Design Phase, Cold Season 1940 AC
Proposal: The Huhuli [Third Draft]"Small-brain, am I?" muttered Kaimana Nima, sitting at his desk. "Not 'beeg' enough, is it?" His pen scratched across his paper, a rather stubborn expression on his face. "Fine, I'll show them 'beeg' enough. I'll take all of these specs, and I'll just..."
The Huhuli is a permanently National Effort tank slightly larger and less boxy than the Alanui, with that expense coming in the form of its high quality components and the absurdly pure refocyte it uses (using processes not practical for mass production), particularly for its extremely powerful dual coilengine (supported by fine work from the Mechanics’ Fellowship), which is intended to drive the tank at around 170 km/h (in situations that physically allow for it or course), the batteries that serve as its ammo, and its armor. It uses armor in two layers, which actually only amount to about 60mm of thickness overall -- 30mm of this is the outside layer of the armor, consisting of pressed tungsten carbide plates, meant to provide protection against the melting munitions of the PACT, and the other 30mm is of course pure refocyte, an excruciatingly meticulously created singular piece of refocyte sitting on the inside layer and making the Huhuli essentially immune to physical force, especially since the refocyte is specially heat treated to lower the threshold of accepted physical force in order to absorb powerful sound. It is crewed by four (driver, commander, gunner, secondary gunner) and three machine gun mounts: a coaxial machine-gun mount with a Kakala, operated by the main gunner, a closed-cupola machine-gun mount atop the turret with the HMG we develop this season operated by the commander, and another HMG at the rear operated by the secondary gunner in a much lower and smaller turret at the rear, behind the turret. (The ASH doesn’t really allow us unshielded gunner positions on so important a vehicle.) The turret is quite large and turns using a small coilengine.
The main weapon is a Shaped Force Emitter, a two-foot tapering cylinder of a nickel-refocyte alloy which fires an extremely powerful tapering beam of pure force from refocyte batteries — nickel-refocyte alloy projects refocyte’s stored force outwards in a sustained and shaped manner. The shape of a Shaped Force Emitter controls the shape the force is projected in, so a tapering cylinder produces a tapering beam of force. The purity of the refocyte in a SFE controls how much force it outputs from the battery at any one moment (and, well, the Huhuli’s SFE is quite pure indeed). As SFEs do consume a lot of refocyte energy, the Huhuli uses a large set of 8 extremely pure refocyte batteries for ammo, which take advantage of the slight increase in tank size and the absence of a loader to take up a lot of space. There isn’t a loader because the gunner only needs to flip a switch to change which battery the SFE is contacting. We expect the Huhuli’s SFE to be much stronger than non-NE SFEs we use in the future thanks to the purity of the involved Refocyte — during development, we in fact used it to singlehandedly perform a scheduled demolishment of one of the larger buildings of the old city of Abbera, which was performed in only a few swipes of the SFE, lines of exploded concrete ripping through most of the entire building with each swipe.
Difficulty: EasyResults: (3+2)+1 (4+4)+1=9,
Above AverageThe war at home had been grinding on since we left, and the Fellowships were not sitting idly while the existence of the nation was threatened. With open communications with the homeland, they were able to share some specs on recent advancements in combat-applicable technology. We were drawn to the idea of the Shaped Force Emitter, and after some work we were able to replicate it with the resources and equipment we had on-hand. The first prototype demolished the lab it was built in and killed two engineers. Kaimana had been away and avoided getting caught in the blast. The crane moving the second prototype fell over and destroyed it. The third, however, worked beautifully
and avoided destruction through incompetence or bad luck.
The SFE was constructed from nearly completely pure refocyte alloyed with nickel. This conical cylinder is a stubby (for a tank weapon) 60cm long and 12cm wide, and fits neatly into a secure housing built into a "barrel" that really only exists to armor the thing. The turret attached to the barrel contains space for a series of four near-perfect purity batteries that can be linked to one another by heavy-gauge nickel cable and swapped out with four others in a secondary bank just below the turret, though there is also a readily-available nickel cable that can connect the secondary bank to the primary. The batteries hold about ten seconds of sustained burst apiece, and while linking multiple batteries at once will not improve total uptime, it will drastically increase the amount of power exerted by the focused force beam. A single battery tends to do well enough against armored targets, but a full bank unloading at once can turn a building to dust. Linking both banks can devastate a position but eats through ammo stores. It has a cupola turret and coaxial
Kakala mount, though the cupola is built to hold bigger guns.
