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Core Thread (http://www.bay12forums.com/smf/index.php?topic=171504.0)
IW Discord Channel (https://discord.gg/zjjUZNt)
Welcome, intrepid minds of Abbera.
We finally have the opportunity to claim the rest of our island, all while gaining the support of some of the strongest nations in the world. The Central Alliance is keeping the dogs of Endicar off our shores, so now we only need to focus on our southern neighbors Harren and Salvios. This coming war is about to kick off in earnest and if we can secure Harren Island then control of the waters between the two continents could turn in favor of the Alliance. We're getting used to fighting, but war is changing. While we plan for the future, the Governor has a few requests:
Firstly, keep in mind you will need to decide on a Specialty Resource by the time we engage the Salviosi.
Secondly, there are reports from scouts in the Coniferous Forest of remnant Endicarian soldiers using the area to hide and recover while they hold out hope for eventual rescue. The Republic fields a more modern army than currently at our disposal, so we need you to design one weapon meant to be a primary infantry firearm and one piece of offensive equipment, such as a grenade, combat knife, or otherwise, to aid in rooting them out. You can choose to create two designs of whatever you wish, but designs fitting our specifications will receive special funding for their development. [In game terms, I give a Design Credit for designs that fit the requests made during this stage of the game.] Our equipment is dated, and this will be the first step in modernizing our forces.
Thirdly, our soldiers lack any real uniform. Up to this point everyone's worn what they can, when they can. It's time for us to provide our military with a uniform befitting an independent nation. This is not meant to be any form of armor or the like - merely a way to distinguish our soldiers from the enemy while making them look like a respectable force.
The future is uncertain, but we Abberans are mighty. These are our lands to claim by right, and that fact will only be confirmed when we occupy Salvios. Good luck.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 U.R. // 100% Control
Ore: 2
Oil: 2
Wood: 2
Unassigned Resource: 2
I vote that our specialty resource should be Helium. Our Airships will sail the skies, brimming with guns! Also, this is pre-WW1. Not going to be much in the way of semi-automatic weaponry.
For the rifle, I propose the:
The Model-001 is the first step of many. We better make it a good one. In this effort, our engineers have created a rifle of 40 inches in length, built with the standard wooden stock. The action, instead of a standard bolt action system, incorporates a set of lugs and cams that allow the interior of the bolt to rotate while using only a straight-pull movement to chamber the next round. This should result in a higher rate of fire than the standard bolt action. It loads six .325 caliber rounds from a stripper clip. Variable sights give it a use at a wide range of distances.
For the accessory:
An accessory to the Model-001, the Type-A is a grenade designed to be fired from a rifle to increase launching range. This is achieved by the grenade being held in a 'cup' screwed on to the end of the Model-001's barrel. To ready it for firing, a pin is pulled out from the end. To start its fuse, a larger rod is pulled out. After that, it's probably best to pull the trigger of the rifle it's attached to to reduce the risk of losing a limb. In order to maximize damage, the outside of the grenade is deeply notched in a rectangular pattern. This causes the grenade to fragment, rather than simply burst.
Edit: Forgot a uniform proposal.
Foremost comes a basic set of cotton underclothes, worn under the SIU's jacket, made of grey gabardine cotton. The shoulders of the jacket are stitched with a dark blue crown to indicate allegiance, and rank is displayed by the number of crowns stitched onto the right breast pocket. It is buttoned up. The pants are similar grey cotton, and have several useful pockets, along with belt loops. The SIU also includes a set of leather boots and an optional patrol cap.
EDIT:
For Posterity:
Prewar
1911 Cold Season, Design (http://www.bay12forums.com/smf/index.php?topic=171506.msg7816846#msg7816846)
1911 Cold Season, Revision (http://www.bay12forums.com/smf/index.php?topic=171506.msg7819040#msg7819040)
1911 Cold Season, Combat (http://www.bay12forums.com/smf/index.php?topic=171506.msg7819261#msg7819261)
1912 Hot Season, Design (http://www.bay12forums.com/smf/index.php?topic=171506.msg7820499#msg7820499)
1912 Hot Season, Revision (http://www.bay12forums.com/smf/index.php?topic=171506.msg7825312#msg7825312)
1912 Hot Season, Combat (http://www.bay12forums.com/smf/index.php?topic=171506.msg7830022#msg7830022)
1912 Cold Season, Design (http://www.bay12forums.com/smf/index.php?topic=171506.msg7832366#msg7832366)
1912 Cold Season, Revision (http://www.bay12forums.com/smf/index.php?topic=171506.msg7836096#msg7836096)
1912 Cold Season, Combat (http://www.bay12forums.com/smf/index.php?topic=171506.msg7839598#msg7839598)
1913 Hot Season, Design (http://www.bay12forums.com/smf/index.php?topic=171506.msg7843471#msg7843471)
1913 Hot Season, Revision (http://www.bay12forums.com/smf/index.php?topic=171506.msg7846354#msg7846354)
1913 Hot Season, Combat (http://www.bay12forums.com/smf/index.php?topic=171506.msg7852182#msg7852182)
1913 Cold Season, Design (http://www.bay12forums.com/smf/index.php?topic=171506.msg7859941#msg7859941)
1913 Cold Season, Revision (http://www.bay12forums.com/smf/index.php?topic=171506.msg7863625#msg7863625)
ARA "draco" trench gun:
The draco is 80 centimeters from tip of the barrel to the end of the wooden stock, and is designed to launch shrapnel round out of the end similar to a blunderbuss. like the blunderbuss of the age of the Pirate, the draco is designed to be used in tighter, cramp enviroments and close quarters, were tight turn and heavy cover ensures the ability to get close.
