Design Phase
Proposal: Mark 1 Armoured Urban Weapons Platform (Uses Advantage and Expense Credits)Difficulty: Very HardResults: (4+2) (6+5)-2=9,
Above AverageWheels and treads have all had their own weaknesses, and now thanks to the advent of Levisteel we can figure out the weaknesses of legs, too!
The Mark 1 uses two digitigrade legs to carry a vaguely cylindrical body. Three crew can access the interior of their Mark 1 through back and top hatches that can be climbed to when the vehicle is parked. The interior is tight but not uncomfortable, and each crewmember can swap to another position without exiting the vehicle should the need arise. The commander sits near the top of the walker on the right hand side. A trio of blockable viewing slits and a periscope give the commander solid vision from the safety of the mech, but they can easily stand and emerge from their cupola in order to get a better and more direct view of their surroundings. A
Combine is mounted atop the Mark 1 to give the commander some extra firepower if necessary.
Forward, slightly below, and to the left of the commander's station is the pilot's seat. They have their own pair of viewing slits and periscope should they need to button up. The pilot also has access to a forward-facing
Combine should they have a free hand. Pilots are trained to maintain balance and control of their vehicles at speeds of 30km/h. While they
can be pushed faster, stability of the entire platform can quickly become an issue at higher speeds. Thanks to the levisteel construction of the AUWP or "Awpee", skilled pilots can manipulate the vehicle's legs to allow it to jump - not much, but they can. The lightening effect the material has on the walker also allows it to become airborne and "glide", and the landings aren't teeth-shatteringly jarring (if the legs are positioned right).
The gunner is centrally positioned behind and slightly below the pilot, and uses a pair of gunner's sights and electromechanical controls to properly wield the Mark 1's 120mm Quick-Fire Cannon and the linked pair of 20mm autocannons. The right side of the Mark 1 carries the 120mm gun with an effective range of 1700 meters for hitting targets with APHE. The gun is fed directly from the magazine making up what some would refer to as the "Center Right Torso" to provide a firing rate of 9 rounds per minute. While the gun's facing is largely dependent on the direction of the Mark 1, the gunner is still able to make minor adjustments. The 20mm autocannons have a slightly wider firing arc in order to better track smaller or more mobile targets (including aircraft at the right angle). The autocannons chew through 600 rounds per minute, alternating fire to tear apart targets downrange. The autocannons are belt-fed through the ammo loaded into the "Center Left Torso". Both ammo stores are encased in armor designed to direct catastrophic explosions away from the crew compartment, and while it won't grant the crew invulnerability, a concussion is a lot better than the nothing offered by the alternative.
The AUWP is powered by a large, powerful, loud diesel engine beneath the crew compartment that is fed fuel from an armored tank carried on the Mark 1's back. As with the ammo, the fuel tank is armored in a way to direct any potential explosion away from the interior. This engine and the electric-hydraulic legs give the Mark 1 the ability to carry a significant amount of armor on top of its offensive capabilities. The crew compartment, front of the torso, and the fuel tank are covered with 250mm of armor, while the legs are at 108mm, and the back (aside from the fuel tank) is protected by 65mm.
The
Mark 1 Armoured Urban Weapons Platform is a sophisticated machine, and will require significant downtime to refit, rearm, and repair. This ultimately results in a cost of
6 Ore,
5 Oil, and
4 Caelium, making it a
(NATIONAL EFFORT). This project drew the attention of many higher-ups across all branches of the military for potential future applications, and as a result received extra funding to drop costs to
(VERY EXPENSIVE).
Proposal: UNSA Model 1946 "Peacemaker" Smokeless Rocket Launcher (uses Expense Credit)Difficulty: HardResults: (5+5)-1=9,
Above AverageGravite is a metal-diverse caelium alloy that nearly killed one of the first engineers to test the material's conductivity. After applying a current to the top of the material launched the alloy into the ceiling, breaking the engineer's hands as it went, more careful tests were performed to get a better idea of how this stuff worked. Gravitational thrust could be emitted from the material if a current was applied, with the direction of movement always toward the side the current was applied to. Movement parallel to the surface of the planet was more efficient, and more extreme angles relative to the surface saw a much worse energy to thrust ratio.
