Strategy Report, Hot Season 1941 AC
This season we expanded our industrial operations, opening a
Refocyte Mine in The Frosted Heights. We also decided to
keep one stockpile of Caelium, and
trade one stockpile of Caelium for Ore from home. Thanks to the additional materials, our armory adjusts as follows:
M1 "Pua 'Ula Pua" HMG becomes
(CHEAP)M1 "Mea Huaka'i" Surface Traversal Set becomes
(VERY EXPENSIVE) is no longer
[complex]G2.1 Alanui-S becomes
(VERY EXPENSIVE)Kaipo'u-Class Battleship becomes
(CHEAP)----------------
The convoy sent to the Gavrillium facility in the Barrens had their tasks go about as expected. With yet another unguarded facility, Gavrillium shipments began to make their way north to Kona Town. The
Glas Bolg Transporter there had been shut down prior to the convoy's arrival, but was started back up and connected to the same network that the previous ones set themselves up on.
The Deadwood facility, it turned out, had not been completely abandoned. As the convoy approached the Gavrillium facility's gates a stocky fellow in
Pact Power Armor walked out of the main building waving the colors of parley.
This, of course, was a very curious turn of events.
The man introduced himself as Antero Sahay Jr., and was very quick to unleash a torrent of information to us, in perfect Initharian.
Again, very curious.
The man explained that he was a representative of
The Pact, and due to delays in some plans "elsewhere", a timetable had to be pushed forward that necessitated he speak to us as soon as possible. The things he said seemed absolutely insane.
Antero Sahay Jr. spoke of alien species, but instead of beings from another planet they were beings from the same planet, just along different timelines, something about a multiverse and dimensions.
The Pact was formed when one of these sisterworlds was invaded by
another species from
another reality and managed to largely repel the assault. Their actions turned their world into a sort of one-way street, cutting off their universe from incoming "travelers" while retaining their ability to send their own elsewhere.
The Pact designed equipment to facilitate communication across The Veil and coordinated efforts against these Invaders where they could. Unfortunately, many of these other alternate realities were in some way or another corrupted by the influence of the Invaders before
The Pact could prevent it.
The Pact began to splinter into different factions as time went on and an endless sea of Abberas and Salvioses fought one another to obliteration and nothing they did could alter their course. Being apparently the first and only Harren peoples on the timeline not to collapse, some members of
The Pact began to identify as the
Isolationist Faction, people of
The Pact who had resigned themselves to the idea that it was
The Pact's responsibility to step in after these inevitable collapses, gather the pieces they could, and use them elsewhere to combat active Invasions. Others identified themselves as
Interventionist, and saw it as
The Pact's duty to step in and, through means political, military, or otherwise, push one side to victory over the other and recruit whatever remained of the victor. Yet a third faction identified themselves as
Idealists.
Ideally, different realities would find some sort of balance on their own and ultimately prevent the Invaders from conquering one of the sisterworlds, then ally themselves with
The Pact without them needing to expend their own limited resources and manpower in a war on infinite fronts.
He explained that
The Pact was unified in their cause regardless of their different ideologies, working together as the majority dictated to serve the greater good up until the fleets of Inithar and Embral showed up.
The Old World had been a non-issue in every single other reality
The Pact had come across. The New World was often ripe with hints of Invader activity if not outright Invasions, but for some reason The Old World never got dragged in. This reality was the only one to change that, and at first the
Isolationists won out, swaying
The Pact to promote a free-fire policy on the new arrivals - something that Antero clarified was standard RoE, as a majority of their interactions with post-Harren Collapse realities is nothing but hostile. As time went on,
The Pact realized that the Old World parties were more interested in fighting one another than
The Pact, which was a welcome change, and allowed
The Pact to observe both groups from a distance. Over the course of their observations it became increasingly apparent that an Old World arrival event was not being mirrored in any other reality, and ultimately the more militant members of
The Pact were overruled by the rest, and a phased withdrawal was enacted so that Embral and Inithar could work out this unique event naturally.
This would have been impossible to believe, had Antero not brought stacks of evidence in writing, photographs, and moving pictures that supported every one of his wild claims.