The turret, powered by a small Supercharger Coilengine, sits atop a tank not unlike the
Alanui. The
Huhuli is a little larger than it's relative though, as it contains a Supercharger Dual Coilengine. The Dual Coilengine houses a two refocyte coils, with one mounted centrally and the larger one spinning around it. This massively increases power supplied to the vehicle, allowing it to hit speeds of nearly 200km/h in optimal conditions.
The entire thing is protected by armor, obviously. 30mm tungsten plates create an outer shell covering an additional 30mm of refocyte armor backed with a layer of rubber. The refocyte was worked
extremely carefully so as to keep it a singular piece where possible (obviously the turret armor is not rigidly attached to the body), and can absorb a fair amount of force from projectiles, diminishing penetrative ability of enemy rounds and hopefully preventing a significant amount of damage from sound-based weaponry. The refocyte armor is connected to the battery banks, charging them as it gets struck, or allowing a discharge should that be needed for some reason. The enemy's resonant weapon is especially meant to be baffled by rolls of canvas attached to the hull that can be rolled out to provide a very flexible layer of protection. Not that it protects against much else.
A rear turret, currently utilizing a
Kakala, provides additional protection from infantry and unarmored vehicles.
All crew are equipped with small hammers to manually charge batteries in the contained area of the tank, and a pair of larger sledgehammers come with the vehicle to allow more vigorous recharging outside of combat but away from friendly resupply.
The
Huhuli Mk.3 is a
(NATIONAL EFFORT) and expected to cut across the battlefield in more ways than one.
Proposal: Mobile Fortress "Aroha"Sometimes, it is the time for subtlety and subterfuge. Refocyte weapons are near silent, and our culture is predisposed to code and subterfuge with our abilities to silently communicate. There are some teams working on proposals to make use of this. But that is not the scenario this design is for. Sometimes, it is the time to say “fuck you, fuck the ground you’re standing on, fuck everything in your post code and the next one over”.
Mobile Fortress Aroha is for that time.
The Mobile Fortress Aroha is massive in scale, nearer to a battleship on treads than a tank. It is borne by two sets of massive treads (protected by a metal “skirt” to keep from being easily shelled; it is not easy to replace treads bigger than some small buildings). It is large enough to house, in addition to it’s estimated 2,000 enlisted crewmen and 125 officers (plus reserves), another brigade’s worth of armed soldiers (who can disembark at any of a dozen exit points in the lower levels, covered by machine guns and smoke). It’s armor is thick, albeit varying across it’s size, with roughly 175 milimeters of steel combined with 50 milimeters of moderate purity refocyte (with a layer of rubber keeping potential discharge directed outwards), (while higher purity could be obtained, not at this scale, and that scale makes the capacity larger anyway) and finally 35 milimeters of tungsten carbide as an outer shell to help against incendiary and sonic attacks, and it’s size is such that even a penetration has to get lucky to reach critical systems. It can be hermetically sealed against gas and has large compliments of air tanks to keep from suffocation. The refocyte armor is a new development, making use of Refocyte’s energy absorbing properties; while it’s hardly invulnerable, it can rob shells of much of their momentum as they make impact, and use it to recharge - potentially charging the engines, or the armor itself, for a purpose discussed later.
The Mobile Fortress Aroha is, as the name implies, armed to the teeth with more than enough firepower to take all comers. To prevent infantry from boarding, the fortress is dotted with “bunker” blisters, each holding two machine gun mounts, two grenade launchers, and room for snipers (along with a company of marines if something makes it past anyway). Then, there are the “cannon blisters”, at roughly a 1:2 ratio with bunker blisters, each with two mounts for heavy anti-tank weaponry, as well as storage for refocyte, armor piercing, and high explosive ammunition as needed. The blisters have heavily sloped armor to help prevent weapon knock outs. On the top, there are several mounts for anti-air weaponry, as well as four main turrets. Two of them are for traditional artillery.
