Strategy Phase, Cold Season 1940 AC
This season we developed our industrial capacity further as we installed a mine to extract
Ore from the icy
Tundra. As a result, the following changes occur with our armory:
G2 Alanui becomes
(CHEAP).
G2.1 Alanui-S becomes
(VERY EXPENSIVE).
NM2 Controlled mine "'Ohu Mameo" becomes
(CHEAP).
"Combat" Phase, Cold Season 1940 AC
Our scouts in The Taiga and Barrens kept an eye on the sprawling Caelium Mining and Processing facilities dug into their sectors. Day and night they weathered the dangerous cold to ensure their report was going to be accurate, because it was going to be a game-changer.
Through the entire duration of their observation not a single Pact soldier was spotted entering or leaving the facilities. There was no sign of enemy presence as there had been in the early days when Inithar was still trying to figure out how not to die from the environment let alone armor-clad flying soldiers with exploding bullets.
Still, even after the scouting reports came in, a Marine team sent to infiltrate the Taiga facility, led by Kai Leilani. They exercised an abundance of caution, and did so during the day to ensure they'd be able to spot Pact soldiers from a distance and react accordingly. A chain-link fence ran the perimeter of the facility, with one massive icy road cutting the facility in half. The approach to the Caelium facility was worryingly exposed, but the team met no resistance whatsoever as they sidled up to the fence. A section had some damage - seemingly smashed, with a shallow trench dug into the ground across it ending in the scattered debris of some sort of large bipedal vehicle. A cockpit on the mechanical walker was blasted inward, and no body remained upon the blood-spattered seat. The team continued onward, moving deeper into the oppressive silence of the facility.
A few buildings stood out to the team for investigation - a hangar, some sort of office building, and a pair of buildings resembling barracks. The barracks were smaller so the team moved to clear them first.
They were empty, a layer of frost coating everything. Everything but a single pair of bootprints that disturbed the snow relatively recently, within the past few days at most. The scouts had surely missed something. The Marines had begun to relax after finding nobody, but now tension rose to a peak once more. As the Marines searched the one barracks more thoroughly they found relics of previous inhabitants, pin-up posters, old books, a pair of glasses, a few old Abberan dress uniforms, but nothing really useful. The bootprints led to a single footlocker which had been left open and rummaged through. Nothing within it was notable, and there was no indication that the person who'd searched it had found what they were looking for. The Marines moved on to the next barracks, noting the bootprints trailing outside went in the direction of the hangar. The second barracks was about as useful as the first.
The Marines headed off to the office building. The front door was chained and padlocked from the outside, and each window was reinforced with iron bars. The building was practically a miniature fortress on it's own upon closer inspection. Still, with nobody attempting to defend a fort it's fairly easy for infiltrators to do their job and infiltrate. One window had been blown open with a well-placed concussive grenade. The Marines used this opening to enter and investigate the premises. There was a lot of paperwork throughout the building, but most notably the Marines came across a series of papers dated for 1938 that were left out in the open. Upon rough translation, we could see it detailed a general withdrawal of forces from the furthest facilities from the Pact capital. While we could not discern the reasoning, we could clearly see the orders affected The Taiga, Barrens, and Deadwood.
A small team was left to secure the intel should anything happen to the rest of the unit while they moved on to investigate the hangar. It's massive front doors were closed, but the trail of bootprints led to a small side door that was left ajar. The Marines cautiously followed, and when they entered they were greeted with a building absolutely packed with Caelium ore. Large crates littered the facility, full of ore packed and ready for transport, and some still sat on a static conveyor belt that descended below the hangar parallel to a set of wide steps. Both the belt and stairs were clearly added onto the facility well after it's original construction, the stone was still rough from being dug out save for where footfalls had worn it down. Surely this stockpile could support Inithari efforts for a long time should it be properly rationed out (GM Note: Meaning the stockpile is what will provide 1 Caelium/turn, clarifying before you read into it). The team made their way down and through a series of underground halls and rooms, following the belt - and bootprints - towards one final chamber.