The draco is designed to be semi-automatic, The gas expelled from the firing of a shell will clear out the shells remains before loading the next shell from the internal storage . The rounds are placed into the shotgun individually, because of the size of a shotgun shell invalidating the use of a stripper clip. The inserted shells (5 in total) are stored in a small compartment long compartment along the bottom, inside the trechgun itself.
The spray of small bullets the draco lets out can be compared to shrapnel from an explosion, ensuring that without cover the enemy in a general direction of, that way is dead.
The barrel of the draco is designed quite thick and has been attached as well to the body of the gun as our engineers can. this is to take advantage of the Pick. The pick is a spike that comes out of the bottom of the stock and is used like a warpick, via the barrel as a shaft. this ensures that our troops have a close ranged weapon even in the event of running out of ammunition.
Heres a trench gun, should be useful at close range and clearing out the fortress that we need to take. I will probably vote for the "pinscher" as our rifle right now.
The wickerman grenade is a 15-centimeter long grenade that has been designed to explode 8 seconds after the pin is pulled, flinging burning white phosphorus all around the area around its detonation. If set off inside an enclosed space it will quickly fill with deadly smoke, literally smoking the enemy out of their hiding places or risk being burned alive or suffocated. if the enemy does not quickly contain the fires that this grenade can cause, their fortifications will quite literally burn down around them, provided the wickermen are deployed in force.
Fuck it, soft science arms race. Time to let the pyromaniac out, I want to have armored soldiers with wrist-mounted flamethrowers, I want to burn everything down.
I don't like the volley, a rifle fired grenade is only good for range. We should have an actual hand grenade first, solely because its more versatile and can actually be used in tight combat.
Helium? really, any special resource (and possibly some not of this world because GM didn't clarify and this is soft science) in the world and you choose helium. if you want flying shit choose aluminum at least, because we can use it for anything that will fly and need metal. Helium is highly specialized (as in good for one thing and one thing only) for our one starting special resource.
EDIT: if we are going for super mateirels for airships, their a material in a game called airships conquer the skies called suspendium. basically, you feed it electricity and it produces a localized antigravity effect, allowing them to fly.
We really need man of paper to clarify what we can do for our resource.
You know actually, I'm just going to throw some phebotium out for antigravity rock.
It is long know that our sister islands were raised up from the sea by the standard means: volcanic action. However, the fair isle of Abbera has no such vulcanism to lift it so. Mountains, certainly, but bizzarely absent geothermal activity. Recently, the culprit here has been discovered--Caelium. Caelium is, at first glance, a normal mineral crystallized in a hexagonal prism, albeit one with an odd green tinge. However, when an electric charge is applied, it is blessed with the power to lift itself above the ground. With a charge large enough or extended enough, a large amount of material more. This all has to do with the Earth's electromagnetic field. Over billions of years, the electric charge slowly pulled Abbera up from the seas, and artificial electricity causes a bizzare interaction whereupon the attraction of the Caelium to the electromagnetic field is greatly intensified, lifting it.
Main Weapon
Model-001: (1) Doubloon
Penetrator: (1) Tyrant Leviathan
Draco: (1) Frostgiant
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Offensive Tool
Type-A: (0)
Wickerman: (2) Doubloon
Iron Rain: (1) Tyrant Leviathan
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Uniform
SIU: (1) Doubloon
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Resource
Caelium: (1) Doubloon
Helium: (1) Tyrant Leviathan
Year -3 Cold Season, Design Phase
Proposal: ARA Model-001A Semiautomatic Rifle
The Model-001 is the first step of many. We better make it a good one. In this effort, our engineers have created a rifle of 40 inches in length, built with the standard wooden stock. The action, instead of a bolt action system, incorporates a set of lugs and cams that allow the interior of the bolt to rotate while using a a portion of the volatile gases as force to load the next round. This should result in a higher rate of fire than the standard bolt action. It loads twelve .325 caliber rounds from an en-bloc clip into a fixed magazine. Variable sights give it a use at a wide range of distances.
Difficulty: Very Hard
Result: 8 (6+4-2) = Average
The ARA Model-001A Self-Loading Rifle is the first weapon designed and produced within Abbera, and is as groundbreaking as we'd expect from the finest engineers on Harren Island, and perhaps the world.