The
Peacemaker is a tube loaded from the front with rockets. The rockets come in two varieties - 5kg High Explosive Anti Tank and 2kg High Explosive Fragmentation. Once a safety tab is removed and the rocket placed within the launcher, pulling the trigger will spark the electric motor in the stem of the rocket. This motor provides a steady flow of power into a Gravite plug at the rear of the rocket, sending the the warhead forward at 180m/s until the motor burns out after about six seconds of flight time. The warhead is kept "steady" thanks to power also being provided to a bottom strip of Gravite, which may add additional stress to the motor if the rocket is fired at extreme angles, resulting in reduced range in uneven (geographically) engagements. The rockets detonate either on impact or when the internal motor burns out.
The HEAT round looks a lot like a large fist protruding from the levisteel launcher when loaded up, which is appropriate considering it is capable of punching through most armor we could reasonably expect to face in a modern engagement. The HEF round appears more like a javelin or spear, but can be as devastating to infantry and light vehicles as the HEAT is to armor. A levisteel-lined pack with space for six rockets is provided with the launcher, and all provide minimal encumbrance for their users.
With a new metal-hungry caelium alloy involved, and that alloy being used in the part of the weapon that blows up, and the rest of the weapon constructed from the first multi-metal and caelium alloy you made, it should come as no surprise that it takes a large amount of caelium and metal to maintain a supply of these weapons. The
UNSA Model 1946 "Peacemaker" Smokeless Rocket Launcher costs
5 Ore and
6 Caelium, making it
(VERY EXPENSIVE). Thanks to extra investment from UNSA member states, additional supplies can be maintained to deploy these as if they're
(EXPENSIVE).
----
It is now the Revision Phase. You have two actions to use, and should also continue to discuss potential action regarding the threat of Bryorian invasion of Iava. Remember, your options are:
A. Remain Neutral. Your alliance will not publicly speak or act in any manner that could compromise neutrality on foreign affairs. Bryor will appreciate this, while Iava will resent the decision.
B. Offer Humanitarian Aid to Iava. Equipment in your armory that could be used for non-military purposes is delivered to the island nation. Iava will appreciate the help, while Bryor will resent this.
C. Offer Humanitarian Aid to Bryor. A naval invasion is bound to be costly beyond the military expenditures, so non-military equipment from your armory is sent to Bryor to relieve that pressure. Bryor will appreciate this, while Iava will resent it.
D. Offer Military Aid to Iava. Bryor is acting aggressively and has a much larger industrial base than Iava. In order to give the Iavans a chance to protect themselves, military hardware is sent to the Iavans. This can result in Direct Intervention if a Military Unit is developed and sent over. Iava will greatly appreciate this, while Bryor will despise the action.
E. Offer Military Aid to Bryor. Sometimes it's best to back the favorite horse. Military hardware is sent to Bryor to fill any gaps in production they may have as the invasion approaches. This can result in Direct Intervention if a Military Unit is developed and sent over. Iava will hate this decision, while Bryor will greatly appreciate it.
And since interest has already been expressed, when the Strategy Phase comes you will be instructed to outline a package for aid (if you decide to offer it). While you may send a generic package that will put everything you have available that might help into the hands of a foreign nation that is potentially compromised by or in conflict with an opposing alliance, you can instead opt to make specific packages to target specific goals or maintain secrecy on lesser-known projects. If you have a National Effort, that National Effort can only ever be deployed in one location at a time, and will remain until your chosen aid package is adjusted or the issue is resolved in some manner.
Land
UNSA Model 1936A "Median" Self-Loading Rifle: A 4.5 kg, meter long semiautomatic rifle. It fires 7.92x57mm rounds fed into the weapon by a 20-round box magazine. It has variable sights and is effective to 600 meters. Costs 2 Ore and 2 Wood. (CHEAP)
-"Dallas" Sportsman Carbine: A 4kg, 900cm long semiautomatic rifle. It fires 7.92x57mm rounds fed into the weapon by a 5-round box magazine. It comes with a 2x scope with mildot markings. Effective to 600 meters. Susceptible to jamming in unfavorable conditions. Costs 2 Ore and 2 Wood. (CHEAP) [CIVILIAN]
