Strategy Phase, Hot Season 1940 AC
This season saw us expand our industrial endeavors with the extraction of
Refocyte in The Barrens, bringing access to the material to five(5). This will change our armory in the following ways:
Kaipo'u-class Battleship becomes
(EXPENSIVE).
----------------
Combat Phase, Hot Season 1940 AC
War in the Western Waters
The fighting in the Western Maelstrom had gone from a slaughter to a stalemate in the blink of an eye. The Embralish focus on increasing their surface presence had been felt by every combat group within the Expedition's Naval Fellowship. The
Silada and
Mukebaza were so numerous and resilient (especially the
Silada) that the fleet had to continue it's hit-and-run tactics and avoid straight engagement throughout the beginning of the season. Eventually, however, the Embralish patrols became a little more sparse. Embralish submarines poked and prodded combat groups as always, an everpresent threat to the Fellowship, but their fleet as a whole took on a more passive stance as the season went on. Seeing an opportunity, a number of combat groups built around
Kaipo'u Battleships, coordinated by the
Kona, made their way into the Embralish-controlled waters.
----
The ships of the Command Group, as with every Initharian combat group, swore by the judicious use of their Refocyte Active Sonar. Sure, it let the Embralish know they were there, but it also let the fleet know where the Embralish were. The fleet was able to outmaneuver their enemies, and with extra firepower from the increased number of
Kaipo'us afloat, there was more confidence in engagements between task forces of equal number.
The pivotal engagement of the season took place nearer to the end as the rains began to grow colder. A pair of
Siladas were trying to provide cover for a
Hetham that had to surface after suffering from being in too close proximity to a volley of refocyte rounds from one of the
Kaipo'us in the task force, and after following them from nearly dawn until dusk, not that there was much difference in The Maelstrom, the two
Ho'oulas hounding them finally engaged.
Their back and forth went on for the better part of a half hour as the destroyers circled one another (or more accurately, the
Ho'oulas drew large circles around the
Siladas). The
Ho'oulas focused their efforts on a single
Silada and scored a couple solid hits before a
Ho'oula got caught by a lucky shell and broke apart in the waves.
The rest of the Initharian Fleet was soon upon the small skirmish, and the two
Siladas were quick to succumb to the heavier firepower of the
Kaipo'us approaching in the distance. The Embralish fleet had sent their own ships out to engage as well though, and the overextended
Ho'oula began to pull away and further into the protection of the bigger guns.
Splashes started to gush upwards as shells from both sides struck the seas. In a matter of minutes the first kill was scored as a
Kaipo'u struck a
Silada on the bow with a 120mm refocyte round, peeling the hull open and forcing the vessel to go full astern in order to reduce the water flooding in through the massive gash in the ship - not that it helped much when a second round struck amidship and ripped the ship to pieces.
Our battleships had been the target of frequent submarine attacks, but the Embralish
'Sharak' Oxygen-Enriched Submarine Torpedo proved to be less an issue than one would expect of a new Embralish torpedo. From what we could gather, the
Sharak could be fired from well outside the range of Refocyte Active Sonar, and if it hit a target and detonated that ship had about as much chance of sinking as it did limping back to base for extensive repairs. The issue (or boon from our end) was the torpedo's drastic drop in reliability compared to the old-world models they brought with them. More often than not torpedoes would miss their targets due to problems with weighting, and when they
did hit a target they failed to detonate more often than not. The only reason we imagine they even fielded the things was because of the increased range and yield, which seems to have roughly balanced out the flaws inherent in the weapon. Still, a number of subs had been apparently loitering outside of RAS range, and as the clash between fleets began to escalate one of the
Kaipo'us was rocked by a
Sharak torpedo near the stern. The detonation struck the engine room and set off one of the Coilengine coils. The rod uncoiled with immense force, resulting in it being fired out of it's housing and up through the deck, where it was triggered by the force of impact yet again, and then went streaking through the air before landing on the ship's deck with enough force to trigger
another burst of energy, this time downward into the ship.
Mukebazas still formed the core of Embral's surface fleet, and not only did they have to deal with
Kaipo'us in enough number to make chances of success slimmer for the cruisers (though we would have possibly seen more battleships survive to engage the fleet with proper ASW), the
Ho'oulas also had the
Lehe to fire as they performed their combat maneuvers.
The Embralish hadn't had to deal much with torpedoes before - in most all cases where our old world torpedoes could be used (and we should note they were also significantly worse than Embral's old world torpedo) we had better options to engage with. Now, however, the massive number of destroyers fielded by the Naval Fellowship were making judicious use of the
Lehe, and Embralish ships had begun to feel it. The
Silada, for all it's resilience, could not eat a blast from the
Lehe and remain afloat for long enough that it's Wellmoss would patch the extensive wound. The
Mukebazas didn't fare much better, as they were a larger, slower target with near-equivalent armor and no self-repairing abilities.