The ARA Model-001A, called "Mona" (Model ONe A) by it's operators [you can opt to change the moniker at any point], is the first Self Loading Rifle designed for widespread use in the world. "Mona" is effective out to 400 meters, with a variable sight allowing the operator to adjust to 50, 100, and 200 meters. The rifle weighs 4.5 kg and is a full meter in length from end to end. The "Mona" is built with a solid wood stock and body.
The "Mona" is designed to fire 7.92x57 mm rounds loaded through the top of the weapon with a 12-round en bloc clip into a fixed magazine that protrudes slightly from the bottom of the weapon. The ARA Model-001A is also fairly easy to field strip, which is good because the weapon is not without it's issues. But more on those in a moment, because we haven't actually covered what makes the "Mona" special. The first Self-Loading Rifle in the world achieves this status using a gas trap system to capture gas leaving the muzzle in order to operate the bolt and chamber the next round without any extra input from the operator. This allows a rate of fire of 30-40 rounds per minute without significantly impacting accuracy.
Unfortunately progress always seems to be paired with drawbacks. The weapon kicks back pretty hard, and while the recoil isn't unmanageable it'll leave the shooter with some pain after sustained usage. Another issue revolves around the smaller internal components. The rapid-fire nature of the "Mona" causes a lot of stress and wear on a number of parts, and the weapon is susceptible to sand, dirt, and mud, which results in the weapon requiring cleaning and repair more frequently than we'd like. All soldiers assigned an ARA Model-001A get extra training in maintaining the weapon and get a small pouch of replacement parts as part of their standard kit.
The ARA Model-001A requires 2 Ore and 2 Wood to produce and is therefore [CHEAP].
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Proposal: "Wickerman" Incendiary Grenade
The wickerman grenade is a 15-centimeter long grenade that has been designed to explode 8 seconds after the pin is pulled, flinging burning white phosphorus all around the area around its detonation. If set off inside an enclosed space it will quickly fill with deadly smoke, literally smoking the enemy out of their hiding places or risk being burned alive or suffocated. if the enemy does not quickly contain the fires that this grenade can cause, their fortifications will quite literally burn down around them, provided the wickermen are deployed in force.
Difficulty: Hard
Result: 5 (5+1-1) = Below Average
Optimally a weapon does two things: create casualties and damage morale. Incendiary weapons fit that bill perfectly, therefore the "Wickerman" was ultimately inevitable. Designed as a 15 cm long canister, the "Wickerman" contains a fuse set off by pulling a pin which sets of a charge in the grenade that destroys the canister and disperses white phosphorus in a 5-meter radius. The white phosphorus will adhere to most surfaces, such as wood, cloth, and flesh, and cause intense burning and ignition. White phosphorus also produces a thick white smoke as it burns off, giving the "Wickerman" the ability to provide cover.
That's what we aimed for anyway, but we hit two snags:
1) The fuses are unreliable. The "Wickerman" can go off as soon as five seconds after the pin is pulled. If it goes off at all. While duds aren't common, they occur often enough to make an impact on effectiveness.
2) We're having difficulty acquiring sufficient amounts of white phosphorus itself, and what we do have is of poor quality. Production and effectiveness of the "Wickerman" suffers as a result, effectively making the design [very complex]. Surely we'll find a solution if we continue working on the grenade.
The "Wickerman" Incendiary Grenade currently costs 4 Ore, making it [EXPENSIVE], and is [very complex].
Before you cry foul, let me as the GM explain. There are two processes to discovering new Resources: creating them in a design and stumbling on them accidentally. I made a number of resources to be discovered beforehand. While initially discovering a new resource the design will usually end up with a large generic resource cost as well as a [very complex] tag to represent both not having the specialty resource as well as not knowing what it is and needing to filter through a lot of stuff to get trace amounts of what you need. If any further work is done on the design the resource will be identified and you'll be able to begin assigning it to nodes once we get to that point. Discovering the resource does not add difficulty to the revision, and does not need to be specified as a part of the revision - it happens regardless of what goes on with both the proposal and the roll itself. The design will still be [complex] until you actually have a supply of the necessary resource, but it will no longer be [very complex] and the cost will change to reflect having knowledge of and access to the proper resources. Mind you, a high enough roll on a design that uncovers the need of a resource may also discover it at the same time.
So congrats, you've come across something immediately.
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Uniform Proposal: UMI
Uniforms for the Massed Infantry
A modern army deserves a proper uniform. First are the basics. Cotton undergarments (long johns to be issued in winter), grey gabardine wool pants and jacket, and a light cotton shirt (button up, no collar). The jacket is a button up affair, with a foldable collar and several convenient pockets. One on each side just about the belt, and a stylish buttoned breast pocket on each side. Each button on the jacket has the image of a crown engraved on it. The shoulders of the jacket are stitched with a dark blue crown at the top of the arm to indicate allegiance, and a scepter is embroidered on the left breast pocket. Rank is displayed by the number of crowns stitched onto the right breast pocket. Higher ups are indicated by a single, more ornate embroidery with silver thread. The pants have several useful pockets, two on each side above the knee, along with belt loops. The patrol cap has a small pocket on the inside of the rim to keep small items out of the weather.
