Strategy Phase, Hot Season 1939 AC
[Remember to assign a sector to NE equipment even if it won't be NE following the Resource allocation]
This season marked the beginning of operations to extract
Ore in The Deadwood. We now have access to
4 Ore, which results in the following armory adjustments:
NM2 Controlled mine "'Ohu Mameo" becomes
(EXPENSIVE)Kaipo'u-Class Battleship becomes
(VERY EXPENSIVE) (finally :p)
We also adopted
Bringing Up The Rear, meaning our indirect fire weaponry, transport vehicles, and various auxiliary equipment that will have a direct effect on combat will have their effective difficulty reduced by one level.
Combat Phase, Hot Season 1939 AC
The Eastern Front
In preparation for our second attempt at landing in Embral-held territory our Naval Fellowship set to the task of securing the seas from the Embralish. Destroyer Groups centered around a
Kaipo'u or, if they were lucky enough, the
Kona had little issue locating hostile submarines and saturating their suspected locations with refocyte bombardment to dissuade getting close to the surface. Enemy
Hethams began to see increased losses, and while a few of our ships did still get sunk by them, by and large every engagement was decided by our fleet and then won by them. Their
Mukebazas, now facing multiple
Kaipo'us, were nowhere near enough of a surface presence to stem the tide. The
Kona being active in the sector and organizing fleet actions made the situation that much more extreme (in a good way for us). With our capability to reduce the Embralish advantage of stealth and their inability to engage on their own terms, we dominated our push into their territory. A lot of our people are glad to see what is undoubtedly the centralmost pillar to Initharian society, the Navy, overcome their earlier hiccups.
Inithar attains Significant Control of the Eastern Maelstrom. ----------------
Rain pounded The Mudflats on the morning of the invasion. Rain collected in the craters littering the oversaturated earth. Artillery, too, fell onto the Embralish territory. Our capital ships were able to focus largely on supporting the invasion thanks to the shellacking of the Embralish fleets in the area, and the defenders most definitely felt that as conventional 300mm shells whistled overhead alongside a
large number of refocyte munitions. The appearance of the
Makuahine CLC alongside our repurposed landers was certainly a welcome sight for the forces being delivered to the devil's doorstep.
The Embralish 108mm artillery and the 105mm mortars had zeroed in on slices of the landing area after last year's attempt, and the time we'd given them to recover and reinforce was made abundantly clear. It felt as though more water was being thrown into the air by explosions than there was falling from the clouds. Being infantry on either side of this engagement was quite an undesirable prospect, as the sheer volume of indirect fire - admittedly mostly at us - was withering at best and downright devastating at worst.
Chemical clouds drifted across the landing zones as Embralish chemical mortars dropped with alarming frequency. One
Makuahine was unfortunate enough to have a shell land right in front of the ramp as it opened, blocking the exit with a toxic cloud of smoke and drifting inward towards the trapped infantry and crew. Counterbattery fire from our fleet was able to alleviate that pressure somewhat, while the ship-based refocyte rounds pounded the old Salviosi defenses, cracking, crumpling, and collapsing the decades-old abandoned concrete bunkers.
The first wave of landing craft was almost solely infantry. Our footsoldiers were at a disadvantage thanks to the enemy's superior range in regard to firearms, as with last time, but the uptick in indirect fire support gave our infantry the chance to push forward and not get socked in by the hail of 108mm shells. Smoke launched from the
Makuahines did wonders to reduce the amount of immediate casualties as compared to a year ago. Then the second wave hit the beaches.
Makuahines opened up to reveal the first Initharian armored fighting vehicle of the war - the
G2 Alanui. These tanks provided a clear and present target for the Embralish
Rogis which proved itself...somewhat lacking. While it's AP and APHE shells could penetrate the
Alanui, the tank was capable of high speeds that required significant leading, even in the muck of the Mudflats. The
Alanuis provided much-needed direct-fire support for our infantry, pounding defenses with their refocyte rounds and suppressing infantry with it's pair of
Kakalas. The advantage provided to troops pushing forward was somewhat mitigated by the deep pools restricting movement forward to select routes, and the
Rogis, largely used on the beach as defensive emplacements, severely outnumbered the
Alanui. That said, they also afforded the
Wikiwiki the opportunity to move up without getting absolutely annihilated immediately.