Ho'oulas were still the victims of their own lack of armor, and not all of them were able to loose their torpedoes before being sent into the seabed. Still, Embralish ships were taking significant losses at a rate faster than our fleet's own growing-towards-significant losses. By midnight the Embralish fleet had managed to largely disengage, using a smaller force to hold the Naval Fellowship back and buying time for retreat.
The relatively easy win did not result in an easy advance however. The submersible fleet was extremely well organized for defending the waters under Embralish control, and ships attempting to pursue retreating ships were often met by torpedoes. Even though a good number didn't do damage, and hunting
Hethams was not too difficult a task anymore, it still forced an abundance of caution on the fleet and slowed advancement. Our own forces were well organized themselves, so our forces attempting to secure the area took fewer losses as each
Hetham ambush was rapidly and effectively dealt with. Thanks in part to the presence of our flagship, as well as the absence of a focused resistance in the region,
Inithar reattains Light Control of the W. Maelstrom.
----------------
The Last Wikiwiki
Kai Leilani hated this
fucking place. Nothing ever went to plan. The weather made life absolutely miserable. And the Embralish. Those
fucking savages.
Kai had been one of the first Marines on the muddy shores for Inithar's second attempt at prying land from the Embralish. The landing itself was not much different than usual on the approach: the Embralish pounded the seas with distant artillery while the Naval Fellowship pounded Embralish positions - now mapped to a small degree thanks to the previous failure - to aid the landing craft and the soldiers within. But once her boots were on the ground Kai knew this fight was going to be quite different.
The Embralish had decided to introduce the
Wellshrubbery Mk.II Concealment Kit, a kit containing seeds and a noisemaker for growing wellshrubbery. Unlike the previous breed, the new plants proved to be hardy, durable, and dense. They could also root into most surfaces, and could survive for a few days once planted and grown. The Embralish had planted hedgerows blocking a significant number of safe passages on the water-logged battlefield and, as Kai soon discovered, they used it in the trenches to create dead ends that took time to work through but could be well-defended by a soldier firing through the dense brush. This had a
very devastating impact as Marines were guided into pre-targeted zones by the voluminous Wellshrubbery.
LIE traps littered the positions not zeroed by
Niramatas and
Havezaras, so the air on the battlefield was thick with toxic gas as always. The issue was the concentration of troops meant less spread regarding
LIE Shells, which increased their effectiveness by quite a lot.
They turned the battlefield into a
fucking hedge maze. Other sectors had reported less use of
Wellshrubbery, but it seemed, as always, Kai had to lead her soldiers straight through the serpent's mouth. She didn't know how lucky her Marines had it at the time. All she knew was her military couldn't provide enough gas masks for everyone against an enemy that had a fetish for the stuff, and every single one of those kids was suffering the cruelest death for it.
Progress was slow going, but the
Pohū Ringa aided at least somewhat once the landing forces got to Embralish positions. The grenades proved quite easy to toss at a distance thanks to their shape, and Kai had managed to take out a bunker on her own while it fired on her position with a perfect spiraling throw. The dense concussive blast was extremely effective at clearing out enclosed spaces on it's own, and the frag case made it even better. Each soldier carried a pair of the things, and with the number of dead and dying across the battlefield, Kai had access to a large supply of the things.
Armored and vehicular was getting slammed hard as it came forward. All across the line, and indeed everywhere the Initharian vehicles went, they were met with the
Autoresonant Siege Horn. The
ASH was a tube just shy of 1.4 meters long constructed of a combination of aluminum, Wellwood, and Wellbronze for a relatively light weight of 4.8kg. The rear tube allowed quick installation of the compressed air canisters which served as the weapon's ammunition. The weapon itself worked by "playing" the weapon and emitting sound directed forward (though there is a little bleeding of noise around the weapon, but it's largely harmless). A microphone also directed forward was used to detect feedback from targeted objects. A small dial on the side of the weapon could be set to freely adjust, where the ASH would automatically attempt to detect the resonance frequency of targeted objects, and could also be set manual if the user was confident in their prior experience with or knowledge of the target.
When the ASH fires it unloads the entire canister of air through the tube at once, playing at the frequency on the tuner and launching a wave (or more accurately, ball) of sound that, while not visible, certainly makes itself known on impact. Solid targets struck by this controlled burst of sound, like our
Wikiwiki and
Alanui, found themselves broken and battered, shattered so long as the frequency was within effective tonal range. Softer objects, like flesh and organs, tended to rupture if the ASH was keyed into a human target, and effects such as ringing in the ears, perforated eardrums, and intense vertigo could be felt if close enough to an impact site regardless of frequency. The range, as in distance, of the ASH proves somewhat short at 100 meters, but it's ability to terrifyingly "rapidly disassemble" targets cannot be understated.