A leather belt and leather boots are provided with the uniform. The boots are lace ups, with reinforced soles. The belt comes with attachments to carry an extra magazine or two of ammunition for the soldier's primary weapon, or a leather holster for an officer's sidearm. Spotters and scouts also receive binoculars, and a leather holster for them. Holsters and ammo pouches have flaps covering the top to keep out the weather.
Onto the kit.
A backpack made out of stiff water-resistant canvas holds the soldier's kit - water canteen, mess kit, a basic bedroll, a standard pocketknife, two clean bandages, and a basic entrenching tool. A basic helmet straps to the back of the back while traveling. Made of steel, it weighs a moderate amount and has basic padding for the wearer's comfort.
APPROVED AS IS
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As we ready ourselves for war it is good to know there are people loyal to Abbera. As a result of you all designing equipment to fill the specified roles, you have been granted access to more resources, allowing two design credits to be used in the revision phase. You have a single revision to dedicate to one of your accomplishments from this phase as well. We ask that you hurry though, those Salviosi dogs are just as determined to secure this island as we are.
Infantry
ARA Model-001A "Mona" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Mona" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. Costs 2 Ore and 2 Wood (CHEAP)
"Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. Unreliable and currently difficult to produce, but there's potential here somewhere. Costs 4 Ore making it (EXPENSIVE), and is considered [very complex]
Uniforms for the Massed Infantry: The Abberan uniform consists of cotton undergarments, grey gabardine wool pants and jacket, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets are standard issue, as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 U.R. // 100% Control
Ore: 2
Oil: 2
Wood: 2
Unassigned Resource: 2
Hey, not bad. Time to spend some Design Credits.
The Model-001A is good, but certain roles need a smaller weapon. for this, we have the ARA Model-001B Pistol. 20 centimeters long and nearly all metal, it loads ten 8mm rounds from a box magazine. It relies on recoil to chamber rounds, necessitating the operator to rack a slide covering the barrel to load the first round. Its safety is thumb-operated and can be flipped one-handed. Dropping the magazine can be done by pressing a button near the trigger.
For positional defense, the Type A1 is a water-cooled machine gun designed to fire the 7.92x57 cartridge in belt form. Intended to be fired from a tripod mount, it will also have an optional elevated mounting to allow it to fire upon aerial craft. Using a gas based reloading system partially borrowed from the Model-001A, it will sacrifice a some firing speed for more accuracy. A gun shield with a sighting port protects the operators from pistol rounds and shell fragments.
Thoughts? We should also probably use the revision on the grenade.
In the war between Armour and bullet, the armour has lost out due to the sheer amount of weight that is required to defend against a modern rifle round.
Now, through the use of powdered caeluim, added to the metal during forging along with a small generator located at the small of the back, the sue of heavy armour has been reborn.
Caelium powdered plate, when activated with electricity, is greatly reduced in weight allowing a infantry man to carry armor equal or even outclassing a military ship, rending them bullet proof at no cost in endurance.
The breast plate of the Paladin armor is 15-13mm’s thick protecting the vital human organs. The chest is thus relatively bullet proof to most small arms fire. Extending up from the chest plate is a 8mm thick metal Collar that protects the neck from shrapnel.
The arms are protected by thick plating along the back and outside edge. 10 mm’s thick, the inside of the arm is protected by a series of 6mm thick metal bands, connecting to the outside arms thicker armour. The space between the bands are protected by the thick leather undersuit, and ensure the Wearer has foul mobility, despite the thickness of the hard materiel.
The hands are protected on a wearer by wearer basis, with the wearers trigger hand, unarmored except for thin plates on the back of the hand and the wrist. This is to ensure that the wearer is capable of using our small arms without requiring large modifications to the trigger.
the other hand, if clad in a full metal gauntlets. Protecting it . This gauntlet can be used in close combat, because while lacking weight. It is still very hard metal propelled by the human body.
The legs are similarly protected, with the front, outer edge and inner edge protected from bullets.
The helmet is similar to a knights helm, with two thin slits allowing the wearer to see. The top, sides and facemask are all 5-8mm’s thick depending on the area.
All in all, the paladin amour looks superficial to a suit of knights plate, except much, much thicker.
The electricity to activate the paladins caelium plates is provided by a nikoline-cadmium rechargeable batterys, 12cm tall by 32cm long by 12cm wide. That sits in an armoured recess on the small of the paladins back. This battery is intended to be rechargeable back within our own lines, and every paladin will carry at least one back up battery to swamp out the current one if it begins to die. When the battery is turned on, the wearers will set a timer on their pocket watch, to ensure they do not lose track of time.
First draft of the paladin armour. Depending on what the request are next turn i want to do this in the design phase, and if not in the revision phase with one of our credits. it is a stepping stone to better suits of caelium armour, and is a very important step that should be taken quite early.
For picturing it in your head, i've been imagining a ww1 version of reinhardt without the massive jet engine on his back.