Our forces suffered significant losses on the landing, adding corpses to those already half-buried and rotted in the mud. But the inclusion of a proper lander, as well as the delayed introduction of the
Alanui, paired with a significant degree of naval bombardment, saw the Embralish defenders pushed away from the landing zones along the strait. In the following days the landings were able to form a unified front and went largely unopposed, save for the occasional terrifying ambush of screaming, whistling Embralish, until they ran across another old Salviosi line claimed by the Embralish forces. Long-abandoned Abberan positions provided our forces with some cover from enemy fire and the elements.
As both sides dug in, one thing remained clear: many people would die in the coming months trying to fight over this useless, undesirable slice of land.
Inithar has successfully pushed into The Mudflats, gaining control of an empty Resource Node in the process.
----------------
The Western Front
Plans this season for the Embral forces focused efforts on pushing through the Initharian defenses they'd managed to probe the season before. Fortunately for us, we made progress asserting control over the sea, and had shored up our positions. As with the East, an increased presence of
Kaipo'u-class Battleships acted in support of a number of sub-hunting groups. Their
Hethams, outnumbered by the ships hunting them, and now facing Destroyer Groups with refocyte-armed battleship support, had to fight more conservatively than any of them would have wanted. The
Ho'oulas were already enough a pest for the
Mukebaza cruisers based on sheer volume of fire alone, and with the additional firepower from more
Kaipo'us they didn't really stand a chance. Again, we picked almost every engagement, and without sufficient surface presence the Embralish were unable to wrest any control of the sector from us. We suspect, but cannot confirm, that
The Leviathan was present and involved in sinking a
Kaipo'u and causing significant damage to two more. We suspect we detected it a few times, but it never approached our mine fields close enough to be threatened by them.
It would've been a bad enough season for the invaders on the seas if things ended there. But they did not. Towers had cropped up along our shores, and their purpose was made abundantly clear to the Embralish submersible fleet when they tried navigating through our minefields, as they'd grow accustomed to doing. The
NM2 Controlled mine "'Ohu Mameo" weren't all too common, so a few of their subs were able to get close enough to shore to launch
Submersible Engineered Aquatic Litter Diver Propulsion Vehicle and Rebreathers, dubbed SEALs. These torpedoes were ridden by an Embralish soldier armed with a knife and some explosives, and they were generally not that great. Not many made it past our fleet and the mines, but they were able to land a few disorganized units onto our shores. Not that the North Peaks offered many safe landing zones in the first place, at least not for someone lacking significant support or climbing equipment.
Their only saving grace here was that our focus was not on the Western Maelstrom.
The Western Maelstrom is still under Initharian Light Control.
----------------
Scattered commandos landed and struck the night before Embral's second attempt to claw into the North Peaks. The disruptions caused by their SEAL Commandos were heavily underwhelming. Not enough of them made it to land in one piece to cause significant havoc behind our lines. The did manage to pull attention away from the shore defenses somewhat, but their activities acted more to increase our alertness more than anything. The first use of SEAL Commandos would go down ultimately as a failure for Embral, with little gained and each Commando missing, captured, or killed by the end of the landing attempt.
The landing itself was practically a repeat of the last time they crossed the strait here. Approaching ships had to be
extremely cautious of our mines, and the Navy was able to harass Embral's mostly unescorted transports. While a large number of our ships were dedicated to keeping
Hethams away, their comparative lack of surface presence bit them hard. While we had no new advancements on the ground in this theater, neither did they. Again, as last season, Embralish forces were able to bypass small sections of our defenses before being pushed back - which is a frightening prospect, given the situation at sea was much worse for them than the last time they tried an amphibious assault. We suspect that there would have been gains this time around if the sea situation had stayed similar to last season's.
Inithar has successfully defended the North Peaks.----------------
As the season nears it's end a pair of ships were spotted approaching our side of Harren from the East - though they seem to keep a fair distance from one another. The first to make contact is someone claiming to represent the Military Fellowships in Inithar, waving a set of flags stating as much in the distance, while the other claims to be a diplomat seeking refuge and aid. The diplomat's boat arrived first, and the diplomat, introducing himself as Pelenato, requested you all meet him as he stepped foot onto the frozen dock.
"Please, we must hurry. The Junta is on my tail, and I need to speak to you
now," Pelenato gestures furiously towards the nearest buildings, shivering as his breath forms dense clouds in front of his face."
In a few moments you've crammed yourself in a small pub vacated by it's patrons. Pelenato refuses to sit. His face wields the look of hunted prey reaching the end of it's rope.