The other two turrets, as well as an additional frontal turret, hold the experimental “main armament” of the Mobile Fortress. The two turrets are unique in their ammunition, primarily. They are loaded with high purity "Refocyte Cluster" munitions; unlike normal shells, they don't detonate on contact, but in the air. This spreads dozens of high purity refocyte submunitions in a lethal anti-armor and anti-infantry rain. The front-mounted gun is a giant single-barrel cannon, bigger than the rest of the artillery put together, which fires single, heavy shells. These shells consist of a high density steel penetrator, wrapped around a highly pure refocyte core and battery; the penetrator digs deep into the ground, and once it's stopped the core is activated. This sends massive shockwaves around the target area - a proper bunker-buster capable of collapsing enemy tunnels and subterranean facilities, and potentially causing localized earthquakes.
The stuff that brings it all together is in the engines. It takes 10 huge, high purity Supercharger Coilengines to move the thing at greater than a walking pace, and they are kept active by many high purity refocyte batteries. Multiple teams are actually assigned to continually recharge the batteries via sledgehammer out of combat - although in combat, impacts that hit the refocyte armor can be drained for energy. Or, alternatively… the engineers can be ordered to not drain the armor. And instead, to charge it. The final major capability of the Aroha is the Full Armor Discharge. The sheer volume of refocyte, even not high purity refocyte, in the armor belt allows for a dramatic discharge of energy. The force alone is enough to crater the area directly around the fortress, and flip vehicles and break bones to greater ranges. And if the tungsten carbide layer is still intact at the time of the burst, it can shatter and add massive shrapnel to the burst for greater lethality.
Difficulty: HardResults: (4+1)-1 (5+1)-1=5,
Below AverageWith our islands at home under relentless attack, our fellow Initharians needed a way to defend each island as effectively as possible. Enter the Mobile Fortress. At home, mobile fortresses were sized based on the island they were defending. They weren't fast, only needing to adjust from a central position on the island based on the direction an attack was coming from in order to ensure enemy forces were within range.
On Harren, within old Abbera, the Initharians decided to taste ambition.
The massive "vehicle" is 250 meters long, 40 meters wide, and 60 meters tall from the ground to it's highest point. It's general ship-shape sits on a pair of massive heavy-duty tracks protected by an armored "skirt", which is more like a wall. This monster of a vehicle has over 2000 crew and officers as well as room for just as many infantry. All these people are protected by a few layer of armor. 170mm of steel across the entire thing is covered by a layer of rubber then 50mm of refocyte
excruciatingly painfully and cautiously shaped into a solid piece, and that is further covered by 30mm tungsten carbide plates.
As with our other creation this season, the refocyte armor is effective at keeping shells from penetrating. The mobile fortress further protects it's inhabitants thanks to an ability to be hermetically sealed. This hermetic sealing capability is largely thanks to excessive use of rubber seals on absolutely everything that can or could open or close. Ventilation can be manually cut off to the outside of the fortress from a number of centralized atmospheric control rooms scattered throughout the fortress. Massive tanks of air in these rooms can keep crew from asphyxiation for a couple hours, but it's proven somewhat difficult to provide enough air for everyone inside without taking up space necessary for the plethora of other things the Aroha brings to the table.
The hull is covered in two dozen armored "ball turrets" with enough space for a
Kakala and a very cramped gunner. Each gunner is given a small can of air and a mask should they need to seal off the turret and not have enough time to unfold themselves out of the things. Another six ball turrets house "catapults" based loosely on the PACT system designed to launch
Pohū Ringas. Another fifteen ball turrets house
Haaheo-Bs utilizing very high purity rounds to act as anti-armor weaponry. Another six open turrets on the top of the
Aroha house quad-linked
Kakalas until better anti-aircraft weaponry can be provided. Four "bunkers" protrude slightly from each side and provide a firing platform for multiple soldiers, and perhaps heavier weapons once applicable direct-fire guns are available.