Year 1911 AC (After Colonization) Cold Season, Revision Phase
Proposal: It is long know that our sister islands were raised up from the sea by the standard means: volcanic action. However, the fair isle of Abbera has no such vulcanism to lift it so. Mountains, certainly, but bizzarely absent geothermal activity. Recently, the culprit here has been discovered--Caelium. Caelium is, at first glance, a normal mineral crystallized in a hexagonal prism, albeit one with an odd green tinge. However, when an electric charge is applied, it is blessed with the power to lift itself above the ground. With a charge large enough or extended enough, a large amount of material more. This all has to do with the Earth's electromagnetic field. Over billions of years, the electric charge slowly pulled Abbera up from the seas, and artificial electricity causes a bizzare interaction whereupon the attraction of the Caelium to the electromagnetic field is greatly intensified, lifting it.
Caelium is a newly discovered material with very interesting properties. This greenish crystalline mineral creates a field around itself that manages to lessen the effect of gravity on objects within it. Caelium suspends itself in the air at a height relative to the power flowing through it: a higher charge means a higher altitude. There are surely other interactions to experiment with, but as of now we only know the effects of a directly applied electrical current on Caelium in it's base form.
GM Note: This supermaterial has a lot of potential uses, and you aren't restricted with it much. The primary guidelines for using Caelium will be a requirement of power and that it somehow alters gravity and an object's mass. However experimentation is never perfect, and so on a low roll of a design trying to utilize Caelium in a new way it will instead react in another according to my judgement. This means that even with a low roll you can still learn something new about the material and get a new reaction to factor into future decisions. The design will still probably suck, but you still get something out of it, even at an Utter Failure. You might just need to get creative to utilize it.
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Proposal: ARA Model-1911C "Draco" Trench Gun
ARA "draco" trench gun:
The draco is 80 centimeters from tip of the barrel to the end of the wooden stock, and is designed to launch shrapnel round out of the end similar to a blunderbuss. like the blunderbuss of the age of the Pirate, the draco is designed to be used in tighter, cramp enviroments and close quarters, were tight turn and heavy cover ensures the ability to get close.
The draco is designed to be semi-automatic, The gas expelled from the firing of a shell will clear out the shells remains before loading the next shell from the internal storage . The rounds are placed into the shotgun individually, because of the size of a shotgun shell invalidating the use of a stripper clip. The inserted shells (5 in total) are stored in a small compartment long compartment along the bottom, inside the trechgun itself.
The spray of small bullets the draco lets out can be compared to shrapnel from an explosion, ensuring that without cover the enemy in a general direction of, that way is dead.
The barrel of the draco is designed quite thick and has been attached as well to the body of the gun as our engineers can. this is to take advantage of the Pick. The pick is a spike that comes out of the bottom of the stock and is used like a warpick, via the barrel as a shaft. this ensures that our troops have a close ranged weapon even in the event of running out of ammunition.
Difficulty: Normal
Result: 4 (3+1+0) = Poor
The Draco is a 80 cm long 12-gauge semi-automatic shotgun with a tube magazine on the bottom along the barrel that holds four shells (with a fifth in the chamber) individually loaded through the bottom of the weapon. The Draco operates via long recoil to eject a spent shell from the side of the weapon and load another into the chamber. This can often get fouled up, with the spent shell jamming as it ejects and requiring the operator to clear the weapon. The spread of the standard supplied shot is effective out to 20 meters, though the shells can be loaded with anything from small stones to glass fragments, though nonstandard shot should be used as a last resort as effective range drops immensely. This does mean at least that ammunition isn't as big of an issue on the front line or out of supply.
The largest drawback of the Draco is the weight. The thickened barrel and wood stock bring the shotgun to 5 kilograms, including the butt spike. While the extra weight of the weapon does make the spike more formidable, it also isn't as strong, often breaking after a few uses.
The ARA Model-1911C "Draco" costs 3 Wood and 3 Ore, making it (Expensive).
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Proposal: ARA Model-1911ART "Gorgon"
The Gorgon is a 155mm heavy field howitzer designed for long range bombardment. It has an interrupted screw breach and munitions are loaded into the weapon in two parts. First the high explosive shell (or incendiary shell) is inserted. Then the propellant (usually in bags) is then placed in the weapon before the breach is closed and then turned, creating a secure gas seal. The weapon has a hydraulic recoil mechanism to manage recoil. This mechanism can be seen as a cylinder below the barrel that is a little smaller and shorter than the barrel of the weapon. When the cannon fires the barrel moves back along a slide as the mechanical energy of firing the cannon is used to compress the air in the cylinder. Once the cannon has fired the air uncompresses pushing the barrel back into position. The gun has two wheels and can be attached to horses or trucks to be moved.
Difficulty: Hard
Result: 7 (6+2-1) = Average
The Gorgon is a reliable piece of equipment that should provide effective support for our infantry. Hauled into position using a sled and horses the Gorgon is capable of effectively firing 155mm rounds out to a distance of ten kilometers. The two-part load, the round followed by a bag of propellant, are loaded in the breech and sealed in with an interrupted screw. While rate of fire suffers slightly, the ability to use variable amounts of ammunition at will allows for more accurate fire. Recoil is managed using a hydraulic system. The Gorgon is largely unremarkable, but it does the job.
