Strategy Report, Hot Season 1941 AC
This season we constructed greenhouse facilities in the
Volcanic Range for
Mutant Rose development, and
traded Gavrillium and Caelium for Ore and Wellmaterial. This has resulted in the following changes to the armory:
Katarani Medium Tank Mk. I becomes
(EXPENSIVE)Wellshrubbery Mk.II Concealment Kit becomes
(CHEAP)Strings of Motion become
(CHEAP)Health Augmenter (eXperimental) becomes
(CHEAP)Gupata-Class Submarine becomes
(EXPENSIVE)----------------
We sent an armed convoy to the
Caelium Facility in the
Volcanic Range expecting some sort of conflict. Instead, a single representative from
The Pact, decked out in their very imposing larger Power Armor suits, made his presence known and requested the chance to speak with Embralish leadership. In perfect Embralish.
The man introduced himself as Lieutenant Valkria, and was very quick to unleash a torrent of information to us. He 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.
Valkria 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 Valkria 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, we opted to break the ceasefire and press forward once more.
The enemy was not unprepared for this eventuality, however. Every mountain pass, bunker, and valley seemed to be covered by their
M1 "Pua 'Ula Pua" HMG, a tripod-mounted 15mm heavy machinegun with a range of 2000 meters and capable of unloading rounds at 350 RPM. These guns silently battered any position our forces were suspected of using as cover, and pinned down our forces fairly effectively.
Strings of Motion played among every unit, and pushed our forces along to organize faster and in greater number than seasons prior, and
Wellshrubbery was frequently deployed for concealment throughout the rain-dashed mountains. Our advance was rough, but the damage to our forces was diminished a good degree thanks to the tube of
HAX in the pocket of every Embralish soldier.
Six months of uninterrupted entrenchment benefitted the Initharians greatly, though. They knew precisely where every engagement was going to take place, and dictated the course of action for the better part of the season. Our deployment of the
SMG-12a and
Jarha went far to give us an edge once we engaged in the bunker and tunnel fighting that resulted from the gifts of old Abbera's fortifications. Enemy command was highly coordinated in the area, and although our weapons were superior to theirs, it was looking as though they would
just manage to hold us back for the season...
----
Xilmal Jagpal, Sui Centurio, had been assigned the task of neutralizing Initharian forces stationed at the old
Radio Station located atop one of the region's tallest mountains. The trek was no issue whatsoever for the supersoldier, and she made her way across passes and peaks with a full kit that included both an
SMG-32a and
"Jarha" Caelium-Stabilised Shotgun.
Xilmal avoided Initharian patrols for the better part of two weeks as she slowly weaved her way towards her objective.
Xilmal's goal was the elimination of Initharian command in the area, although if she could capture the position that would be just swell. Her scouting revealed a single entrance to the subterranean hallway that connected the series of bunkers making up the
Radio Station. The entire position was lightly guarded, leaving
Xilmal outnumbered somewhere around 20 to 1. Good odds.
The
Sui Centurio charged over rocks and toward the bunker entrance, opening fire with the
Jarha on the two Initharians standing guard. The massive slugs peeled through both, leaving little behind that would be immediately recognizable. Two more slugs slammed into the hinges of the door in an explosion of metal fragments. An Initharian outside the bunkers opened fire, stitching the ground near
Xilmal, who responded by swinging the shotgun to her back from her hands, and smg to her hands from her back in one fluid swinging motion. The rounds fired from the
SMG-32a exploded near enough to the Initharian that they lost footing and began a long, painful slide down a very steep slope.
Xilmal moved into the bunker complex, shouldering the damaged door inward and firing her smg at another Initharian just within the doorway, reducing his right side to a meaty paste. A series of flashing lights had been triggered throughout the
Radio Station, no doubt some sort of soundless Initharian alarm system. Having noted the position of the antennae, transmitters, and various radio equipment from outside,
Xilmal made her way through the hall toward the bunker she imagined would be the heart of the whole operation. A fireteam had set up behind some boxes in the hallway and attempted to put up some resistance. A couple rounds hit their marks, but they weren't enough to slow
Xilmal down, and the withering fire from the
SMG-32a went far to eliminate the threat. One of the Initharians fled, tripping along the hallway toward a room just around a corner.
Xilmal was no linguist, but she could tell the Initharian was shouting in fear and pleading for help. Something about a monster or demon, too. She reloaded the
Jarha and rounded the corner, pausing long enough for the Initharian to make eye contact with her, before blasting the enemy combatant with a 27mm solid slug square in the chest.