Unfortunately, an agent of the Invaders recently pierced The Veil but was discovered soon afterward. With no way of knowing how many Invaders may have infiltrated already, if this was a fluke, or perhaps a precursor before another Invasion, all efforts are being put toward penetrating The Veil and finally pooling the experience, resources, and manpower they've attained on their homeworld. While this was obviously a major objective before, the infiltrator made it absolutely critical that they find a way back ASAP, and so they've decided to enact their nuclear option and lay all the cards out on the table for everyone.
You are given an ultimatum. You can:
A. Join The Pact - Joining The Pact will provide a bonus to the difficulty of developing equipment utilizing Gavrillium and Caelium in a significant manner, and provide those projects with a reroll of the lowest die, and 1s are always rerolled (note that creating something with them that you then install in new things without revolutionizing the gavrillium or caelium will NOT get you the bonus, you minmaxing turds). All Gavrillium and Caelium nodes in your territories become available but cannot be traded home. All trades with home are cancelled. You may need to deal with internal politics.
B. Let The Pact Be - You will let The Pact utilize the Gavrillium and Caelium they still have access to, and The Pact will leave you to your own devices. Acknowledging your sacrifice, The Pact has left all sorts of documentation from the sisterworlds of projects utilizing Ore, Wood, and Oil. Any project consisting only of those resources will be easier as a result of new insights, and they will also reroll any die that rolls a 3 or lower.
C. Refuse The Pact - This is
your reality, not theirs. If you want to take the Gavrillium and Caelium from this island to save your people, then you damn well will.
The Pact will take hostile action during engagements in zones they are present in. You don't care about this island's fucky politics, you just want to get your damn job done and go home. You get no bonuses to creating anything, as the Expedition's entire focus is now on fighting. If you can defeat your enemy, you'll see entire regions fall to your onslaught.
The game may also be affected by the combination of choices made between both sides.
A+A: Maelstrom disappears, war continues with heavy Pact influence. (Think similar to the UN in Iron Behemoths)
A+B: The war continues, but regions with Caelium and Gavrillium are considered non-combat zones and no longer count toward region control. A
does not get access to Harren resources if they push the frontline past them, and they may need to deal with Pact influence on rules of engagement.
A+C: The war continues. The Pact actively assists A, but C receives a choice of perks based on various factors.
B+B: The Pact is a neutral party on the island. All Pact-controlled areas are considered non-combat zones. Combat for the Harren-resource nodes is now a priority, and it just so happens that they're all connected to the same network of transporters, so fighting is largely reduced to inter-facility conflict with external support when available.
B+C: The Pact does not actively participate in fights between B+C, preferring to let B do the dirty work. The war largely continues as normal.
C+C: Harren Island is reduced to an all-out brawl, with combat happening in every single area where Inithar's and Embral's lines touch. The Pact throws their weight into the melee too.
This decision is to be made
immediately alongside your designs, and will affect them accordingly.
[GM Note: All this was supposed to be slowly brought in through '45, but since the longevity of this game is acceptable but the update frequency is not, I'm accelerating the game in a way that kind of lets you all flavor it more than with one final "everyone gets one design" turn out of nowhere. Each option is meant to be overpowered in some way or another, and there isn't any intention for real balance in what comes of anything - just try to have some fun as we roll this thing around in it's grave until all the parts fall off.]
----------------
The War Continues
A temporary unofficial ceasefire had fallen across the front in the
North Peaks, but after a large mustering of forces, the Embralish decided to ruin the peace and assault our positions..
We were not unprepared for this eventuality, however. The previous six months had been used to entrench ourselves as deeply as possible. Every inch of mountain, inside and out, was covered by one of our
M1 "Pua 'Ula Pua" HMGs, and we had set up predetermined engagement areas and ambushes for the Embralish to walk into.
Things were not too easy for us, however. The enemy's
Strings of Motion played among every one of their units, pushing them to mobilize and concentrate forces faster, and
Wellshrubbery was widely available for the Embralish to deploy for concealment. When we did score a hit on our enemy, there was a chance they'd be back in the fight in minutes, as each soldier was now equipped with one tube of
Health Augmenter (eXperimental).