"Time is short, so I'll cut to the chase. The war at home has taken a turn for the worst. Carpet bombing has commenced in the Initharian Archipelago. People are desperate and tired if they're lucky, maimed or dead if not. The Great Powers, seeing our desperate position, have offered terms of surrender. We had the chance to end the suffering of our people, given the chance to continue surviving merely by ceding all but our mainland territory save for our primary port city and allowing Powers forces to occupy and observe it for a short period. But the military fellowships, well, as with any Initharian they pride themselves on their skill at their chosen work, and none of them took the offer well. When they'd heard the terms of surrender were being seriously considered the leadership of the Army, Navy, and Air Force Fellowships came together and forced our leadership from the capital. We've managed to maintain a semblance of control while ruling from exile, island hopping to avoid both the Junta and the Powers, who don't understand that there's a difference between us and the Junta, but we can't do so forever. I'm here not only to update you on the situation, but to ask for aid in the fight against the Junta and, hopefully, an end to the war at home."
The pub door swings open. In an instant Pelenato draws a sidearm and fires it at the newcomers. The first two drop dead before the gun jams. An imposing, decorated figure steps over the two bodies as Pelenato tosses the jammed weapon, missing him entirely.
You recognize General Arona, the highest ranked and most well-respected female within Inithar's entire armed forces. Her uniform is standard, save for the solid black band around her left bicep.
"Fucking coward," she spits, approaching the circle you've formed while listening to Pelenato, "He's a liar and a traitor to Inithar," she pulls her own service revolver and levels it at Pelenato.
"Go ahead, shoot me, you'll just prove me right!"
Arona's jaw clenches tightly before she speaks, "At least it'd put an end to the trail of bodies left in your wake, traitor."
Arona turns her attention towards you, though she never stops aiming her gun at Pelenato, "No doubt he's told you of the
horrible, terrible "Junta". There is no junta, only a Unified Armed Fellowship that seeks to defend, protect, and uphold the ways of Inithar. And if that means fighting gill and scale for every inch of Initharian lands, protecting ourselves from becoming a puppet to foreign powers, then so be it! At least
we don't have our bank accounts full of foreign coin! The leadership of our country failed it's people, squandered every advantage we had, and then took bribes in order to secure a "favorable" offer of peace. Favorable to them, maybe! But the rest of us - the ones who fight and die for Inithar, the ones that farm and fish to feed her people, were set to be trod upon by foreign boots. Peace? No, the Powers only offer oppression. Did he tell you one of the terms was the dissolution of
all Fellowships? That the foreign forces would not only police our single mainland port, but also maintain a presence on every Initharian island? I doubt it. Peace. What a joke!"
"You want Inithar to pay for it's freedom in blood. And there will be none left alive to see it!" Pelenato hisses back.
"Then at least we will go out with honor and dignity intact!" Arona replies coldly as her thumb pulls back the hammer on her revolver.
A gun rests underneath the bar and within reach of a few of you. It's clear someone in this room is going to die (besides the two men laying in pools of their own blood already). It's time for you to decide who walks out of here alive...and ultimately how interactions with the Old World will continue from this point onward.
Will you Kill Arona, siding with Pelenato and the Powers while forsaking Inithar? Or will you Kill Pelenato, cementing your loyalties to the motherland at the cost of countless lives in the war at home?
You have one design.