Multiple voices echoed out of this chamber as Kai and a handful of her best closed in with an abundance of caution. The language was foreign, likely local, and the first time it'd actually been heard. Kai peered into the chamber and saw a man in a labcoat standing in front of an ovoid construction that appeared to reflect the room. But it was no reflection. The person on the other side of this device was moving independently of the man in the chamber, and the two were in a seemingly heated discussion. Before she could pull his head back the Man in the Reflection pointed and exclaimed in alarm. The Marines had no time to respond as the Man in the Labcoat quickly grabbed a set of folders on the table at his side and fell into the device. The image projecting within it disappeared and was replaced with a shimmering silver surface - one that actually reflected the chamber. A large number of tools and devices were left behind, and in particular one device looking a lot like a radio remained on, emitting a singular constant high pitched tone. Surely once this facility is secured and made operational someone would want to investigate the signal.
Why We Fight
The Harren Expedition had a singular purpose: taking it's resources and sending them back home. Encountering Embral had drawn the Expedition's attention, but finally we'd had a taste of accomplishment. A massive collection of men and materials the likes of which hasn't been seen in a single area since Landing Day made it's way to the Taiga and Barrens with the goal of securing both the targeted Harren facilities in the regions. The massive force was unmet by Pact forces and went about securing the facilities. Routes were secured to ensure safe transport of goods across the frozen wastelands of Abbera to the settlement in the Rimefields.
Both facilities held massive stores of Caelium and workers were quick to begin packing and shipping the material.
Will you be shipping either of these resources back home, or will they be used for the war effort here? If you ship any home, which of your natural resources do you want in return?As with the facility in the Taiga, the Barrens facility held a subterranean chamber housing complex machines and the same sort of device with the reflective, mirror-like "portal". It, too, had a strange radio emitting odd signals, and the device seemed to be deactivated much like the one in the Taiga. With plenty of helping hands and minds available, research of the devices was set to immediately. With two facilities under our control, we were able to compare their passively transmitted signals and noted that they were at distinctly different frequencies. The tuning devices were quite difficult to figure out initially, being a technology evolved completely independently from what the Empire had experience with in the Homeland, but eventually one of our engineers managed to tune the Taiga Caelium Facility device to the Barrens Caelium Facility portal, which activated a link between the two. Having a single point tuned in to another allowed the tuned portal to observe the other side, while the other portal remained seemingly inactive. Tests were performed with the passage of objects through these strange devices, and objects would appear on the receiving end with no apparent damage or changes.
Further investigation eventually led to the first human to pass through the portal. The volunteer also seemed to pass through without issue. With both portals keyed in to one another, free passage either way was possible, and sound was able to carry through the linked portals to facilitate communications.
The biggest obstacle to research of this device, known as the
Glas Bolg Transporter thanks to the apparent branding on the transmitter device, is that it has so many dials, switches, ports, and levers that there are a possible 6.022x1023 frequencies to key into. Unfortunately, it seems most of these frequencies are disconnected, with the portal remaining reflective and objects passing straight through to the other side of the device without being transported elsewhere. By utilizing and reactivating these portals it seems that they connect to a network of devices independent of whatever the Pact may be utilizing.
In short, we can only transport objects and people through the portals if they are activated. We cannot get into any Pact-held locations, but it appears to be that any device activated after being disconnected by the Pact will connect to the same backup network. The portals are large enough to transport humans and human-sized objects through, so there is a chance that, should Embral also connect to our network (and we suspect the four unidentified signals we've isolated mean they have), we could launch attacks to directly take their Harren resources. It is unlikely we'd be able to control anything past the facility (unless the front line had pushed to that area, which is a different strategic scenario entirely), but we could reduce our enemy's access to the native resources. This works both ways, however.