The ARA Model-1911ART has a cost of 5 Ore, making it (EXPENSIVE)
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Proposal: "Wickerman" Improvement Project
Wickerman Improvement project
The wickerman in its current form is unable to fuffil its role as a mass-deployed grenade for the common soldier. AS such this project is focused on fixing the problems that came up during development.
The first part of the project is Fixing the fuse, ensuring that it is reliable and will always go off after 8 seconds. instead of the inconsistency that is the current fuse.
The second part of the project is increasing our ability to create the primary igniter of the grenade, making it more abundant so that we can make the Wickerman more common.
Difficulty: Normal
Result: 12 (6+6-0) = Unexpected Boon
The "Wickerman" is now everything we wanted and more. First and foremost is the modification of the fuse to an extremely reliable 8 second burn time and a casing designed to disperse White Phosphorus evenly across a 15 meter area with the smoke lingering for an extensive period as the White Phosphorus burns. We also know how to solve our supply problem. Chemical Compounds are, in general, something the military could find use for, and as such we can now assign "Chemical Compounds" to resource nodes. Once we have a few labs up and running production for the "Wickerman" should normalize.
On top of all this, engineers have designed a specialized "cup launcher" for the ARA Model-1911A "Modea" rifle in which a "Wickerman" can be placed and launched by firing a blank cartridge. A "Wickerman" launched in this manner is capable of devastating enemies 100 meters away. The cup is light enough to be added as a standard part of our infantry's kit.
The "Wickerman" now costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but it retains it's [complex] status until we can build facilities dedicated to chemical production.
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As our forming army prepares to push our old overlords out of the forest to the south they do so knowing that you are the ones who give them their ability to fight. Now sit back and relax by a warm fire. We'll be back in touch once the Coniferous Forest is secured.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A very heavy 80-cm long 12-gauge semiautomatic shotgun. Jams frequently, and the butt spike breaks off after a handful of uses. Costs 3 Wood and 3 Ore. (EXPENSIVE)
"Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (EXPENSIVE)
Uniforms for the Massed Infantry: The Abberan uniform consists of cotton undergarments, grey gabardine wool pants and jacket, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets are standard issue, as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Further experimentation is required to progress in our knowledge of Caelium.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control
Ore: 2
Oil: 2
Wood: 2
Caelium: 2
Year 1911 AC (After Colonization) Cold Season, Combat Phase
Fighting in the Coniferous Forest
Winters in the Coniferous Forest have always been harsh. Wind rips through the trees and storms drop absolutely massive amounts of snow. Trees and branches often fall on one another, dumping the large amounts of snow they'd caught on the ground below. In a thaw between a few blizzards an Abberan detachment discovered a makeshift fort erected deep in the forest by the Endicarian Remnant, with scouts and patrols covering a wide area. The Abberan advance on the fort was halted by a defensive line of Endicarian soldiers using trees as cover. Their simpler rifles were more accurate at range, but the sheer volume of fire coming from the Abberan infantry was extremely effective in suppression. Even when someone's Modea would fail, the brief time they were out of action didn't severely impact the effectiveness of the offensive.
As the Endicarians were pushed back Gorgons were used to keep them from recovering and holding again until they were in a full retreat back to the fort. The open ground around the fort would have been a problem were it not for the Wickerman Grenade. The smokescreens could be deployed at various distances thanks to the cup launcher, which allowed our soldiers to get close enough to being firing Wickermen over the walls. With up to three available per man, there was a lot of screaming coming from within the fort walls.
But hey, at least they were warm.
When they went in to clear out the fort some pointmen with Dracos were tasked with breaching and clearing the few buildings the Endicarians had constructed. While for the most part the fighting indoors reverted to using Modeas, the Draco was devastating when it worked and when used as a warpick, able to break through door and skull alike.
The fort was secured and the operation considered a success.
---------------
We've successfully cleared Endicarian Remnant from the Coniferous Forest, and now have to secure the rest of the territory around the Abberan capital - the Woodlands and Wooded Mountains. We were going to request you create a large and a small support weapon, but you had the foresight to create the Gorgon. As a result you can make any single design with a Research Credit this phase. You are still tasked with designing a smaller support weapon as a second design, like a mortar or machine gun, and doing so will result in acquiring a Design Credit to be used in the next phase.