HAX is made from a newly-discovered resource among the Embralish, the
Mutant Rose. This tube of paste acts as anesthetic, sanitizer, bandages, and sutures, all in a single easily-applied mixture that tastes like uncooked chicken, for some reason. If it's not a debilitating injury, Embralish soldiers can be back in action in moments with minimal impact to their performance.
When the enemy engaged us, two new weapons made themselves readily apparent. The first was the
SMG-32a, which we recognized as a Pact weapon, although it looked more like an Embralish model. The weapon fires 12.5mm FMJ/GE rounds, is recoilless and relatively light thanks to the use of Caelium throughout the design. It fires 1200RPM and uses a 30-round box magazine fed to the bottom of the weapon, and it tears through men and light cover alike. The other was the
"Jarha" Caelium-Stabilised Shotgun, which is pump-action shotgun that loads 27mm shells firing shot or slugs, as well as armor-piercing sabot rounds. The tube magazine hold four rounds and the weapon is somewhat heavy, but not as bad as it looks due to the caelium stabilizer installed in the gun that lightens it while also providing a counterforce to somewhat negate the recoil from firing the large rounds. This
also proved capable of tearing through men and material with ease.
Still, with six months of reinforcement and uninterrupted entrenchment, as well as a
Radio Station serving as central command for the theatre, it looked as though we'd be able to hold back the Embralish for now.
----
There was no such thing as "leave" on these islands, but when the temporary ceasefire took hold, Inithar's Marines were deployed to protect high-value targets throughout the front. It was as close to a break as most of them had seen for a while.
Kai Leilani hated it. She hated sitting around and doing nothing day after dreary day, standing guard over the
Radio Station dug out of one of the highest peaks on the island. It had become the foward command center for the entirety of the Initharian forces in the area, so it was very important to protect. But boring. That's why part of Kai was pleased when news came through of Embrallish probing attacks throughout the
North Peaks. Kai expected to be redeployed soon after the flare-ups began, but since Embral seemed solely focused on the mountains, high command decided to keep the extra soldiers posted where they were.
Kai didn't like the feeling of doing nothing. It was nearly as bad as helplessness. It would be a long while before the Embralish pushed to the
Radio Station, if they'd even manage it at all. Kai and her marines could certainly be utilized better elsewhere. She was stuck daydreaming one night in the Operations Room set up in the Radio Station, guarding one of the base's Generals, when she heard a muffled thud and a light above her head started flashing in sequence -
white, red, green, white, Off.
White, red, green, white, Off.
Oh shit, Kai thought to herself,
Here we go.There was a lot of gunfire coming from one direction out of the bunker, so Kai had the handful of soldiers with her fortify the room they were in. A couple of Radio Technicians continued to man their equipment. The fighting outside was persistent, but it sounded like it wasn't going too well for the defenders. This was confirmed when someone slammed into the door Kai's men had barricaded shut, screaming "Let me in! Please! She's some sort of demon!" before the loud boom of an Embralish
Jarha sounded off and cut his pleas short. Everything fell silent for a few long moments.
Clang! Clang! Clang! Whoever was out there beat on the steel door.
"I don't want to have to kill everyone," a gruff female voice shouted in rough accented Initharian, "Only the boss. Let me do my job and you walk away."
Kai secured her
M1 to her face, checked the pair of
M1s in belt pouches, and leveled her
M2.1 at the door. She took cover behind a desk, and was also acting as a meatshield for the General.
"Start burning shit!" the General commanded the Radio Techs, who began shoving armfuls of folders and loose paper into a large furnace nearby.
A few moments passed, punctuated by three rapid, very loud blasts that rang out against the door. Another moment later, the door was thrown inward, and the furniture braced against it tossed into the air. A shape filled the space in the doorway for a moment before taking cover and spraying blindly into the room using an
SMG-32a. It didn't matter much what this attacker aimed at, the rounds the gun fired exploded against the walls, tables, and marines inside. Kai managed to weather the initial blast and toss a
Pohū Ringa through the door. It went off, and Kai expected the fight to be over. She looked around and took a quick headcount. Kai and the General were still alive, and one other Marine was in fighting shape. The Marine stepped forward slowly, crossing over one of his still-smouldering comrades as he made his way through the door. As he peeked through into the hall, a hand grabbed his collar and yanked him with incredible force out of the Operations Room. His yelp of surprise turned into a stifled gurgle as he disappeared.