So now we have a decision to make: Do we
destroy the Glas Bolg Transporters and ensure our safety or do we
maintain the Glas Bolg Transporters and provide strategic opportunity further down the line? You can choose to maintain or destroy transporters individually, and may choose to destroy a Transporter at a later date. They cannot be rebuilt however, so the decision to destroy a Transporter should be carefully thought over. For some reason you also believe that going all-in on either maintenance or destruction will affect the narrative of the world at large, and perhaps even beyond?
When utilizing the new resources afforded to us, we should remember that Caelium's Sphere is Gravity.
----
News from the front was surprisingly sparse this season, though some wild rumors abound. Some scouts have reported some sort of floating landship in the distance through the incessant rains of the Mudflats. Meanwhile, our soldiers in the North Peaks have reported this ever-present feeling of being watched, and wild rumors of an ancient spirit disturbed by the war are widely regarded as absolute nonsense. In more solid news, the Leviathan is suspected to have been operating in the Western Maelstrom, though we can never really be sure with that fucking thing. Otherwise, the Embralish didn't really do much other than fire the occasional artillery barrage and distant torpedo. There was no decisive attempt to take territory once again, and while we can't be completely sure why that is, we certainly have our suspicions.
No territory changes hands this season.----------------
This turn we will be deciding whether or not to
maintain the transporters for the time being, as well as
whether or not we send the new Harren Resources home. As always, you will be responsible for two designs to introduce to our forces this turn.
IT IS NOW THE DESIGN PHASE. The Rimefields: 2 Ore, 2 Oil, 2 Wood, 3 Refocyte
Taiga: Refocyte, Caelium, Ore (3/3 Nodes) [Glas Bolg Transporter]
The Barrens: Pact Gavrillium, Refocyte, Caelium (3/3 Nodes) Glas Bolg Transporter
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: Ore, Empty, Empty (1/3 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: 6
Oil: 2
Wood: 2
Refocyte: 5
Caelium: 2 (Undecided)
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)
M1.3 'Laweano' 120mm: A very reliable 120mm artillery piece capable of firing smoke, Refocyte, HE, and AP shells. Requires almost no maintenance and functions near perfectly after much refinement. Can fire shells out to 18km at 15-20 RPM. Costs 6 Ore and 5 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. (CHEAP)
-G2.1 Alanui-S: An Alanui with the main gun replaced with a Shaped Force Emitter. Packs a heavier punch at the cost of, well, cost. Costs 8 Ore and 8 Refocyte. (VERY EXPENSIVE)
Huhuli Mk.3: A tank slightly larger than the Alanui with a stubbier gun. Multiple battery banks modulate the the amount of force fired through the gun - a Shaped Force Emitter. Protected by 30mm tungsten carbide plates and 30mm of solid Refocyte and rolls of canvas. Uses a Supercharger Dual Coilengine to reach insane speeds of nearly 200km/h in perfect conditions. Additionally protected by a rear-mounted, a coaxial, and a cupola Kakala. Crew have small hammers and a pair of sledgehammers to charge batteries. Always a (NATIONAL EFFORT).
Mobile Fortress "Aroha": A massive moving fortress roughly shaped and sized like a capital ship on two massive tracks protected by a skirt. 250m long, 40m wide, and 60m tall at it's highest point. Houses 2000 crew plus officers and 2000 Marines. Has 170mm steel and 50mm refocyte armor (which can be violently discharged - use with caution) covered by another 30mm of tungsten carbide plates. Can be hermetically sealed and provides air for a couple hours. Covered in 30 ball turrets with a mix of machine guns and grenade-flinging catapults, as well as another 15 ball turrets with anti-armor rifles. 2x2 120mm turrets use standard Laweano-based cannons and munitions. Another 2x2 120mm guns fire Refocyte Cluster munitions. 500mm front cannon uses the cluster munitions as well as Penetrator rounds. Powered by ten fuckhuge Coilengines to barely reach walking speeds. Always a (NATIONAL EFFORT).
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. (CHEAP)
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)