turned their world into a sort of one-way street, cutting off their universe from incoming "travelers" while retaining their ability to send their own elsewhere. The Pact designed equipment to facilitate communication across The Veil and coordinated efforts against these Invaders where they could. Unfortunately, many of these other alternate realities were in some way or another corrupted by the influence of the Invaders before The Pact could prevent it. The Pact began to splinter into different factions as time went on and an endless sea of Abberas and Salvioses fought one another to obliteration and nothing they did could alter their course. Being apparently the first and only Harren peoples on the timeline not to collapse, some members of The Pact began to identify as the Isolationist Faction, people of The Pact who had resigned themselves to the idea that it was The Pact's responsibility to step in after these inevitable collapses, gather the pieces they could, and use them elsewhere to combat active Invasions. Others identified themselves as Interventionist, and saw it as The Pact's duty to step in and, through means political, military, or otherwise, push one side to victory over the other and recruit whatever remained of the victor. Yet a third faction identified themselves as Idealists. Ideally, different realities would find some sort of balance on their own and ultimately prevent the Invaders from conquering one of the sisterworlds, then ally themselves with The Pact without them needing to expend their own limited resources and manpower in a war on infinite fronts.

He explained that The Pact was unified in their cause regardless of their different ideologies, working together as the majority dictated to serve the greater good up until the fleets of Inithar and Embral showed up.

The Old World had been a non-issue in every single other reality The Pact had come across. The New World was often ripe with hints of Invader activity if not outright Invasions, but for some reason The Old World never got dragged in. This reality was the only one to change that, and at first the Isolationists won out, swaying The Pact to promote a free-fire policy on the new arrivals - something that Antero clarified was standard RoE, as a majority of their interactions with post-Harren Collapse realities is nothing but hostile. As time went on, The Pact realized that the Old World parties were more interested in fighting one another than The Pact, which was a welcome change, and allowed The Pact to observe both groups from a distance. Over the course of their observations it became increasingly apparent that an Old World arrival event was not being mirrored in any other reality, and ultimately the more militant members of The Pact were overruled by the rest, and a phased withdrawal was enacted so that Embral and Inithar could work out this unique event naturally.

This would have been impossible to believe, had Valkria not brought stacks of evidence in writing, photographs, and moving pictures that supported every one of his wild claims.

Unfortunately, an agent of the Invaders recently pierced The Veil but was discovered soon afterward. With no way of knowing how many Invaders may have infiltrated already, if this was a fluke, or perhaps a precursor before another Invasion, all efforts are being put toward penetrating The Veil and finally pooling the experience, resources, and manpower they've attained on their homeworld. While this was obviously a major objective before, the infiltrator made it absolutely critical that they find a way back ASAP, and so they've decided to enact their nuclear option and lay all the cards out on the table for everyone.

You are given an ultimatum. You can:

A. Join The Pact - Joining The Pact will provide a bonus to the difficulty of developing equipment utilizing Gavrillium and Caelium in a significant manner, and provide those projects with a reroll of the lowest die, and 1s are always rerolled (note that creating something with them that you then install in new things without revolutionizing the gavrillium or caelium will NOT get you the bonus, you minmaxing turds). All Gavrillium and Caelium nodes in your territories become available but cannot be traded home. All trades with home are cancelled. You may need to deal with internal politics.
B. Let The Pact Be - You will let The Pact utilize the Gavrillium and Caelium they still have access to, and The Pact will leave you to your own devices. Acknowledging your sacrifice, The Pact has left all sorts of documentation from the sisterworlds of projects utilizing Ore, Wood, and Oil. Any project consisting only of those resources will be easier as a result of new insights, and they will also reroll any die that rolls a 3 or lower.
C. Refuse The Pact - This is your reality, not theirs. If you want to take the Gavrillium and Caelium from this island to save your people, then you damn well will. The Pact will take hostile action during engagements in zones they are present in. You don't care about this island's fucky politics, you just want to get your damn job done and go home. You get no bonuses to creating anything, as the Expedition's entire focus is now on fighting. If you can defeat your enemy, you'll see entire regions fall to your onslaught.