Kai had managed to survive a blast from one particular ambush the evening after the Marines linked up with the Army Fellowship. One of her NCOs had been the target of an
ASH and was in the middle of receiving orders when he'd exploded like a gory balloon with an accompanying whining burst of noise. The impact, if it could even be called that, heavily disoriented Kai and she stumbled to the ground with blood seeping from her fingernails and an intense general pain throughout her body, including an intense pressure in and behind her eyes.
She couldn't remember much past that, not until she woke up in a medical outpost back in Initharian-held territory. The rain and wind lashed and beat the tent around her. Both her vision and her thoughts were fuzzy, but before Kai fully came around she was crowded by her skipper. He filled her in on what had happened, and Kai felt her chest cool with every word.
Most of her Marines had been wiped out or captured. The offensive has
some level of indirect fire support this time, but the front with her Marines saw almost none of it, and their section was ordered to pull back when a pair of Embralishs counterattack broke through near the coast and threatened to link up. The threat was rapidly realized thanks to the introduction of the
Katarani Medium Tank Mk1. This "medium" tank was relatively lightly armed and small for it's designation, utilizing a 70mm gun with relatively small ammo stores for it's class at 35 rounds. 80mm armor protected the front and turret and 50mm armor protected the sides, and spaced armor at the front and over the treads in the form of fairly thin plates mounted a few centimeters from the hull act to trigger Refocyte munitions, greatly reducing their effectiveness.
With it's smaller gun and ammo stores than most medium tanks, the vehicle does see a good increase in speed thanks to it's powerful diesel engine, topping out at 55km/h. The tanks seemed to suffer from reliability issues after extended periods of use, and more than a few times crew of a
Katarani needed to expose themselves to Initharian gunfire to manually crank the engine back on - an engine that seemed to produce no noise. Cover was provided for exposed crew via a
Musakila accessible from the turret hatch, but that wasn't too safe a position either.
The issue with the
Kataranis, while they were few and far between, was the fact that they seemed to be designed almost exclusively to take on the
Alanui. The spaced armor helped to increase survivability by quite a large bit, and their speed meant they were surprisingly effective at hunting down out armor. Our only saving grace, besides their tendency to break down, was their need for fairly regular resupply, which exacerbated the problems the Embrals had with their low numbers already.
The Embralish ability to slam Initharian armor with infantry as well as a new tank, which received it's fair share of
Rogi support (since the things seemed to be around every corner and behind every bush anyways), helped them slam their jaws shut around the Marines. Kai, it turned out, had been loaded onto the last
Wikiwiki to escape through the gap. None of her soldiers save for the ones evacuated before her own injury had been heard from since.
----
The entire push through The Mudflats was absolute fucking hell for everybody. Our artillery support was scarcely available, and what few guns we had were often in need of repairs. The
Pohū Ringa was beautifully effective at it's task (that is, killing or otherwise removing Embralish forces from the battlefield), but a grenade alone would not prove enough to turn the tide in Inithar's favor, not when Embral pushed out an
Alanui hunter and a fresh new potential war crime in the form of the
Autoresonant Siege Horn. While our previous efforts did make things somewhat easier, the effect of prior knowledge was somewhat hampered thanks to the new breed of
Wellshrubbery modifying the landscape. Still, the enemy didn't seem to have a coordinated effort for action, and so we were able to hit them with a few assaults throughout the season. While this didn't force the Embralish from their positions, it will probably make future actions even easier.
Inithar fails to push The Mudflats.----------------
The lack of significant Embralish offensive anywhere is worrying. What could it mean? 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 Inithar itself thanks to the cables laid by the Black Fellowship. 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 Rimefields: 2 Ore, 2 Oil, 2 Wood, 3 Refocyte
Taiga: Refocyte, Pact Caelium, Ore (3/3 Nodes)
The Barrens: Pact Gavrillium, Refocyte, Pact Caelium (3/3 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, EMBRAL (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: 5
Oil: 2
Wood: 2
Refocyte: 5
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)
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. Costs 2 Ore and 4 Refocyte. (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, andmimially interferes with wearing a helmet. Earmuffs block out most sound, making verbal communication practically impossible, though the earmuffs can be slid off the ears. Costs 5 Wood. (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. Costs 7 Ore and 7 Refocyte. (VERY EXPENSIVE)
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. (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)
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. Costs 4 Ore and 6 Refocyte. (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. 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. (CHEAP)
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. (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. Explodes when excessive force past the piece's threshold is applied.
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)
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. (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)
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. (VERY EXPENSIVE)
Sikari Mask Mk.III: Gas mask/wellwood flute that resembles a bird's face. Evokes a stronger emotional response than the old flute. (CHEAP)
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)
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. (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. (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)
'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. (CHEAP)
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. (CHEAP)
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. (CHEAP)
Silada-Class Destroyer: 115m long ship, 120mm belt armor and 100mm elsewhere. Travels at 38 knots. Armed with a quintuple torpedo mount, 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. (CHEAP)
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. (CHEAP)
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.
--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.[/i]
-Wellquartz: A material that seems to emit a frequency of noise that causes euphoria when rubbed against.
-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.
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)