IT IS NOW THE DESIGN PHASE.The Rimefields: 2 Ore, 2 Oil, 2 Wood, 3 Refocyte
Taiga: Refocyte, Pact Caelium, Empty (2/3 Nodes)
The Barrens: Pact Gavrillium, Empty, Pact Caelium (2/3 Nodes)
The Deadwood: Ore, Ore, Pact Gavrillium (3/3 Nodes)
The Frosted Heights: Empty, Pact Caelium, Empty (1/3 Nodes)
Frozen Marshland: Pact Caelium, Empty, Empty (1/3 Nodes)
Tundra: Empty, Empty, Empty (0/3 Nodes)
North Peaks: Pact Gavrillium, Pact Gavrillium, Empty (2/3 Nodes)
Northern Stormlands: Empty, Empty, Empty (0/3 Nodes), Heavy Pact Presence
The Iceplains: Empty, Empty, Empty (0/3 Nodes)
The Mudflats: EMBRAL, EMBRAL, Empty (0/3 Nodes)
E. Frozen Ocean: Total Control
W. Frozen Ocean: Total Control
E. Maelstrom: Significant Control, Pact Fortress In Strait
W. Maelstrom: Light Control, Pact Fortress In Strait
Ore: 4
Oil: 2
Wood: 2
Refocyte: 4
Land:
M1 'Nima': The Nima fires 8mm rounds from a 10-round box magazine. It has an effective range of 425m while being almost perfectly silent save for the sound of the refocyte firing mechanism striking and triggering the rounds. The rifle is 75cm long and weighs 3.6kg. Costs 2 Wood and 2 Refocyte. (CHEAP)
M2 'Haaheo' Heavy Rifle: A 9kg, 100cm long 8mm rifle utilizing a refocyte battery-charged refocyte plate to fire rounds (some refocyte) out to 850 meters. Functional against light armor with the use of Refocyte bullets. Cost saved on caps is currently negated by cost of high-purity plates and batteries. Costs 3 Ore, 3 Oil and 4 Refocyte. (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. Length of the nickel thread reduces charge time of firing plate, though not devastatingly so. Costs 2 Ore, 3 Oil, 4 Refocyte. (CHEAP) (Refocyte Bullets)
M1 'Kakala': An 8mm Light Machine Gun that utilizes a 30-round box magazine or 80-round pan magazine that feed into the top of the gun. Has an effective range of 500m and is practically silent save for the rapid clapping of metal-on-metal firing the rounds. Costs 3 Ore, 3 Refocyte. (CHEAP)
Initharian Expeditionary Force Uniforms: Two uniforms designed for the environments offered by Harren. They don't stand out in comparison to other uniforms. The sloping helmets have a crested ridge running along the top of the helmet from front to back meant to easily identify what military fellowship one belonged to. Worn by all Initharian soldiers.
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. Costs 4 Ore and 3 Refocyte. (CHEAP)
G2 Alanui: Our first true 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. Costs 6 Ore and 6 Refocyte. (VERY EXPENSIVE)
Sea:
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. Costs 7 Ore. (EXPENSIVE)
"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. Costs 3 Ore, 2 Refocyte. (CHEAP)
Makuahine CLC: A 50m long landing craft with 200 ton capacity, 20mm armor, a 90mm armored ramp, two 50mm guns, two Kakalas, and a top speed of 15 knots. Also has an array of smoke launchers out to 200 meters. Costs 6 Ore, 4 Refocyte. (EXPENSIVE)
Ho'oula-Class Destroyer: The Ho'oula is a 105m long ship propelled up to 50 knots by a pair of Supercharger Coilengine-powered propellers. It is armed with 4x2 120mm guns and 4x2 50mm flak guns as well as two aft torpedo tubes and a mine track. Armor is light enough that getting hit by ship-based weaponry will likely take it out of the fight. This is mitigated in part by the Ho'oula's dominant speed and agility. While lightly armed, it also has a Refocyte Bow akin to the Kona's. Has a basic electronic and radio suite. Uses Refocyte Active Sonar. Costs 3 Ore and 4 Refocyte. (CHEAP)
Kaipo'u-Class Battleship: The Kaipo'u is 250m long and can reach speeds of 28 knots thanks to it's Supercharger Coilengines powering four propellers. It is armed with 5x1 300mm cannons and 10x2 120mm Refocyte cannons along with a handful of 50mm flak and Kakalas. 200-300mm belt armor is complemented by 300mm conning tower armor and 80mm deck armor. Has a basic electronic and radio suite. Uses Refocyte Active Sonar. Costs 6 Ore and 7 Refocyte. (VERY EXPENSIVE)
INFS Kona: A superbattleship that literally defined an era of naval combat. Has a 2x300mm conventional cannons, 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. Uses Refocyte Active Sonar. The first Kona-type vessel. Always (NATIONAL EFFORT)
Air:
A5 'Io: The 'Io is a single-pilot elliptical-wing monoplane. It can reach speeds of 650km/h with the Supercharger Coilengine. The aircraft suffers from vibrating issues during high-stress maneuvers. It is armed with six 8mm machine guns - three on each wing. Armor is practically nonexistent past the metal used for the frame and a 10mm plate beneath the pilot in order to maximize speed. Has a basic radio. Costs 3 Ore and 4 Refocyte. (CHEAP)
Special:
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. Twisting and compressing rods into coils leaves them slowly unfurling with force relative to their gauge and the tightness of the coil. Purification to varying levels manipulates the capacity of the metal. Rubber negates the charge/discharge effects of impact. Nickel transfers charge between pieces. Refocyte expending charge will absorb energy from connected nickel/refocyte while charging said refocyte will transfer energy into the nickel/refocyte.