The game may also be affected by the combination of choices made between both sides.
A+A: Maelstrom disappears, war continues with heavy Pact influence. (Think similar to the UN in Iron Behemoths)
A+B: The war continues, but regions with Caelium and Gavrillium are considered non-combat zones and no longer count toward region control. A does not get access to Harren resources if they push the frontline past them, and they may need to deal with Pact influence on rules of engagement.
A+C: The war continues. The Pact actively assists A, but C receives a choice of perks based on various factors.
B+B: The Pact is a neutral party on the island. All Pact-controlled areas are considered non-combat zones. Combat for the Harren-resource nodes is now a priority, and it just so happens that they're all connected to the same network of transporters, so fighting is largely reduced to inter-facility conflict with external support when available.
B+C: The Pact does not actively participate in fights between B+C, preferring to let B do the dirty work. The war largely continues as normal.
C+C: Harren Island is reduced to an all-out brawl, with combat happening in every single area where Inithar's and Embral's lines touch. The Pact throws their weight into the melee too.

This decision is to be made immediately alongside your designs, and will affect them accordingly.

[GM Note: All this was supposed to be slowly brought in through '45, but since the longevity of this game is acceptable but the update frequency is not, I'm accelerating the game in a way that kind of lets you all flavor it more than with one final "everyone gets one design" turn out of nowhere. Each option is meant to be overpowered in some way or another, and there isn't any intention for real balance in what comes of anything - just try to have some fun as we roll this thing around in it's grave until all the parts fall off.]

----------------

The War Continues

A temporary unofficial ceasefire had fallen across the front in the North Peaks, but after a large mustering of forces, we opted to break the ceasefire and press forward once more.

The enemy was not unprepared for this eventuality, however. Every mountain pass, bunker, and valley seemed to be covered by their M1 "Pua 'Ula Pua" HMG, a tripod-mounted 15mm heavy machinegun with a range of 2000 meters and capable of unloading rounds at 350 RPM. These guns silently battered any position our forces were suspected of using as cover, and pinned down our forces fairly effectively.

Strings of Motion played among every unit, and pushed our forces along to organize faster and in greater number than seasons prior, and Wellshrubbery was frequently deployed for concealment throughout the rain-dashed mountains. Our advance was rough, but the damage to our forces was diminished a good degree thanks to the tube of HAX in the pocket of every Embralish soldier.

Six months of uninterrupted entrenchment benefitted the Initharians greatly, though. They knew precisely where every engagement was going to take place, and dictated the course of action for the better part of the season. Our deployment of the SMG-12a and Jarha went far to give us an edge once we engaged in the bunker and tunnel fighting that resulted from the gifts of old Abbera's fortifications. Enemy command was highly coordinated in the area, and although our weapons were superior to theirs, it was looking as though they would just manage to hold us back for the season...

----

The Dread Centurion
Theme

Xilmal Jagpal, Sui Centurio, had been assigned the task of neutralizing Initharian forces stationed at the old Radio Station located atop one of the region's tallest mountains. The trek was no issue whatsoever for the supersoldier, and she made her way across passes and peaks with a full kit that included both an SMG-32a and "Jarha" Caelium-Stabilised Shotgun. Xilmal avoided Initharian patrols for the better part of two weeks as she slowly weaved her way towards her objective.

Xilmal's goal was the elimination of Initharian command in the area, although if she could capture the position that would be just swell. Her scouting revealed a single entrance to the subterranean hallway that connected the series of bunkers making up the Radio Station. The entire position was lightly guarded, leaving Xilmal outnumbered somewhere around 20 to 1. Good odds.

The Sui Centurio charged over rocks and toward the bunker entrance, opening fire with the Jarha on the two Initharians standing guard. The massive slugs peeled through both, leaving little behind that would be immediately recognizable. Two more slugs slammed into the hinges of the door in an explosion of metal fragments. An Initharian outside the bunkers opened fire, stitching the ground near Xilmal, who responded by swinging the shotgun to her back from her hands, and smg to her hands from her back in one fluid swinging motion. The rounds fired from the SMG-32a exploded near enough to the Initharian that they lost footing and began a long, painful slide down a very steep slope.

