Revision Phase, Cold Season 1940 AC
Proposal: Pua NeoRubber ProjectWith the refocyte-smiths (especially the Kaimana brothers) more or less forced to take a backseat for the rest of the season after the results of their... overzealous work, representatives of an understated but vitally important Fellowship took the front stage this season: the Chemists' Fellowship. And not only did the Chemists' Fellowship take a front role, but the actual chemists themselves did, not mostly just the extremely aggrieved physicist members of the Chemists' Fellowship who are often critical in the background in calculating ballistics for the work of the more celebrity refocyte-smith members of the Grand Fleet Design Team.
Specifically, the post-mortem of the Pua 'Ula Pua revealed something interesting about it: though the refocyte mechanism-work is not flawless by any means, it itself is not actually untenable at all -- potentially somewhat unreliable on its own, but perfectly functional, granting the weapon many of the specifications it was actually designed for. Instead, a large portion of the weapon's issues come down to one other material: rubber. For the purposes we'd been using it for until now, rubber was sufficiently tough to withstand the motions it was being subjected to, especially since the Laweano only fires even now once every few seconds. But when dealing with dozens of repetitions per second, it tears and shreds, both leading to much of the gun's general maintenance issues and its little slamfire issue.
In response, the Chemists' Fellowship has simply begun work on a new rubber-like latex compound (where a latex is after all just a kind of emulsion of polymers). This new rubber, working off of theories that it is the latex structure of rubber that causes its interactions with refocyte rather than some sort of aspect of the rubber plant itself, is made through testing latexes made of many different combinations of polymers, until a substance is found that is dense, relatively unflexible, and above all has extreme tear resistance. Although this new kind of rubber would not necessarily be adequate for some purposes, such as the seals on gas masks, as it is rather stiff, its density, toughness, and tear resistance should go a long way towards solving two problems at once on the Pua 'Ula Pua, dealing with the slamfire issue and with much of the maintenance issues simply by not being destroyed by the operation of the gun.
Difficulty: Very EasyResult: (6+4)+2=12,
Unexpected BoonOur Chemist's Fellowship has long been neglected by the Expedition. While not forgotten and by no means useless, they've largely worked in the background to help keep things moving forward. Today the spotlight is theirs.
We should first cover the intended results of their work.
NeoRubber-A is a pretty solid concept theoretically - some nonInitharian nations have been producing various synthetic rubber polymers for a few years now, so we knew it had to be fairly simple. And it was. NR-A [GM Note: fuck] is a synthetic copolymer rubber that offers much more compressive resistance and is half again as dense as the standard rubber we've been producing. NR-A is practically immune to standard wear and tear, and as it is a thermoset polymer, will not warp or degrade due to heat. The best part is the chemical compound used in NeoRubber-A is relatively inexpensive, keeping costs for deploying material with it from being impacted by it's use.
This means we've used the stuff in the Pua immediately, and it's durability means the cost for rubber in the weapon actually drops to
2 Oil (dropping it's cost to
(EXPENSIVE)), as the stuff needs practically zero replacement outside of combat-related damage. This not only increases general reliability of the weapon, but also eliminates the nasty slamfire issue. The Pua sees it's fire rate settle at around 350 RPM after the upgrade. The
Haaheo family of weapons also sees it's cost for rubber practically negated, as the small amount used in those weapons is now also NR-A as well.
But that's just NR-A's weapons use, and it's not the only thing to come out of our work this season. NR-B is another synthetic rubber produced by our Chemists this season. Unlike NR-A, NR-B is softer, though it's just as resilient. Obviously, the first application for our variety of of rubbers was
Seasonal Tires. Any vehicle utilizing tires will now use the appropriate
Seasonal Tires based on the environment. NR-A Tires will see use on flatter, harder terrain and will see the load limit of those vehicles rise by a not insignificant margin. NR-B Tires will see use in terrain with softer, slicker terrain like those damn Mudflats, as the tires will compress slightly to create more contact with the surface, improving traction and stability, though load limit does take a slight hit (though nothing we currently have will see a significant impact from that). Standard tires will still see use in more mixed terrain.
Proposal: M1 AP "Wāwae Nalowale" and M1 AT "Ka'a Nalowale" MinesThe Wāwae and Ka'a are both immediate responses to the threat of Embralish assault while we're dealing with the Pact positions.