There are rumors from Salvios. Some automobiles in the city have been seen emitting a blue glow. There are also mutterings that they've embraced their homeland, whatever that means. Some of our scientists have also reported hearing of experiments with a new material discovered in Salviosi mines. Things are heating up, and your continued assistance is appreciated.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A very heavy 80-cm long 12-gauge semiautomatic shotgun. Jams frequently, and the butt spike breaks off after a handful of uses. Costs 3 Wood and 3 Ore. (EXPENSIVE)
"Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (EXPENSIVE)
Uniforms for the Massed Infantry: The Abberan uniform consists of cotton undergarments, grey gabardine wool pants and jacket, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets are standard issue, as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Further experimentation is required to progress in our knowledge of Caelium.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control
Coniferous Forest: 0 Ent., 0/3 Resources // 100% Control
Ore: 2
Oil: 2
Wood: 2
Caelium: 2
Chemical Compounds: 0
Year 1911 AC (After Colonization) Hot Season, Design Phase
Proposal: ARA Model-1912ARM "Paladin" Superheavy Armor
In the war between Armour and bullet, the armour has lost out due to the sheer amount of weight that is required to defend against a modern rifle round.
Now, through the use of powdered caeluim, added to the metal during forging along with a small generator located at the small of the back, the sue of heavy armour has been reborn.
Caelium powdered plate, when activated with electricity, is greatly reduced in weight allowing a infantry man to carry armor equal or even outclassing a military ship, rending them bullet proof at no cost in endurance.
The breast plate of the Paladin armor is 15-13mm’s thick protecting the vital human organs. The chest is thus relatively bullet proof to most small arms fire. Extending up from the chest plate is a 8mm thick metal Collar that protects the neck from shrapnel.
The arms are protected by thick plating along the back and outside edge. 10 mm’s thick, the inside of the arm is protected by a series of 6mm thick metal bands, connecting to the outside arms thicker armour. The space between the bands are protected by the thick leather undersuit, and ensure the Wearer has foul mobility, despite the thickness of the hard materiel.
The hands are protected on a wearer by wearer basis, with the wearers trigger hand, unarmored except for thin plates on the back of the hand and the wrist. This is to ensure that the wearer is capable of using our small arms without requiring large modifications to the trigger.
the other hand, if clad in a full metal gauntlets. Protecting it . This gauntlet can be used in close combat, because while lacking weight. It is still very hard metal propelled by the human body.
The legs are similarly protected, with the front, outer edge and inner edge protected from bullets.
The helmet is similar to a knights helm, with two thin slits allowing the wearer to see. The top, sides and facemask are all 5-8mm’s thick depending on the area.
All in all, the paladin amour looks superficial to a suit of knights plate, except much, much thicker.
The electricity to activate the paladins caelium plates is provided by a nikoline-cadmium rechargeable batterys, 12cm tall by 32cm long by 12cm wide. That sits in an armoured recess on the small of the paladins back. This battery is intended to be rechargeable back within our own lines, and every paladin will carry at least one back up battery to swamp out the current one if it begins to die. When the battery is turned on, the wearers will set a timer on their pocket watch, to ensure they do not lose track of time.
Difficulty: Theoretical
Result: 6 (6+3-3) 6 (5+4-3) = Average
It has been a while since the Age of Knights, but that doesn't mean we shouldn't draw inspiration from it. A soldier equipped with Paladin Armor steps into a steel self-supporting (as in it transfers weight through the legs of the exoskeleton to the ground instead of through the user) exoskeletal frame with padding in multiple locations for comfort and is secured to it with leather straps. The frame itself is a series of steel rods and brackets connected at joints and built around a central spine. A hinged mounting bar for the breastplate is locked across the Paladin's chest once strapped in.
Two assistants, or "Squires", are assigned to each Paladin and are tasked with securing the Caelium-powdered plates of armor to the exoskeleton as well as carrying and changing out the battery pack in the back plate. The shaped plates attach to hardpoints on the frame that connect to the wiring running through said frame, encasing the soldier completely in armor. There is also a full helmet with a hinged facemask bearing two eye slits. Altogether the suit weighs about 50 kilograms, but when the battery is connected and power switched on the Powdered Caelium causes the suit to, in a sense, resist the effects of gravity. As a result, the armor acts as though it weighs 15 kilograms. The armor is capable of resisting small arms fire, but is not infallible. Shots can also disconnect the armor plates from their power source and cause them to return to full weight, and although the armor is thick enough to resist a few rifle rounds, the transfer of kinetic energy from the round to the Paladin acts as though the armor was 15kg, not 50kg. The hands are unarmored to allow for fine manipulation. The armored plates consist of a layer of steel with a coating of Powdered Caelium underneath charged via circuitry with a layer of insulation between the wiring and the wearer/the exoskeleton.
The armor on the back over the battery is thinner than the rest of the armor, so Squires are also responsible for covering a Paladin's back while in combat. Each battery lasts about an hour before depleting, so Squires both have watches to keep track of when they need to jump in and replace the battery, as well as insulated gloves to keep themselves safe when handling the batteries.
Also of significant note, Powdered Caelium emits a green-yellow glow when powered. This shows at various points in the armor.
The ARA Model-1912ARM "Paladin" Power costs 7 Ore and 4 Caelium, making it a (NATIONAL EFFORT) for the time being.
We have also learned that Powdered Caelium used as a metal coating will, when powered, glow green-yellow and reduce the pull of gravity on the metal.