Xilmal moved into the bunker complex, shouldering the damaged door inward and firing her smg at another Initharian just within the doorway, reducing his right side to a meaty paste. A series of flashing lights had been triggered throughout the Radio Station, no doubt some sort of soundless Initharian alarm system. Having noted the position of the antennae, transmitters, and various radio equipment from outside, Xilmal made her way through the hall toward the bunker she imagined would be the heart of the whole operation. A fireteam had set up behind some boxes in the hallway and attempted to put up some resistance. A couple rounds hit their marks, but they weren't enough to slow Xilmal down, and the withering fire from the SMG-32a went far to eliminate the threat. One of the Initharians fled, tripping along the hallway toward a room just around a corner.

Xilmal was no linguist, but she could tell the Initharian was shouting in fear and pleading for help. Something about a monster or demon, too. She reloaded the Jarha and rounded the corner, pausing long enough for the Initharian to make eye contact with her, before blasting the enemy combatant with a 27mm solid slug square in the chest. Xilmal approached the door that was marked with a sign that she roughly translated to "Command Center" and forcefully knocked on the steel door.

Clang! Clang! Clang!

"I'm not here to kill all of you," Xilmal said, or at least tried to, in what she knew of Initharian, "Only you commanders. Let me finish my objective and you get to walk away."

There was no response. Either Xilmal said something wrong, or the Initharians inside were choosing death.

Xilmal fired three more slugs, destroying the door's hinges and lock, before reloading the Jarha with standard shot. She tried to shove the door open but it didn't budge, so Xilmal braced herself against the wall opposite of the door and used that to shove off of. She slammed with a great deal of force into the door, sending the furniture the Initharians inside it had barricaded the door with flying. Initharian gunfire immediately met Xilmal, but she spun back out of the doorway before she got hit. The Sui Centurio swapped to her smg and sprayed wildly through the doorway, filling the bunker with small debilitating blasts. One of the Initharian grenades flew out of the doorway in response and detonated at Xilmal's feet. She was lifted by the blast and landed hard on her back. Internal and external injuries, as extensive as they were, began to immediately mend themselves. Xilmal staggered to her feet as her eyes slowly recovered from the pressurized blast liquefying them. The smg was busted and meters away from her, but Xilmal still had her Jarha and machete.

An Initharian poked his head out into the hallway and Xilmal quickly grabbed him by the collar and yanked him out of the command center, forcing her machete through his chest in the process. With the Initharian impaled in one hand, Xilmal used her Jarha in the other, bracing it under the Initharian's arm. She swung into the doorway, leading the way with her Initharian meat shield and unloading two rounds of shot at the defenders. The pea-sized balls ricocheted throughout the room as Xilmal advanced, leaving one Initharian firing at her while standing in front of what was easily identified as an Initharian general. One of the Initharian's shots split her Jarha hand, so Xilmal tightened her grip on her machete, kicked the Initharian off of it and toward the shooter, and threw the machete past the shooter with immense force, sticking with a sick thud into the general's chest.

The last Initharian failed to recover from her comrade's corpse flying at her before Xilmal was on her. Xilmal swung with her good hand and struck the Initharian in the jaw, saw her other hand had freshly regrown, and used it to plant a solid strike square in the Initharian's chest. The new hand stung, and Xilmal shook it out as she stood over the fading Initharian.

"The first one always stings."

----

With the Radio Station captured by our forces, along with all the documents within it, Initharian defense of the region was quickly compromised and rapdily lost cohesion. Loss of some members of High Command impacted morale, and it wasn't long before the wide range of advancements we made during our part of the ceasefire pushed Inithar backward. The Sui Centurio is a large part of our victory, of course, and her actions could yet lead to future successes!

Embral successfully attacks the North Peaks, gaining access to a Pact Gavrillium node in the process.

----------------

IT IS NOW THE DESIGN PHASE!