The Wāwae consists of a modified Ringa with a proper shrapnel belt and shorter timer, and a RPC connected to a tripwire acting as the base. This causes the warhead to be launched roughly 1 meter before detonation, giving it much greater lethality against Infantry than "nonbounding" Mines.
The Ka'a on the other hand, is a rubberized casing that can hold a 50mm Refocyte round and a really low purity RPP. It's activated by a miniaturized version of the 'Ohu Mameo's magnetic detector, though directly connected to the trigger instead of having a human in the loop. if development stalls out a pressure plate assembly weighted to not go off on infantry (unless they try to disarm it of course) will be used instead.
Some may ask, what use do these have in the mountains? Well, while it is difficult to dig into hard rock compared to mud or dirt, there's this stuff called "snow" that mines can be buried in, and given the limited paths in the mountains, a single mine is much more likely to be tripped.
If time allows, we'd like to look into using Refocyte Shrapnel in a rubber coated belt for the Wāwae. If time absolutely does not allow for much of anything, we'll do everything we can to save the Ka'a first and foremost.
Difficulty: Very HardResult: (1+1)-2=0,
Utter FailureWe were going to work on mines this season, but in doing so we decided to check on the mines we had deployed asea already for extensive analysis on effectiveness of the various mechanisms. This was by no means necessary, and many deemed it to be a waste of time.
They were wrong.
Some of our engineers went diving near some Embralish wreckage near a minefield and were horrified by what they saw. Wellmoss had grown from the ruptures within the hull, coated the entire thing, and was slowly choking out the seabed around it. After extensive observation, it has been calculated that the Wellmoss' growth will most certainly have a negative impact on the local biosphere and environment, but shouldn't start encroaching on land for a good few years. Or, at least it'll be long enough that we should have won this war and the one at home by that time.
Still, this could give us some leverage against the Embralish should we ever enter negotiations.
Other than that...----------------
Well, this season has certainly been somewhat disappointing. We got some neat rubber out of our endeavors though. We shouldn't dwell on our shortcomings though, as it is now time to decide what resource node we fill, which two locations we will attack, and vote on what we will be doing with our newly-acquired Caelium resources. Remember, if you decide to export any Harren resources to home, you need to choose which Inithar-native resource you get in return. You
also need to deploy your National Efforts! Remember - mountains are infantry-only outside of the landings.
IT IS NOW THE STRATEGY PHASE.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, 1 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, 1 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 "Pua 'Ula Pua" HMG: A 15mm heavy machine gun. Has a 2000m range and fire rate of 350 RPM and can function for a long while without requiring a serious fix thanks to the use of NR-A. Costs 6 Ore, 2 Oil, 7 Refocyte. (EXPENSIVE)
M1 'Pohū Ringa' Dual Purpose Grenade: A torpedo-influenced hand grenade using refocyte as it's trigger and payload. Causes a lethal concussive blast within 5m, and injures those within 15m. A frag case can be slid over the grenade to add a little extra shrapnel. 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.
M1 "Mea Huaka'i" Surface Traversal Set: A cumbersome rig requiring the user to wear an uncomfortable harness using refocaelium to store passively absorbed gravitic energy, with the side effect of having slightly repellent forces permanently in conflict directly attached to someone's body. Users often look like they're lightly swaying in the breeze. The harness is also connected to leg braces which themselves hook up to the refocaelium "jump" boots. Landing without some sort of injury or discomfort is practically a miracle. Costs 4 Ore and 6 Caelium. (NATIONAL EFFORT) [complex]
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 or Pua 'Ula Pua 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 or Pua 'Ula Puas 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 or Pua 'Ula Pua as needed. 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 Pua 'Ula Puas, 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.
Refocaelium: An odd material that creates gravitational "voids" as it absorbs and stores gravitational energy for use at a later time. Stored gravity is expelled by overcoming the material's storage threshold.
NeoRubber: A family of synthetic rubbers that can replace standard rubbers at no additional cost.
-NeoRubber-A: A harder, denser rubber that shows little to no wear even after the most intense usage.
-NeoRubber-B: A softer, more pliable rubber that shows little wear even after intense usage
Seasonal Tires: Tires made of any NeoRubber variant and automatically used based on the combat environment. Cost equivalent to standard tires.
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)