The Calm: The calm is a region of the aerosphere with almost no wind beyond fleeting turbulence, and absolutely no aetheric currents. It's frigidly cold, and filled with fine red 'snow' that barely moves. Traversing it with a conventional vessel is impossible due to the lack of energy to fuel the lift and trim crystals.
The Everstorm: As the name suggests, the everstorm is a region of the aerosphere dominated by an enormous and eternal thunderstorm. It's a chaotic region of raging winds and surging aetheric energy that manifests in terrible bursts of prismatic flame. No conventional vessel could hope to survive the nightmarish storm conditions.
Kasgyre Territory Blackstone Marine Presence: K 0/14 | W 0/14
Territory: 4/4 | 0/4
Resources: 1C, 5O, 2W, 0S
Conditions: Rocky, large caverns, very dark
The Hive Marine Presence: K 0/10 | W 0/10
Territory: 4/4 | 0/4
Resources: 1C, 2O, 1W, 4S
Conditions: Spider Nursery, narrow and twisting tunnels
Glowcove Marine Presence: K 0/20 | W 0/20
Territory: 4/4 | 0/4
Resources: 1C, 2O, 6W, 1S
Conditions: Verdant galleries, significant bio-luminescence
The BeltThree Captains Marine Presence: K 4/20 | W ?/20
Territory: 0/4 | 4/4
Squad Alpha: Captain Helm | Officer Vests | Brz. Tower Shields 1/4 | 1/4 Tpz. Pistols | 1/4 Pistols | 2/4 Witch-Hunters | 2 Squad Topaz Grenades | Brz. Tpz. Light Mobile Cover
Squad Beta: Captain Helm | Officer Vests | Brz. Tower Shields 1/4 | 1/4 Tpz. Pistols | 1/4 Pistols | 2/4 Witch-Hunters | 1 Squads Grenades | Brz. Tpz. Light Mobile Cover
Squad Gamma: Captain Helm | Officer Vests | Brz. Tower Shields 1/4 | 1/4 Tpz. Pistols | 1/4 Pistols | 2/4 Witch-Hunters | Brz. Tpz. Light Mobile Cover
Squad Delta: Captain Helm | Officer Vests | Brz. Tower Shields 1/4 | 1/4 Tpz. Gauntlets | 1/4 Pistols | 2/4 Witch-Hunters | Brz. Light Mobile Cover [50%]
Resources: 1C, 6O, 2W, 6S
Conditions: Kinetoluminescent Ores, Heavily Infested
Wrackspire Marine Presence: K 0/12 | W ?/12
Territory: 0/4 | ?/4
Resources: 3C, 4O, 4W, 2S
Conditions: Unstable Aetheric Phenomena, Broken Spire
Burned MountainMarine Presence: K 2/24 | W ?/24
Territory: 1/4 | ?/4
--->Marine Squad Siegward: Aetheric Pistols (3/4) | Witchhunters (2/4) | Aetheric Grenades (1 per squad)
--->Marine Squad Siegmeyer: Aetheric Pistols (3/3) | Witchhunters (1/3) | Aetheric Grenades (1 per squad) [75%]
Resources: 1C, 10O, 1W, 0S
Conditions: Inexplicably Molten Core, Hundreds of narrow tunnels and small galleries.
The UnfinishedMarine Presence: K 0/45 | W ?/45
Territory: 0/4 | ?/4
Resources: 8C, 0O, 6W, 2S
Conditions: Unfinished infrastructure, Massive open rooms and halls.