4x2 120mm turrets using guns based off of the
Laweano sit proudly atop the
Aroha, with two designated to fire typical artillery munitions. A massive 500mm frontal cannon and the other two turrets fire "Refocyte Cluster Munitions". These shells are filled with large number of Refocyte balls and is designed to burst above targets to release it's payload. This doesn't usually work out that way. The shells tend to burst after striking the ground, though this is still fairly effective as refocyte balls overload and explode, sending others flying and bursting in a concentrated area. A more effective air burst could utilize the ammunition more effectively, but it still works to cause significant damage. The front cannon is also designed to launch Penetrator Rounds. These munitions consist of a high-density steel shell covering a high-purity refocyte core. These rounds are designed to pierce through hardened targets before the Refocyte explodes in a highly destructive, concentrated blast.
The final weapon the
Aroha has in store is known as a "Full Armor Discharge". While the armor being struck is usually used to charge the massive battery arrays for the engines, the armor can also be overloaded and triggered outward, creating a massive blast of force in the area around the
Aroha. This tends to cause damage to critical systems, but can be used to demolish the immediate area around the
Aroha without an immediate worry of instantaneous death.
All of this is propelled thanks to ten absolutely
massive high-purity Coilengines. Engineers and mechanics in
Aroha are among the strongest in the entire Expeditionary Fleet, not just because it makes for good propaganda, but because it's absolutely necessary. The Coils can only be replaced via crane through hatches that can be opened through the top of the mobile fortress, so charging out on the field needs to be done manually with the heftiest sledgehammers on hand. Since the coils being recharged need to be off for safety reasons (we don't need to risk another Folly, do we?), the vessel rarely travels at full speed, and instead pushes through at a blistering 5km/h.
A number of deployable ramps and hatches along the bottom allow the soldiers housed inside to rapidly disgorge should they be needed for any reason. Curiously, these soldiers are from the Marine Fellowship, as they have a familiarity with working on mobile vessels even though the
Aroha itself falls under Army Fellowship jurisdiction. This has created something of a rivalry between the two groups, as the Marines are young, but as proud as any other Fellowship, so are slow to follow Army orders.
The
Mobile Fortress "Aroha" is a
(NATIONAL EFFORT) and should work to terrify our opponents as they are slowly crushed beneath it, even if it seems to laugh in the face of physics.
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You've got two revisions to work with. Remember that the Research Credit bonus still applies to any National Effort action!
IT IS NOW THE REVISION PHASE!The Rimefields: 2 Ore, 2 Oil, 2 Wood, 3 Refocyte
Taiga: Refocyte, Pact Caelium, Ore (3/3 Nodes)
The Barrens: Pact Gavrillium, Refocyte, Pact Caelium (3/3 Nodes)
The Deadwood: Ore, Ore, Pact Gavrillium (3/3 Nodes)
The Frosted Heights: Empty, Pact Caelium, Empty (1/3 Nodes)
Frozen Marshland: Pact Caelium, Empty, Empty (1/3 Nodes)
Tundra: Empty, Empty, Empty (0/3 Nodes)
North Peaks: Pact Gavrillium, Pact Gavrillium, EMBRAL (2/3 Nodes)
Northern Stormlands: Empty, Empty, Empty (0/3 Nodes), Heavy Pact Presence
The Iceplains: Empty, Empty, Empty (0/3 Nodes)
The Mudflats: EMBRAL, EMBRAL, Empty (0/3 Nodes)
E. Frozen Ocean: Total Control
W. Frozen Ocean: Total Control
E. Maelstrom: Significant Control, Pact Fortress In Strait
W. Maelstrom: Light Control, Pact Fortress In Strait
Ore: 5
Oil: 2
Wood: 2
Refocyte: 5
Land:
M1 'Nima': The Nima fires 8mm rounds from a 10-round box magazine. It has an effective range of 425m while being almost perfectly silent save for the sound of the refocyte firing mechanism striking and triggering the rounds. The rifle is 75cm long and weighs 3.6kg. Costs 2 Wood and 2 Refocyte. (CHEAP)