M1 Hand Grenade: A baseball-shaped hand grenade. Causes a lethal blast within 5m, and injures those within 15m. The shape allows for improved accuracy and distance with throwing, but is prone to rolling around until it detonates. Costs 2 Ore. (CHEAP)
UNSA Model 1941 "Combine" Machine Gun: Utilizes 7.92x57mm rounds on 60-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, but effectiveness drops past 1000m. Costs 4 Ore. (CHEAP)
M2 Lawless 120mm: A 120mm artillery piece capable of HE 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 15km. Costs 6 Ore. (EXPENSIVE)
UNSA Model 1946 "Peacemaker" Smokeless Rocket Launcher: Levisteel tube that fires 5kg HEAT and 2kg HEF rockets propelled by Gravite. Rockets travel at 180m/s for six seconds, detonating either at the end of that flight time or impact with an obstacle. Flies pretty straight, with maximum gravite efficiency when flying parallel to the surface of the planet. Range diminishes greatly the harsher the angle of travel is. Comes with a levisteel-lightened pack to hold six rockets. Costs 5 Ore and 6 Caelium. (VERY EXPENSIVE) (EXPENSIVE) (Expensed)
Mark 1 Armoured Urban Weapons Platform "Awpee": A bipedal metal bunker with electric-hydraulic digitigrade legs carrying a roughly cylindrical body and attached backpack-like fuel tank. Can move at 30km/h before risking stability issues. Can "jump" and "glide" without killing the crew thanks to the effects of levisteel construction. Commander has a cupola with a mounted Combine for battlefield observation, but can work from the safety of the tank as well. The Pilot operates the mech's movement and has a Combine of their own to fire on targets with. Gunner controls 120mm QF cannon on the right side using APHE and effective out to 1700m with a 7rpm fire rate. They also control the dual barrel 20mm autocannon on the left with a fire rate of 600 rpm. Both weapons are fed from magazines in the torso armored to protect the crew should a catastrophic hit occur. The fuel tank is similarly armored. Powered by a large, loud diesel engine. Crew compartment, front, and fuel tank have 250mm armor, legs get 108mm, and the back aside from the fuel tank has 65mm. Costs 6 Ore, 5 Oil, and 4 Caelium. (NATIONAL EFFORT) (VERY EXPENSIVE) (Expensed)
Sea
Herring-Class Destroyer: A 115m long ship with 120mm belt armor and 100mm elsewhere. Travels at 35 knots. Armed with a triple torpedo mount and 3x2 120mm rapid firing guns capable of firing AP and APHE. Costs 5 Ore and 3 Oil. (EXPENSIVE)
-Eve-Class Coast Guard Cutter: A Herring minus the two rear guns. A crane and open rear deck allow it to carry a Firefly SPIE as well as provide other utility. Large fuel stores and well-stocked mechanics means the aircraft can be in the air very often. Has a comms. suite useful for interception. Firefighting gear, axes, and firearms along with a raft and hooked ladder provide the highly trained boarding parties with their...capabilities. Costs 3 Ore and 5 Oil. (EXPENSIVE)
Air
PC-46 Private Aircraft 'Firefly': A three-seat, single-engine, high wing, fixed-wing aircraft civilian aircraft made almost entirely out of Levisteel intended for civilian use. A four-cylinder engine gives the aircraft a 260kmh top speed in conjunction with the "Gravitic Effect" created by the wings. Fuel efficiency is solid and gives it an operational range of around 900km. Fitted with a thermite theft prevention device. Costs 4 Ore, 2 Oil, and 5 Caelium. (EXPENSIVE) [CIVILIAN]
-PC-46 "Firefly SPIE": A Firefly with illuminated controls for night flight and pontoon floats for seaworthiness. Can maintain altitude at lower speeds and silently glide along once engines are cut. Costs 5 Ore, 2 Oil, and 5 Caelium. (VERY EXPENSIVE) OBSOLETE
--PC-46 "SPIE II Toad": A SPIE with shortened pontoon struts and a boatlike fuselage for more stability on water and less stress on the struts. A retractable front landing gear and wheel set into the pontoons allow for takeoff and landing on solid surfaces. Speed rests around 250kmh. Costs 5 Ore, 2 Oil, and 5 Caelium. (VERY EXPENSIVE)
F-42 "Daedalus" Fighter: A three-bladed propeller aircraft capable of reaching speeds of 600km/h. Has a low rate of climb, but is incredibly agile. Armed with four 23mm cannons. Costs 3 Ore and 3 Oil. (EXPENSIVE)
B-43 "Barragan" Strategic Bomber: A large high-altitude bomber powered by four propellers for a maximum speed of 558 km/h. Can protect itself with 10 23mm cannons paired in four turrets and the tail barbette to provide almost total coverage. Can haul up to 6000kg of bombs or a nuclear device. Costs 4 Ore and 5 Oil. (VERY EXPENSIVE)
Other
Fabricated Papers: False identification papers that should allow relatively easy access to enemy territory across The Wall. Costs 2 Wood. (CHEAP)