Xilmal approached the door that was marked with a sign that she roughly translated to "Command Center" and forcefully knocked on the steel door.
Clang! Clang! Clang! "I'm not here to kill all of you,"
Xilmal said, or at least tried to, in what she knew of Initharian, "Only you commanders. Let me finish my objective and you get to walk away."
There was no response. Either
Xilmal said something wrong, or the Initharians inside were choosing death.
Xilmal fired three more slugs, destroying the door's hinges and lock, before reloading the
Jarha with standard shot. She tried to shove the door open but it didn't budge, so
Xilmal braced herself against the wall opposite of the door and used that to shove off of. She slammed with a great deal of force into the door, sending the furniture the Initharians inside it had barricaded the door with flying. Initharian gunfire immediately met
Xilmal, but she spun back out of the doorway before she got hit. The
Sui Centurio swapped to her smg and sprayed wildly through the doorway, filling the bunker with small debilitating blasts. One of the Initharian grenades flew out of the doorway in response and detonated at
Xilmal's feet. She was lifted by the blast and landed hard on her back. Internal and external injuries, as extensive as they were, began to immediately mend themselves.
Xilmal staggered to her feet as her eyes slowly recovered from the pressurized blast liquefying them. The smg was busted and meters away from her, but
Xilmal still had her
Jarha and machete.
An Initharian poked his head out into the hallway and
Xilmal quickly grabbed him by the collar and yanked him out of the command center, forcing her machete through his chest in the process. With the Initharian impaled in one hand,
Xilmal used her
Jarha in the other, bracing it under the Initharian's arm. She swung into the doorway, leading the way with her Initharian meat shield and unloading two rounds of shot at the defenders. The pea-sized balls ricocheted throughout the room as
Xilmal advanced, leaving one Initharian firing at her while standing in front of what was easily identified as an Initharian general. One of the Initharian's shots split her
Jarha hand, so
Xilmal tightened her grip on her machete, kicked the Initharian off of it and toward the shooter, and threw the machete past the shooter with immense force, sticking with a sick thud into the general's chest.
The last Initharian failed to recover from her comrade's corpse flying at her before
Xilmal was on her.
Xilmal swung with her good hand and struck the Initharian in the jaw, saw her other hand had freshly regrown, and used it to plant a solid strike square in the Initharian's chest. The new hand stung, and
Xilmal shook it out as she stood over the fading Initharian.
"The first one always stings."
----
With the
Radio Station captured by our forces, along with all the documents within it, Initharian defense of the region was quickly compromised and rapdily lost cohesion. Loss of some members of High Command impacted morale, and it wasn't long before the wide range of advancements we made during our part of the ceasefire pushed Inithar backward. The
Sui Centurio is a large part of our victory, of course, and her actions could yet lead to future successes!
Embral successfully attacks the North Peaks, gaining access to a Pact Gavrillium node in the process.----------------
IT IS NOW THE DESIGN PHASE!With the Initharian
Radio Station captured, our forces have easy means to crack through our codes and communications. As a result of this clear and present opportunity, one of our two design actions this turn should be dedicated toward communications equipment, cryptography, decryption, or any various equipment or infrastructure that could increase our ability to compromise Initharian 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 take advantage of this opportunity.
Also remember to make your decision regarding
The Pact!