With the Initharian Radio Station captured, our forces have easy means to crack through our codes and communications. As a result of this clear and present opportunity, one of our two design actions this turn should be dedicated toward communications equipment, cryptography, decryption, or any various equipment or infrastructure that could increase our ability to compromise Initharian operational security. While it isn't necessary to do so, one action in the appropriate field will be rewarded with the best 2 die of a 4d6 roll, since a lot of us would like to take advantage of this opportunity.

Also remember to make your decision regarding The Pact

Spoiler: Land Territories (click to show/hide)
Spoiler: Sea Territories (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Embrallish Armory (click to show/hide)
Spoiler: Credits (click to show/hide)

« Last Edit: July 15, 2021, 08:00:06 pm by Man of Paper »
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NUKE9.13

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Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
« Reply #267 on: July 16, 2021, 06:30:41 am »

I could've sworn I just wrote a design proposal, but now I can't find it. All I have is this empty quote box.
Quote
[REDACTED]:
It is a fact well known to those who know it well that the weakest part of any encryption system is the human factor. Back home, the Union developed all sorts of intriguing mechanical devices to encode messages, added scramblers to radios, and kept their field headquarters heavily guarded. None of this mattered. Capture one or two Union comms officers- or better yet, have one of your own agents infiltrate their ranks and become a comms officer-, and you can get your hands on every codebook, every descrambler frequency, and every top-secret planning document. The Union can change their codes as often as they like- they still need comms officers to be updated on the codes, or not even their own forces will be able to receive messages (a fact that has also been exploited a few times by delivering falsified codebooks to troops in the field, hindering the relaying of orders).
To be clear, this is not a trivial endeavour. Capturing a commms officer usually requires highly-trained stealth operatives passing through the enemy lines, subduing a trained soldier, and then conveying them to a secure location without being detected. Even if you manage that, there's still the issue that not all comms officers respond equally well to interrogation. Some will sing like a bird with a mere suggestion of a threat; most will spill the beans after losing a toenail or two; but a few will resist sustained torture, only to provide fake intel that further delays things. Infiltrating enemy command structures is even more of a challenge, and requires the infiltrator to be selective in what information they send back, as the enemy will quickly notice if everything a specific officer has access to is leaked.

On Harren, espionage is even harder. Whereas in the Old World agents can enter enemy territory via third party nations, disguising their true nationality, on Harren there are only enemies: one cannot exactly pose as a tourist. There are also little by way of civilian areas where safehouses can be established, or where locals can be persuaded to provide support. Infiltration of Harren City is almost impossible, as gaining sufficient fluency in the local language is a monumental challenge. Inithar's language and culture, while easier to learn (and known to us prior to arrival, to some extent), also presents a challenge due to its bizarre reliance on visual elements.
As a result, it is unfortunately the case that our only option is brute force- storming Inithari command centres, seizing documents, and using them as the basis for our intelligence gathering operations.
...
...
...
Ahahahahahaha, no, I'm messing with you. Don't be ridiculous. While we are grateful to Ms Jagpal for her heroic efforts, her seizure of key intelligence is most useful as a distraction. While Inithar worries about patching the obvious hole in their security, they will be unprepared for our true intentions.

There is a large Well near the Rupture. Unlike those found in the Badlands and Desert, this Well is not harvested for resources. The official line is that the Well has been affected by the unnatural heat that grips the Rupture, turning the depths into a deadly oven. In truth, while the cavern directly at the entrance is rather toasty, things cool down in the deeper regions. The real reason the Well is off-limits is that it houses something more vital to our operations than a motherlode of Wellmats. The Harren chapter of the Sau Cihare.
Since the death of Dave, Amanvir's agents have methodically purged his taint from the island, killing any infected by his Union-sympathising lies. At the same time, they have taken the work that Dave had done on analysing Inithar's expedition and verified it, discarding those sections left as deliberate sabotage, then worked on completing it. Agents have been trained to talk, walk, and think Inithari. Entire sections of the Well are covered in bullshit squiggles which are apparently important to this training. They have breathed deep of the gasses in the Well's depths, and their endarkenment has been reaffirmed.
Nothing exists but the endless dark.
All things are an illusion of the mind.
You are an illusion of your own mind.
Change your mind and change yourself.
And now their work begins. Inserted deep behind the front line by Gupata submarines, dressed in Inithari gear, carrying forged Inithari identification, remembering their lives in Inithar that never happened, they will methodically infiltrate every aspect of the Inithari Expedition. Some will do no more than that, at least for now- just maintain their cover until they are needed. Others will work their way into Inithar's command structure, earning promotion by killing Embralish soldiers- sacrifices must be made, after all. Yet others will have immediate tasks, stealing codebooks and copying documents, delivering these to designated drop points along the coast, where they will be collected by submarine.