"Gutenberg" Ruggedized Mimeograph and Typewriter: A standard mimeograph and typewriter used to push pro-UNSA agendas among just about anything else. Improves local cooperation in UNSA territory but lacks supporting infrastructure to impact the SFS directly or indirectly. Packs away in a footlocker. Costs 5 Ore and 3 Wood. (EXPENSIVE) [CIVILIAN]
-"Croft" Cryptographic Field Typewriter: A typewriter with a hidden dial to facilitate ease of application of a Caesar cipher. Mechanical issues can cause the desired offset to change without warning. The offset resets when the ribbon spools are removed, which helps hide the true use of the Croft but also increases the time spent troubleshooting. Costs 4 Ore. (CHEAP)
Visas, Permits, and Biometrics: Color-coded paperwork denoting a person's time permitted within the city and to what ends. Visas also include hair and eye color and a fingerprint code Checkpoints at borders and throughout the Fortress-City, as well as important government facilities, provide stamps for people's visas, allowing law enforcement and military police to trace someones route to that point and more easily identify discrepancies. If issues are discovered, people will be held until they are either corrected or confirmed fraudulent. This process can take a little bit of time, but is very reliable. Deportation occurs soon after fraudulent papers are identified. Costs 2 Wood. (CHEAP)
Briefcase Full of Money: A briefcase with a hidden compartment full of money. Agents and operatives are given these as emergency funds and bribes for targets. Money is a little expensive, but access to the full range of worldwide currencies means the target's preferred cash will be of little issue. Costs 4 Wood. (CHEAP)
Project Oculus: A highly skilled team of cryptanalyst equipped with a mechanical-electrical Oculus Machine that helps decode complex ciphers. (NATIONAL EFFORT) [CLASSIFIED]
Civilian Ordnance Removal Group International: A UNSA-aligned group infiltrating SFS territory under the guise of UXO removal. Seen as a force for good globally. Improves the chances of successful intelligence operations in South Harren City and provides a significant level of detail on publicly visible advancements made by the SFS - especially when military-related. (NATIONAL EFFORT).
Enriched Uranium Bomb: A fission bomb utilizing 64kg of Uranium-235 in order to achieve an explosive blast equivalent to 15 kilotons of TNT. Can be deployed via Strategic Bomber. Two Available [Availability based on available Fissile resources].
Special Resource
Levisteel: A metal-intensive costly alloy of Caelium that reduces and resists the effects of the planet's gravitational pull. Shaping of the alloy can alter the direction of gravity's pull on the object. Costs Ore and Caelium in amounts likely to be more expensive than an equivalent design using only Ore-based metals.
Gravite: A metal-intensive costly alloy of Caelium that creates gravitational thrust toward an applied current.
Lizing Li-GG Longhaul Cargo Plane
Ore: 3
Wood: 3
Oil: 2
Fissiles: 2
Caelium: 3
Frosty Mountains: Ore x1, Caelium x1, None x1
Coniferous Forest: Wood x1, None x2
Pine Barrens: None x3
Icy Peaks: None x3
Swamp: None x3
Farmlands: None x3
Northern Range: None x3
Northern Scar: None x3
Cratered Fields: None x3
UNSA
Abbera Central Allied Banking: A bank in the walled upper-class community in the east of the Fortress-City with ties to the defunct monarchy that ran the northern island for a few years. Provides and Expense Credit each turn. AFFILIATED
Westlan Broadcast Center: A tall building used for both radio and television broadcasts locally. Provides an Advantage Credit each turn. AFFILIATED
North Point Observatory: A building used to study the skies. Provides a Research Credit each turn. NEUTRAL
Tri-Dream Telecoms: A telecommunications business that provides service to the (northern half of the) Harren Islands. Provides a Sabotage Credit each turn. NEUTRAL
SFS
Tonngaza Refinery: A fuel refinery built on the southernmost tip of the Fortress-City. Provides an Expense Credit each turn. AFFILIATED
Loz and Sons Law Firm: A building housing all the knowledge of law (and peoples secrets) that one might need. Provides an Advantage Credit each turn. NEUTRAL
Harren University of the Sciences: The most prestigious education center on the island. Provides a Research Credit each turn. AFFILIATED
Glaza Private Detective Agency: A popular investigative service among locals. Provides a Sabotage Credit each turn. NEUTRAL
Expense Credit x0
Advantage Credit x0
Research Credit x0
Secret Project Credit x0
Reverse Engineering Credit x1
Actionable Intel x1
Key:
Red=SFS Territory
Green=UNSA Territory
Grey=Neutral Nations
Orange=Old World
Key:
Red=SFS Territory
Green=UNSA Territory
Dark Grey=The Wall
Blue=Ocean
TURNTURNTURN