M2 'Haaheo' Heavy Rifle: A 9kg, 100cm long 8mm rifle utilizing a refocyte battery-charged refocyte plate to fire rounds (some refocyte) out to 850 meters. Functional against light armor with the use of Refocyte bullets. Cost saved on caps is currently negated by cost of high-purity plates and batteries. Costs 3 Ore, 3 Oil and 4 Refocyte. (CHEAP) (Refocyte Bullets)
-M2.1 'Haaheo-B' Rifle: A 7kg version of the Haaheo sans bipod. The rifle is balanced with the battery mounted forward of the receiver. Length of the nickel thread reduces charge time of firing plate, though not devastatingly so. Costs 2 Ore, 3 Oil, 4 Refocyte. (CHEAP) (Refocyte Bullets)
M1 'Kakala': An 8mm Light Machine Gun that utilizes a 30-round box magazine or 80-round pan magazine that feed into the top of the gun. Has an effective range of 500m and is practically silent save for the rapid clapping of metal-on-metal firing the rounds. Costs 3 Ore, 3 Refocyte. (CHEAP)
M1 'Pohū Ringa' Dual Purpose Grenade: A torpedo-influenced hand grenade using refocyte as it's trigger and payload. Causes a lethal concussive blast within 5m, and injures those within 15m. A frag case can be slid over the grenade to add a little extra shrapnel. Costs 2 Ore and 4 Refocyte. (CHEAP)
M1 'Hau Kai': A facemask and earmuffs meant to protect from Embralish chemical and psychological weaponry. Has a single large eyepiece, filter ports on the left and right, andmimially interferes with wearing a helmet. Earmuffs block out most sound, making verbal communication practically impossible, though the earmuffs can be slid off the ears. Costs 5 Wood. (EXPENSIVE)
M2 'Laweano' 120mm: A semiunreliable 120mm artillery piece capable of firing smoke, Refocyte, HE, and AP shells. Requires significant maintenance for the uncommon-but-not-uncommon-enough event of a jam, but otherwise works well enough. Can fire shells out to 18km at 12 RPM. Costs 7 Ore and 7 Refocyte. (VERY EXPENSIVE)
Initharian Expeditionary Force Uniforms: Two uniforms designed for the environments offered by Harren. They don't stand out in comparison to other uniforms. The sloping helmets have a crested ridge running along the top of the helmet from front to back meant to easily identify what military fellowship one belonged to. Worn by all Initharian soldiers.
Wikiwiki Armored Carrier: A lightly armored, very fast, very durable civilian truck turned military transport. Can reach 130km/h in perfect conditions thanks to it's Supercharged Coilengine which has coil uptime dramatically improved with the use of the suspension to charge auxiliary batteries for it. Cab houses a driver and gunner for the pintle-mounted Kakala on the roof, while the bed has seating for eight. The bed can be covered by a cloth or hard cover. Capable of towing equipment if necessary. Costs 4 Ore and 3 Refocyte. (CHEAP)
G2 Alanui: Our first true armored combat vehicle. Uses AP and Refocyte rounds, though AP suffers from a lack of muzzle velocity from the refocyte firing mechanism and should only be counted on working in extremely close quarters. Has 50mm armor on all four sides and the turret, 20mm up top, and 15mm beneath. Can travel at speeds of 50km/h. Comes with two Kakalas for extra protection. Costs 6 Ore and 6 Refocyte. (EXPENSIVE)
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. (EXPENSIVE)
NM2 'Lehe' Torpedo: A refocyte-warhead torpedo of excellent make capable of traveling at an unparalleled 60 knots. The warhead detonates with an equivalent force of 500kg of HE with extremely reliable impact and magnetic triggers. Costs 4 Ore and 6 Refocyte. (CHEAP)
"Armored" Civilian Craft: Seafaring craft barely better than what we can scrounge up, consist of what we can scrounge up with a few metal plates bolted on. Costs 3 Ore, 2 Refocyte. (CHEAP)
Makuahine CLC: A 50m long landing craft with 200 ton capacity, 20mm armor, a 90mm armored ramp, two 50mm guns, two Kakalas, and a top speed of 15 knots. Also has an array of smoke launchers out to 200 meters. Costs 6 Ore, 4 Refocyte. (CHEAP)