The Rupture: 4 Ore (1 from Gavrillium Trade), 2 Oil, 2 Wood, 3 Wellmaterials (1 from Caelium Trade)
The Mesas: Ore, Caelium, Mutant Rose (3/3 Nodes) [Glas Bolg Transporter]
Badlands: Gavrillium, Wellmaterial, Caelium (3/3 Nodes) [Glas Bolg Transporter x2]
Desert: Oil, Wellmaterial, Gavrillium (3/3 Nodes) [Glas Bolg Transporter]
Volcanic Range: Mutant Rose, Caelium, Empty (2/3 Nodes) Glas Bolg Transporter
Burning Hills: Pact Caelium, Ore, Empty (2/3 Nodes)
The Wastes: Empty, Empty, Empty (0/3 Nodes)
South Peaks: Pact Gavrillium, Pact Gavrillium, Empty (2/3 Nodes)
Southern Stormlands: Empty, Empty, Empty (0/3 Nodes), Heavy Pact Presence
The Mudflats: Empty, Empty, INITHAR (0/3 Nodes)
North Peaks: INITHAR, Pact Gavrillium, Empty (0/3 Nodes)
E. Boiling Seas: Total Control
W. Boiling Seas: Total Control
E. Maelstrom: Significant Initharian Control, Pact Fortress In Strait
W. Maelstrom: Light Initharian Control, Pact Fortress In Strait
Ore: 6
Oil: 3
Wood: 2
Wellmaterial: 5
Mutant Rose: 2
Gavrillium: 1
Caelium: 1+1 (Undecided)
Land
Samarata 1902: A 7mm bolt-action rifle with a 5-round box magazine effective out to 1000m. Light, reliable, and can utilize a variety of sights. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-32a: A Pact weapon firing 12.5mm FMJ/GE rounds. Recoilless and relatively light thanks to the use of Caelium throughout the design. Fires 1200RPM and uses a 30-round box magazine fed to the bottom of the weapon. Light, but not as light as we imagine a standard SMG would be. Costs 4 Ore, 3 Caelium, 3 Gavrillium. (VERY EXPENSIVE)
"Jarha" Caelium-Stabilised Shotgun: A pump-action shotgun that loads 27mm shells firing shot or slugs, as well as armor-piercing sabot rounds. The tube magazine hold four rounds. 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. It doesn't have any drawbacks outside of anything naturally inherent to shotguns and larger small arms. Cost 5 Ore, 2 Caelium. (CHEAP)
Mk.III Musakila Machine Gun: An 8.5mm automatic machine gun utilizing 20- or 40-round box magazines. Rate of fire is sacrificed for an effective range of 1200m. Costs 4 Ore. (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. Cost 4 Ore, 5 Wellmaterials. (CHEAP)
Niramata Mk.II Heavy Mortar: A 105mm mortar utilizing HE, Smoke, and LIE Shells. Rifled barrel gives solid accuracy out to it's max range of 4km. Costs 5 Ore. (CHEAP) (LIE Shells[C])
Havezara-108 Mk.IV: A 108-mm artillery piece on a split-tail carriage and easily towable with a barrel that can be pulled back to reduce profile. Reliable and effective. Currently fires HE rounds out to 16km. Has a gun shield for some protection. Costs 6 Ore. (CHEAP) (Lie Shells[E])
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. Costs 7 Ore, 4 Oil, 5 Wellmaterials. (EXPENSIVE)
Sikari Mask Mk.III: A gas mask/wellwood flute that resembles a bird's face. Evokes a stronger emotional response than the old flute. Costs 4 Wellmaterials. (CHEAP)
Legion Issued Explosives: A 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. L.I.E. is unreliable in every sense of the word. Costs 4 Ore and 4 Oil. (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 (set to 200kg), timer, and electrical wire. Loses grenade functionality but greatly increases reliability. Costs 7 Ore and 4 Oil. (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. Costs 6 Wellmaterials. (CHEAP)
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. Costs 6 Wellmaterials. (CHEAP)
Health Augmenter (eXperimental): A pulpy pinkish paste made from the Common Mutant Rose. HAX is a medic's kit in a single tube - anesthetic, sanitizer, bandage, sutures, all in a single easily-applied mixture. Tastes less than good. Costs 3 Mutant Roses. (CHEAP)
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: An open-topped 4 crew vehicle with a 50mm cannon, hits speeds around 45km/h, and is protected by 30mm front armor and 20mm of armor everywhere else. Has a pintle-mounted machine gun. Fast and agile, more than adequate for heavier hit-and-runs. Cost 5 Ore and 3 Oil. (CHEAP)
Xilmal Jagpal, Sui Centurio: A heavily mutated, but not readily apparently so, supersoldier unlike anyone else alive. Capable of extremely rapid regeneration, strength and speed more than double that of the (now second) strongest and fastest humans, enhanced hearing, 20/2 vision, unbreakable bones, damage-resistant skin, an extremely impressive lung capacity, and imperviousness to chemicals not regulated by her own body, which she also has total control over. Photosynthesizes for sustenance, and has at-will chameleonic skin. Always a (NATIONAL EFFORT).
"Behemoth" Assault Hovercraft: A 30m long, 20m wide, 12m tall, ovoid armored hovercraft. Protected by 150mm top armor, 200mm armor elsewhere, all with 30mm of additional spaced armor. Armed with 6x2 120mm guns and a central 200mm triple turret, with dozens of ASHes and Musakilas supplementing it's firepower. Can transport a fair number of soldiers. Uses a GavReactor for power and a Tonal Caelium Drive for propulsion. Has a top speed of 30km/h. Always a (NATIONAL EFFORT).