The Engineers were surprised to discover that half their budget for the season had disappeared, but Amanvir was able to explain to them the necessity without going into specifics. They don't need to know. They wouldn't understand.
The Legates think they are in control. The Engineers think they are in control of the Legates. We know that control is an illusion- but insofar as it exists, it belongs to us.

E: I no longer like this design proposal. I might rework it as an Espionage Credit use, though.
« Last Edit: July 16, 2021, 12:50:33 pm by NUKE9.13 »
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frostgiant

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Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
« Reply #268 on: July 16, 2021, 11:27:25 am »

Quote
Rust Breath

A strain of Flora that shares many of its genetics to Lichen and Moss, and even some similarity to coral Prior to its exposure to the guiding hands of our Expeditions biologist. Mutant rose is truly a miracle of material, In the process of a series of terrarium experiments, Consisting of isolated forms of Biological and non-biological materials in a Perfectly self-contained Capsule.

The Rust breath Started life in one of these terrariums, Isolated with little but Mutant rose extracts, Water, Various metals. The Rust breath soon developed an interesting form of life cycle.

Acting as a living catalyst along with the presence of moisture in the air, The Rust Breath soon began to steel the necessary energy for growth from the Various metals, Secreting acids and promoting outright fantastical rates of rusting, at speeds Visible to the naked eye. Iron oxide would then be consumed by the moss, Promoting further growth and production of acid. This will, Of course lead to the rapid destruction of Iron Compounds and alloys as they become brittle, and, If not Fully cleaned via intense Heat, Chemicals or Well-Sonic Scrubbing, will eventually disintegrate the material interiorly into spores and Rust particulars, Leaving large patches of Rust red dust on the ground that can be kicked up by the wind.

The most applicable use is, of course, Application to enemy machinery in an attempt to Compromise armour or internal mechanisms as the metal it is made from because too brittle to stand up to an incoming fire or its own mechanical operation.

Exposure to skin results in Painful, Non-lethal burns due to the acid it will begin to secrete, Although permanent harm is much harder to come by and require a lack of treatment over the course of many Hours, Or even days if not inhaled into the mucus membrane.

Due to the rapid life cycle and the amounts of Energy such rapid growth consumes, Without Further viable materials, Such as biological matter that it has slowly consumed or the Iron alloys that it consumes voraciously, The main mass will die rapidly as its spores enter Hibernation.  The spores will only Wake up and begin growing once again when it comes in contact with iron or similar derivatives
A hibernating Patch of Rust breath spores typically looks similar to a burn circle, Bare soil that has been covered in a thick pile of Rust dust, Like a pimple upon the face of the earth.

Seeing the potential in such a Strain of flora, The biologist behind the Terrarium projects rapidly attempted to develop a delivery method. As of yet, the most effective delivery methods consist of The Gremlins Breath Slug and the Gremlins Fist series of Artillery shells, Allowing the bombardment of the enemy position in advance in order to compromise there vehicles and heavy equipment in an attempt to either blunt an enemy offensive or weaken a position for further offensives.

After combat in theatres where the deployment of Rust breath Rounds has been authorized, Many Vehicles will fill the Logistics bays as they undergo Thuro Sonic cleaning in order to remove any living Rust breath before being covered in a layer of Microbial dust, In fact, in of itself a Distant family strain to the Rust breath, that sticks to the surface of iron alloy in a Synmbitic relationship, Preventing rust build-up. The biological dust prevents spores from recognizing the iron alloy for what it is, Thus rust breath spores remain dormant.