The Marine swung backward into the doorway once more, this time resting on the hilt of a machete held by
Xilmal Jagpal, Sui Centurio.
Rumors of an abomination/supersoldier produced by Embralish scientists ran rampant over the past season or so, and the
Sui Centurio was definitely deserving of the horror stories being told. She was capable of charging into positions alone and tearing them apart thanks to augmentations that massively increased her strength, speed, and resilience. Her unparalleled vision and hearing made her a potent hunter, and her ability to rapidly regenerate proves time and again to allow her to push onward despite what we throw at her. She can regulate her body's chemicals at will, and is impervious to environmental toxins.
Xilmal Jagpal, Sui Centurio can photosynthesize for sustenance, and has, as she had begun to express when she entered the door behind the Marine, chameleonic skin.
She'd made what was showing of her body match that of the dying marine she was using as a meatshield, save for what was covered in her vest and pants, which made Kai's job of shooting her a little more difficult. A
Jarha tucked under the Marine's arm barked twice, filling the room with ricocheting shot. A number of pea-sized balls found their mark on Leilani, digging into her right thigh and forearm. She stood her ground, figuring her fellow Marine was already as good as dead, and unloaded her
Haaheo-B into both the Marine and the
Sui Centurio, striking her comrade in the head with the first shot. One round made it through and hit
Xilmal in the hand holding her shotgun, blossoming it to the wrist and disarming her.
Xilmal unceremoniously kicked the Marine off of her machete and launched his body at Kai, immediately following that with a toss of the machete that just narrowly missed Kai. The Marine's body obstructed Kai's line of sight just long enough for the Embralish supersoldier to close the distance and swing on her.
When the
Sui Centurio engaged Kai Leilani in melee, she intentionally manipulated the shading of her skin. so that it made it difficult for the observer to properly gauge exactly where her arms were coming from, or made them appear to be bending or twisting unnaturally. Kai attempted to block the first swing but took a blow to the chin that she felt like an electric shock throughout her entire body. A second blow struck Kai in the chest as she started to collapse from the first, knocking the wind out of her, cracking ribs, and sending the poor Marine backwards.
Xilmal Jagpal, Sui Centurio, stood above Kai shaking out a freshly-regrown fist.
"The first one always stings," she said in broken Initharian before Kai blacked out.
----
With the
Radio Station captured by Embral forces, along with all the documents within it, our defense of the region quickly lost cohesion. Loss of some members of High Command impacted morale, and it wasn't long before the wide range of advancements Embral made during their part of the ceasefire pushed Inithar backward. The
Sui Centurio is a large part of their victory, of course, and threatens to lead them to further victories if we don't act fast!
Inithar fails to defend the North Peaks, losing access to a Pact Gavrillium node in the process.----------------
IT IS NOW THE DESIGN PHASE!With our
Radio Station captured, the Embralish forces have easy means to crack through our codes and communications. As a result of this clear and imminent threat, one of our two design actions this turn should be dedicated toward communications equipment, cryptography, encryption, or any various equipment or infrastructure that could increase our operational security. While it isn't necessary to do so, one action in the appropriate field will be rewarded with the best 2 die of a 4d6 roll, since a lot of us would like to preserve our opsec.
Also remember to make your decision regarding
The Pact!
The Rimefields: 3 Ore (1 From Caelium Trade), 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 x2
The Deadwood: Ore, Ore, Pact Gavrillium (3/3 Nodes) Glas Bolg Transporter
The Frosted Heights: Refocyte, Pact Caelium, Empty (2/3 Nodes)
Frozen Marshland: Pact Caelium, Empty, Empty (1/3 Nodes)
Tundra: Ore, Empty, Empty (1/3 Nodes)
North Peaks: Pact Gavrillium, EMBRAL, 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: 7
Oil: 2
Wood: 2
Refocyte: 6
Caelium: 1
Gavrillium: 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. (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.
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. (VERY EXPENSIVE)
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. (CHEAP)
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.