Sea:
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. Costs 6 Ore and 5 Oil. (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. Costs 4 Ore and 3 Oil. (CHEAP)
-'Sharak' Oxygen-Enriched Submarine Torpedo Mk.II: A well-made torpedo with with reliable triggers. Great range and great reliability. Looks exactly like the older model. Costs 4 Ore and 3 Oil. (CHEAP)
--'Sharak' Oxygen-Enriched Submarine Torpedo Mk.IIb: A variant of the Mk.II designed for use on surface ships. A less potent air mix reduces range but makes them less dangerous to the ship they're on. Looks exactly like the older model. Costs 4 Ore and 3 Oil.. (CHEAP)
Mamkirali Naval Lander: A large tracked amphibious transport capable of transporting 22 soldiers or, currently, a single Havezara and crew. 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. Costs 5 Ore, 3 Oil, 4 Wellmaterials. (CHEAP)
Hetham-Class Submarine: The Hetham is 77m long and is capable of going 12 knots surfaced and 6 submerged. It is armed with 4 bow and 2 stern torpedo tubes and can carry 20 torpedoes, and comes with a single 80mm deck gun. Utilizes WellSonar for improved detection abilities and has basic communication equipment. The engine room has a WellSap coating to dampen noise. Costs 3 Ore, 3 Oil, and 4 Wellmaterial. (CHEAP)
Gupata-Class Submarine: A 100m long cigar-shaped submarine with 8 fore torpedo tubes and 2 aft, with provisions and amenities for very extended deployments. Can reach 25kn submerged. All this is thanks to the use of the Mk.II Gavreactor, a smaller version of the reactor in the Behemoth. Mental stress and fatigue is combated through scratching the WellQuartz embedded in the Submarine Warfare Insignia pins each sailor assigned duty on a Gupata is assigned. The engine is coated in WellSap, and the vessel utilizes WellSonar and basic comms. equipment. Costs 6 Ore, 2 Oil, 5 Wellmaterials, and 4 Gavrillium (EXPENSIVE)
Silada-Class Destroyer: A 115m long ship with 120mm belt armor and 100mm elsewhere. Travels at 38 knots. Armed with a quintuple torpedo mount and 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. Costs 5 Ore, 3 Oil, and 4 WellMaterials. (CHEAP)
Mukebaza-Class Heavy Cruiser: The Mukebaza is a 186m long ship utilizing 4 propellers powered by 4 steam turbines to give the ship a 30-knot speed. It is 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 and has basic communication equipment. Costs 5 Ore, 4 Oil, and 3 Wellmaterials. (CHEAP)
The Leviathan: The submersible flagship of the Great Fleet. Massive, dependable, and armed with 32 torpedoes and four 25mm autocannons. Can stay asea practically forever thanks to it's Mk.II Gavreactor. 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 thanks to a pair of internal hulls running the length of the ship as well as three more specialized internal hulls. Always a (NATIONAL EFFORT).
Air:
Mk.II Baza Fighter: The Baza is a gull-winged single-propeller aircraft capable of speeds of 380km/h. It has two machine guns in the nose and carries two 50kg bombs. Armor is practically nonexistent. Costs 3 Ore and 3 Oil. (CHEAP)
Special:
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.
-Wellquartz: A mineral found within wells that evokes a range of blissful feelings with intensity dependent on the tone.
-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.
-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.
Unique Resource - Mutant Rose: A strange flower found on Harren that augments and mutates living things.
-Painted Rose Nectar: An extremely rare flower that's been processed for it's mutative abilities. Very potent. Designs using this are always a (NATIONAL EFFORT)
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.
Aligned Gavrillium: Specially treated Gavrillium that has a Positive Cold end and a Negative Hot end.
Mk.II GavReactor: An aligned gavrillium-based reactor that provides a lot of power through the heating and cooling of water in a closed circuit and a set of steam turbines. Very powerful and efficient for it's size.
Traits:
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. Any credit can be replaced for an Espionage Credit, and espionage rolls gain an extra roll. A small bonus is also applied to rolls for designs related encryption, decryption, and infiltration.
Sea Wolves: Our submersible fleet has proven itself to be lethal and fearsome, and more resources have been dedicated to our submersible fleet. Submersible ships and related designs and revisions are one difficulty lower.
Old World Blues: The Initharians are keen on using Abberan successes to their advantage. With engagements at close range, and plenty of fighting within trenches and bunker complexes on the horizon once someone manages a foothold, we've decided to dedicate manpower and resources to developing Close-quarters weaponry not unlike that used by our tunnel rats at home. Close-Quarters weaponry has it's difficulty level reduced by one tier.
Research Credit x1
Espionage Credit x1