Quote
JagPal Stealth suit:

Based on the properties of Xilmals skin, Shown to be capable of changing colours rapidly to allow blending into the environment, The Stealth suit is designed for Skirmishers. The Outer layer of living, Photosythesizing flesh is, If Provided with water either from the soldiers own canteen or locally produced water, Capable of feeding itself.

The suit will automatically attempt to match its surrounding constantly, Projecting similar colours and patterns to what is present on its other side. This allows a soldier wearing it to Blend into the Environment, Bypassing patrols and guards in order to heavily infiltrate the enemy lines and cause havoc, Destroying enemy supplies, Posing Food, Sabotaging logistics and causing general misery.

Underneath the Flesh is a series of Organs, Flush to the outside of the skin and wearer, that keep the suit alive. These organs is typically Formed near the Small of the back, Under the armpits or other, similarly Out of the way areas.
This further enhances the stealth capabilities of the suit.

Depending on the environment, The suit will automatically attempt to regulate its temperature, Either building up Fat reserves in order to protect from Cold weather or flushing the Flesh underneath with Blood in order to rapidly cool both it and the wearer in Hot environments. This makes it possible to Deploy in Locations typically dangerous for bare flesh, even hat of the Mutant rose variety.

During combat, The suits ability to blend into its environment can make it incredibly hard to see, as its blurs and blends even as the wearer moves, Hurting the eyes and making it rather hard to hit at any range beyond point and pray.

While Nowhere as effective or strong, It is the hope of the designers that this suit will Provide a similar purpose to Xilmal, Stalking the back lines and causing General misery among the enemy Troops and logistics, Hence Being named after the individual that makes the possibility of this suit possible in the first place.

« Last Edit: July 20, 2021, 01:50:45 pm by frostgiant »
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frostgiant

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Re: Mechanized Warfare: Embral Thread / Design Phase, 1941 Cold Season
« Reply #269 on: July 16, 2021, 02:28:49 pm »

Quote
Radio eaters.

The radio eater is a... Interesting little vermin. Born from a hybrid of the Cicada, Common cockroach, Cricket and a few other choice specimens, Locked into an Isolated terraium with a variety of Mutant rose extracts and bombarded with High power radio waves, The radio eaters were born in Terrarium 10235.

As their name implies, They survive on Radio waves. A rather marvelous feat in all honestly, Supplementing the energy pull from the Waveform with Other forms of sustenance such as sunlight. When released into the wild, They will search for the strongest and nearest form source of radio waves, almost always some form of radio equipment. at which point they will Using a naturally produced Adhesive of astonishing strength, Glue themselves to the transmitter or receiver as the strongest sources of radiowaves and begin to feed off of it while using a series of long Filter antennae, Used to detect the radio waves in the first place, To collect Moisture from dwan in order to hydrate themselves every day. 

A single radio eater, Is truly no problem. It could maybe cause a barely noticeable blip. The problem is, Their is never just one. A swarm of radio eaters will typically Completely cover any form of the transmitter, gluing themselves to any available surface or, lacking such, To each other, creating a large wave dampening shall that prevent receiving or transmitting any form of communications!  Any source will do, Whether a Large structure bound transmitter tower or a poor radioman's heavy backpack. If it is a source of Radiowaves, they will stick themselves to it and feast.

Left alone, the radio eater will begin to internally produce eggs until the eggs burst, The parent radio eater dies, and dozens more bady eaters are born to continue feasting.
Any poor radio technician who needs to deal with them will so find it near impossible to remove the infestation as the adhesive chemmically bonds to the surface, making removal without damaging delicate equipment near impossible. Chemical prove difficult to use, as its heritage renders it quite sturdy in the face of such attempts, and even if killed they must then be cleaned off, Most probably before another infection, the next day.

Heaven forbid the angry, frustrated, and most probably in tears,  radio technician attempts to use flame or electricity.
Such attempts will be met will a molten bonfire, as the Naturally flammable, Incredible powerful adhesive of the radio eater ignites at the nearest spark, turning expensive equipment into a pyre of molten metal, taking down communications, and possibly setting fire to the base at the same time.