Ho'oula-Class Destroyer: The Ho'oula is a 105m long ship propelled up to 50 knots by a pair of Supercharger Coilengine-powered propellers. It is armed with 4x2 120mm guns and 4x2 50mm flak guns as well as two aft torpedo tubes and a mine track. Armor is light enough that getting hit by ship-based weaponry will likely take it out of the fight. This is mitigated in part by the Ho'oula's dominant speed and agility. While lightly armed, it also has a Refocyte Bow akin to the Kona's. Has a basic electronic and radio suite. Uses Refocyte Active Sonar. Costs 3 Ore and 4 Refocyte. (CHEAP)
Kaipo'u-Class Battleship: The Kaipo'u is 250m long and can reach speeds of 28 knots thanks to it's Supercharger Coilengines powering four propellers. It is armed with 5x1 300mm cannons and 10x2 120mm Refocyte cannons along with a handful of 50mm flak and Kakalas. 200-300mm belt armor is complemented by 300mm conning tower armor and 80mm deck armor. Has a basic electronic and radio suite. Uses Refocyte Active Sonar. Costs 6 Ore and 7 Refocyte. (EXPENSIVE)
INFS Kona: A superbattleship that literally defined an era of naval combat. Has a 2x300mm conventional cannons, 16 2x180mm Refocyte Guns and some 50mm flak. Well-armored, fairly quick, and agile for it's size. Has a coverable refocyte prow. Refocyte guns use shells of varying purity based on requirements for the rounds. Uses Refocyte Active Sonar. The first Kona-type vessel. Always (NATIONAL EFFORT)
Air:
A5 'Io: The 'Io is a single-pilot elliptical-wing monoplane. It can reach speeds of 650km/h with the Supercharger Coilengine. The aircraft suffers from vibrating issues during high-stress maneuvers. It is armed with six 8mm machine guns - three on each wing. Armor is practically nonexistent past the metal used for the frame and a 10mm plate beneath the pilot in order to maximize speed. Has a basic radio. Costs 3 Ore and 4 Refocyte. (CHEAP)
Special:
Unique Resource - Refocyte: A metal that in it's base state stores energy applied through impact until a threshold is reached, where it will deliver the entirety of the stored force at the point of impact. An uncharged piece resembles silver and will become a dark green as it charges. Twisting and compressing rods into coils leaves them slowly unfurling with force relative to their gauge and the tightness of the coil. Purification to varying levels manipulates the capacity of the metal. Rubber negates the charge/discharge effects of impact. Nickel transfers charge between pieces. Refocyte expending charge will absorb energy from connected nickel/refocyte while charging said refocyte will transfer energy into the nickel/refocyte. Explodes when excessive force past the piece's threshold is applied.
Supercharger Coilengines: Engines that utilize coils of refocyte to produce mechanical energy. A battery utilizing a rubber casing and nickel transfer plate can increase a coil's uptime before needing re-coiling while also increasing energy output for a limited time.
Refocyte Bullets: High-purity steel jacketed Refocyte bullets capable of punching holes in light armor and causing spalling. Always considered available for any weapons with the tag (Refocyte Bullets) at one Expense Level higher than the weapon itself.
Refocyte Active Sonar: A slightly modernized active sonar system utilizing a refocyte plate kicking against steel and picked up by hull-mounted hydrophones. The ping echo allows the sonar operator detection ability out to 5km. Adds a cost of 1 Refocyte to naval designs it is utilized in.
Traits:
A Sea of Colors: The Initharians have communicated through atypical means for millenia. This manifests as a keen ability to learn and utilize nonverbal communications on the battlefield as well as provide a number of difficult codes to crack when communicating verbally. This provides a small bonus to troop organization as well as a bonus to communication and communications equipment-related designs.