Supercharger Coilengines: Engines that utilize coils of refocyte to produce mechanical energy. A battery utilizing a rubber casing and nickel transfer plate can increase a coil's uptime before needing re-coiling while also increasing energy output for a limited time.
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 slightly 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 detection ability out to 5km. Adds a cost of 1 Refocyte to naval designs it is utilized in.
Traits:
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. This provides a small bonus to troop organization as well as a bonus to communication and communications equipment-related designs.
Acknowledged Marine Fellowship: The importance of trained and equipped Marines in this war is clear. As a result, a new Marine Fellowship is identified and will receive the proper support and resources befitting an official fellowship. Any designs or revisions used to create equipment for amphibious landings and the Marine forces performing them will be one difficulty lower.
Bringing Up The Rear: Our distinct lack of support on the ground for our forward forces could prove to be our downfall. As a result, manpower and resources have been dedicated to producing equipment capable of providing aid to our front from the (relative) safety of the rear. Indirect fire weaponry, transport vehicles, and various auxiliary equipment that will have a direct effect on combat will have their effective difficulty reduced by one level.
Samarata 1902: 7mm bolt-action rifle, 5-round box magazine, effective out to 1000m. (CHEAP)
Mk.III Musakila Machine Gun: 8.5mm automatic machine gun utilizing 20- or 40-round box magazines. Rate of fire is sacrificed for effective range of 1200m. (CHEAP)
Niramata Mk.II Heavy Mortar: 105mm mortar utilizing HE, Smoke, and LIE Shells. Rifled barrel gives solid accuracy out to it's max range of 4km. (CHEAP) (LIE Shells[C])
Havezara-108 Mk.IV: 108-mm artillery piece on a split-tail carriage with a barrel that can be pulled back to reduce profile. Currently fires HE rounds out to 16km. Has a gun shield for some protection. (CHEAP)
Sikari Mask Mk.III: Gas mask/wellwood flute that resembles a bird's face. Evokes a stronger emotional response than the old flute. (EXPENSIVE)
Legion Issued Explosives: 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. Seem unreliable at best. (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, timer, and electrical wire. Loses grenade functionality but greatly increases reliability. (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. (VERY EXPENSIVE)
Legionary "Terra Nova Expedition" Uniform: A tough uniform that comes in one of three colors with hot and cold weather variants. Basic kit includes a machete, gas mask, excellent boots, and smooth shades. Helmet is shaped like a rimmed dome. Worn by all Embrallish soldiers.
Rogi Hunter-Killer Vehicle: Open-topped 4 crew vehicle armed with 50mm cannon and pintle-mounted machine gun. Hits speeds around 45km/h. 30mm front armor, 20mm of armor everywhere else. (CHEAP)
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. (EXPENSIVE)
Mamkirali Naval Lander: A large tracked amphibious transport capable of transporting 22 soldiers. 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. (EXPENSIVE)
Hetham-Class Submarine: 77m long, capable of 12 knots surfaced, 6 submerged. Armed with 4 bow and 2 stern torpedo tubes and can carry 20 torpedoes. Comes with a single 80mm deck gun. Utilizes WellSonar for improved detection abilities. The engine room has a WellSap coating to dampen noise. (EXPENSIVE)
Mukebaza-Class Heavy Cruiser: 186m long ship utilizing 4 propellers powered by 4 steam turbines with a 30-knot speed. 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. (EXPENSIVE)
The Leviathan: Submersible Flagship. Massive, 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 due to a pair of internal hulls running the length of the ship as well as three more specialized internal hulls. Always a (NATIONAL EFFORT).
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. Their use is widespread throughout the Embralish Empire.
-Wellquartz: A material that seems to emit a frequency of noise that causes euphoria when rubbed against.
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.
Trait - 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. It seems we will have to interrogate an Embralian if we are to find out exactly what this means. (READ: prod them on discord to let you know, don't try to capture one in-game)
Trait - Sea Wolves: Their submersible fleet has proven itself to be lethal and fearsome. It seems we will have to interrogate an Embralian if we are to find out exactly what this means. (READ: prod them on discord to let you know, don't try to capture one in-game)
Trait - Old World Blues: The Initharians are keen on using Abberan successes to their advantage. It seems we will have to interrogate an Embralian if we are to find out exactly what this means. (READ: prod them on discord to let you know, don't try to capture one in-game)