In order to capitalise on their bahvour, Embral Skirmishers will typically infiltrate close to enmey lines Before releaseing Large amounts of radio eaters, Typpically in advance to an offesive, Whether embral or Inithar, Or sometimes if they are just in a particularly bad mood to keep the inithar on their feet.

In order to protect our own embralish equipment from the terror of the Radio-Eaters, Small Well-Material crystals are installed near or in the base of the structure. as the radio waves travel through the transmitter, the Well- Mat will release an incredibly High-pitch, Above human hearing, in fact, Whine, Driving off all radio eaters with prejudice due to a touch of genetic tampering by the biologists.

Embralish Radio technicians call the Radio eater an abomination against all that is holy, The devil's works were created by a cruel and sick madmans mind that should never have been created. Upon hearing such, The embralish Biology team gives themselves a pat on the back.

Quote
Dotler Flying jellyfish
Born of  Embralish experiments with mutant rose, the Dotler is pale, Near transparent jellyfish tinted green making them near invisible in their natural environment.  Similar to their ocean-bound cousins the Dotler will spend their life floating on the currents in peaceful bliss.
The diffrence comes in the natural envrioment and what kind of currents. The dotlers Thin pale membrane body will, naturally produce a form of lighter then air gas, inflatng it and carrying it high in the sky. Once there, The dotler will survive off of sunlght synthesysed from its green tinted skin, Particulates carried on the winds and water from rain and clouds.

If that was all, The dotler, while amazing would serve little to no purpose for the embral expeditionary force execpt as a maizng, but Useless wonde ro fthe biological world. Instead of the Dotler has a very... Unique trait.

The Long strands and tendrals that come from its ballon-like body are strange. They lack any form of stingers. At first, the Biology teams theorized that they were So incredibly long as they were in order to capture particulate. ANd while they do this as well, Their Main use seems to be som form of radio Absorber. The Dotler's tendrals passively seem to drink in Radios waves. While on its own this would be less than useful, when a swarm is present in the upper atmosphere, The dotlers abilities seem to grow exponentially. A Cloud of Dotlers seems capable of completely strangle out transmissions. The transmissions leave, But the receivers remain silent as ever as the energy waveform is quickly devoured by the hungry tendrils.


Quote
Jam-Bat Nests
Born of the horror show that is the Embral Biology department after the introduction of mutant rose. The Jam bats are quite similar to regular bats. That is to say, Regular, Well-Bats. Those born and shaped by the wonderful environment and materials of the Blessed wells.

Interestingly, Held in the pouch of the original species, small chunks of well quartz and well-Bronze are found. Small, Gizzard-like marbles located in the base of the throat. Using this, The original species would use an incredibly High pitched sonic scream, Dazing the target with a combination of Strong vibrations and feelings of bliss, leaving them open for the diving attack.

After the biology team got their hands on them they.. CHanged a bit. With the equivalent of poking them with the mutant rose-infused stick, The Team managed to prompt the creation of a different form of stone. Instead of Well bronze, This material that has yet to be named resonates the Increbily loud scream of the bat and released similarly loud radio waves. Every Frequency, Every channel Filled with a massive Scream of white noise suspiciously similar to a bat. The Jam bats use this to communicate.

While some jam-bats have escaped into the wild, This is not predicted to cause too much trouble. The birth of the Jam-bat led to the creation of the jam-bat nest. While no actual jam-bats live in these nests, Instead, living peaceful lives back in the safe embrace of embral territories where they live a long and fulfilling batty life filled with insects and other bats until they die of old age, Typically between 9 months and 2 years, at which point their special throat Materials are harvested by the Bat-keepers.

Instead, The jam-Bat nest is a massive transmitter, build in an embralish base in order to jam all radio communications for the region. Using a combination of the equivalent of a brick in a washer, The Jam-bat nest Turns electricity into  Massive amounts of Vibrations, which in turn creates a massive amount of sound wave channeled towards an internal well of the Jam-Bats well mat. These sound waves undergo mutation once more, Becoming an incredibly cacophony of radiowaves, Almost guaranteed to Drown out almost everything in a designated area. Every radio frequency, no matter what you turn to, is filled with a cacophony of radio waves, drowning out any form of message that could be made.
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