Acknowledged Marine Fellowship: The importance of trained and equipped Marines in this war is clear. As a result, a new Marine Fellowship is identified and will receive the proper support and resources befitting an official fellowship. Any designs or revisions used to create equipment for amphibious landings and the Marine forces performing them will be one difficulty lower.
Bringing Up The Rear: Our distinct lack of support on the ground for our forward forces could prove to be our downfall. As a result, manpower and resources have been dedicated to producing equipment capable of providing aid to our front from the (relative) safety of the rear. Indirect fire weaponry, transport vehicles, and various auxiliary equipment that will have a direct effect on combat will have their effective difficulty reduced by one level.
Samarata 1902: 7mm bolt-action rifle, 5-round box magazine, effective out to 1000m. (CHEAP)
Mk.III Musakila Machine Gun: 8.5mm automatic machine gun utilizing 20- or 40-round box magazines. Rate of fire is sacrificed for effective range of 1200m. (CHEAP)
Autoresonant Siege Horn: A tube capable of "firing" sound at an object after detecting it's resonance frequency (or after it's manually dialed in). Nearly 1.5m long and lightweight. Air canisters are screwed into the back to provide air for "ammunition" to "play" the weapon. Extremely effective against a wide range of targets, but limited to use within 100m. (CHEAP)
Niramata Mk.II Heavy Mortar: 105mm mortar utilizing HE, Smoke, and LIE Shells. Rifled barrel gives solid accuracy out to it's max range of 4km. (CHEAP) (LIE Shells[C])
Havezara-108 Mk.IV: 108-mm artillery piece on a split-tail carriage with a barrel that can be pulled back to reduce profile. Currently fires HE rounds out to 16km. Has a gun shield for some protection. (CHEAP)
Katarani Medium Tank Mk. I: A lightly armed medium tank with a 70mm gun with relatively low ammo stores and a Musakila on the turret. Protected by 80mm frontal and turret armor, 50mm elsewhere. Thin spaced armor provides questionable protection against standard munitions but serves it's purpose in triggering refocyte munitions. Wellbronze agitators in the engine and fuel tanks allow diesel fuel use in devastating cold, but can break off and damage the engine. Wellsap lines the interior of the tank and the engine compartment. (VERY EXPENSIVE)
Sikari Mask Mk.III: Gas mask/wellwood flute that resembles a bird's face. Evokes a stronger emotional response than the old flute. (CHEAP)
Legion Issued Explosives: Satchel of 8 dirty pipe bombs that rarely work and when they do are often suboptimal. Blasting cap sets off a volatile compound that also causes severe damage to mucus membranes. Seem unreliable at best. (CHEAP)
-Legion Issues Explosives Set: A satchel of 8 pipe bombs (3HE, 3Frag, 2Chem) compatible with a variety of triggers including a pull-pin, pressure plate, timer, and electrical wire. Loses grenade functionality but greatly increases reliability. (EXPENSIVE)
Wellshrubbery Mk.II Concealment Kit: A kit containing seeds and a noisemaker for growing wellshrubbery. Needs a lot of loud noise and a bit of water to grow. Plants are hardy, durable, and dense. It roots firmly to most surfaces and can last for a few days before withering away. (EXPENSIVE)
Strings of Motion: Specially-made string instruments using a variety of Well-based materials to produce an effect of mildly quickening the body. Military use sees armies covering a bit more ground than one would expect. (EXPENSIVE)
Legionary "Terra Nova Expedition" Uniform: A tough uniform that comes in one of three colors with hot and cold weather variants. Basic kit includes a machete, gas mask, excellent boots, and smooth shades. Helmet is shaped like a rimmed dome. Worn by all Embrallish soldiers.
Rogi Hunter-Killer Vehicle: Open-topped 4 crew vehicle armed with 50mm cannon and pintle-mounted machine gun. Hits speeds around 45km/h. 30mm front armor, 20mm of armor everywhere else. (CHEAP)
Submersible Engineered Aquatic Litter Diver Propulsion Vehicle and Rebreather: Essentially a torpedo with a seat that moves at a cool 3 knots. Provides slow but relatively reliable transport for individuals underwater. The rebreather system functions, as do the controls. Not too impressive, but works nonetheless. (EXPENSIVE)
'Sharak' Oxygen-Enriched Submarine Torpedo: A poorly constructed and poorly tested torpedo with great range and piss poor reliability. Has a couple different fuses, but those hardly ever work anyways. Still, when it works, it works. (CHEAP)
Mamkirali Naval Lander: A large tracked amphibious transport capable of transporting 22 soldiers. Forward cabin has a cupola to provide Commander with 180 degree FoV and protected by 20mm armor. Cargo compartment is protected by 10mm armor and is left uncovered due to fumes from the engines venting into it. The pipes also transport Wellquartz noise from a mechanism installed in the engine, boosting mood of troops within. Has two rear-mounted Musakilas. (CHEAP)
Hetham-Class Submarine: 77m long, capable of 12 knots surfaced, 6 submerged. Armed with 4 bow and 2 stern torpedo tubes and can carry 20 torpedoes. Comes with a single 80mm deck gun. Utilizes WellSonar for improved detection abilities. The engine room has a WellSap coating to dampen noise. (CHEAP)
Silada-Class Destroyer: 115m long ship, 120mm belt armor and 100mm elsewhere. Travels at 38 knots. Armed with a quintuple torpedo mount, 3x2 120mm rapid firing dual purpose guns capable of firing AP, APHE, and Flak shells. Utilizes WellSonar and has basic communications equipment. Space between armor and hull is filled with WellMoss to provide some quick patching over wounds in combat. (CHEAP)
Mukebaza-Class Heavy Cruiser: 186m long ship utilizing 4 propellers powered by 4 steam turbines with a 30-knot speed. Armed with 3x3 200mm guns, 4x2 120mm guns, and 10x2 20mm AA guns. Armor consists of 80-150mm at the belt, 80mm at the deck, and 100mm on the conning tower. Utilizes WellSonar for improved detection abilities. (CHEAP)
The Leviathan: Submersible Flagship. Massive, armed with 32 torpedoes and four 25mm autocannons. Can stay asea for nearly a year. Cramped, but well-stocked. Uses a variety of wellmaterials to improve it's sonar systems while making itself practically invisible to them. Survivability is improved due to a pair of internal hulls running the length of the ship as well as three more specialized internal hulls. Always a (NATIONAL EFFORT).
Unique Resource - Wells: Wells are strange, relatively poorly understood subterranean environs housing any number of forms of cave-adapted life whose parts can be used to manipulate the world through sound. Their use is widespread throughout the Embralish Empire.
--Wellbronze: A metal capable of detecting sound and responding with vibration. Electrical current focuses the detection cone and increases sensitivity and clarity.
-Wellvine Sap: A plant extract that can be processed into a resin capable of absorbing and nullifying sound. The resin is also brittle and inflexible.[/i]
-Wellquartz: A material that seems to emit a frequency of noise that causes euphoria when rubbed against.
-WellMoss: A dense moss that grows relatively quickly when exposed to water and sound, sustains poorly when not submerged. Can be destroyed through consistent direct application of fire.
LIE Shells: Shells used for indirect fire that disperse a highly lethal chemical cloud. Available at one Expense Level above LIE on any weapon tagged (LIE Shells), with current shell cost in brackets for easy reference.
Trait - Well Of Knowledge: The Embralish Empire is always very well informed on their opponents. While the means is not always know, it is almost always spot-on. It seems we will have to interrogate an Embralian if we are to find out exactly what this means. (READ: prod them on discord to let you know, don't try to capture one in-game)
Trait - Sea Wolves: Their submersible fleet has proven itself to be lethal and fearsome. It seems we will have to interrogate an Embralian if we are to find out exactly what this means. (READ: prod them on discord to let you know, don't try to capture one in-game)
Trait - Old World Blues: The Initharians are keen on using Abberan successes to their advantage. It seems we will have to interrogate an Embralian if we are to find out exactly what this means. (READ: prod them on discord to let you know, don't try to capture one in-game)