(credit: google image search "reinhardt")
(https://cdnb.artstation.com/p/assets/images/images/003/364/995/large/derk-elshof-reinhardt.jpg?1472904671)
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Proposal: ARA Model-1912MG "Scythe" Heavy Machine Gun
ARA 1912MG "Scythe" Heavy Machinegun:
The Scythe is a heavy machinegun, Water cooled, Designed to fire the same ammunition as the Modea to help ease our logistic chain.
The scythe is a heavy machine gun designed to fire ammunition at a staggering pace and ensure that the enemy must take cover, or be cut down as wheat before the Scythe.
This machine gun is designed to be capable of switching out barrels when the heat from its constant firing has become too much, and begins to melt it.
It has been designed to operate with a 3 man crew, one loader and one gunner and one Ammo monkey. The scythe is mounted on a heavy tripod to ensure stability during firing.
For transportation, the tripod and the actual scythe itself will be separated and placed in special harnesses. these harnesses both possess a small cealium crystal and a small battery. The caelium decreases how heavy it is to carry the scythe, which put together weights up to 30-50 kg'. The lessened weight allows the scythe to set up in locations that would typically be inaccessible or difficult to reach, as well as allowing the gun crew to retreat and reposition faster than they otherwise could with the heavy machinegun.
The gunner carries the main body of the gun itself when disassembled, the loader carries the tripod and the water that is used to cool the gun and the ammo monkey carries the ammunition and spare barrels, along with a rifle to help defend the machinegun nest from attackers.
Difficulty: Hard
Result: 9 (5+5-1) = Above Average
The Scythe uses the same 7.92x57mm round our Modea is designed for. The barrel is kept from overheating through a water jacket filled with a little under 4 liters of water, and each 3-man crew carries two spare barrels in the rare occasion that the barrel begins to actually overheat. The Scythe is relatively inaccurate, but this is offset by the 600 rpm fire rate with an effective firing range out to 2000 meters when mounted on it's fairly sturdy tripod. The weapon and tripod weigh can be packed into specially designed leather cases with a small purified Caelium Crystal embedded into the bottom. The pure crystals seem to reduce the effective weight of the objects inside the cases while powered by a small battery influenced by the one used in our Paladin powering the crystal from within the case. This makes it extremely easy to maneuver the pieces of the Scythe into places it would normally never reach.
Unfortunately, while these pure crystals are effective in negating the weight of our Scythe, which stands at 65kg with water and tripod, the requirements to nullify a higher weight limit are seemingly exponential, and larger crystals than these seem to be impossible to find naturally and cannot be created in a lab. Attempting to carry a larger weight than a crystal size is rated for will result in shorting out the whole system.
The 7.92x57mm rounds are fed into the Scythe in 80 round belts that can be linked together to provide a steadier rate of fire. While the gunner and loader are occupied the "ammo monkey" is responsible for keeping them safe with a Modea.
The ARA M1912MG "Scythe" Heavy Machine Gun costs 5 Ore and 3 Caelium, making it (VERY EXPENSIVE).
----------------
Once again ARES fails to disappoint us. We plan on training our Paladin, the first large armored step in the next direction of warfare, and deploying him to the Woodlands where he shouldn't be hindered by uneven ground. You, however, get to choose the candidate from our predetermined pool. In game terms, with the recent discussions of culture, I want you to vote on a name for the first Paladin. Include as much fluff about the person as you want. The Scythe also exceeds our expectations for both it's effectiveness and it's new usage of Caelium, and so you gain a Design Credit to use in the Revision Phase. You also have two Revisions to work on. The war looms closer, and we are happy to support your efforts in supporting our efforts.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A very heavy 80-cm long 12-gauge semiautomatic shotgun. Jams frequently, and the butt spike breaks off after a handful of uses. Costs 3 Wood and 3 Ore. (EXPENSIVE)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (Very Expensive)
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (EXPENSIVE)
Uniforms for the Massed Infantry: The Abberan uniform consists of cotton undergarments, grey gabardine wool pants and jacket, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets are standard issue, as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (NATIONAL EFFORT)
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control
Coniferous Forest: 0 Ent., 0/3 Resources // 100% Control
Ore: 2
Oil: 2
Wood: 2
Caelium: 2
Chemical Compounds: 0
A special resource discovered within the body of a snail that was sacred to the indigenous population of Abbera. The Red Spyral Snail Possess a special chemical within its body, This chemical is used by the snail for hunting. It has been named the DNA catalyst by our scientists. When an organic lifeform is injected ith the chemical, its DNA will "loosen" for lack of a better term, and begin to add DNA from the closest target, not of the same species. This is usually the last meal of the Lifeform, causing painful mutations that quickly kill the subject as its DNA fails to stabilize.
The native found a way to utilize this snail. 2.5 weeks of fasting, Sustaining on boiled water only, the subject is prepared for the Catalyst. Then, When the subject has fasted for the 2.5 weeks, ensuring their body is cleared of their last meal. 6 incisions are made in the subject, and into these incisions are placed the flesh of an animal, recently hunted. After application of the DNA catalyst, the host's body will strangely begin to manifest enhanced traits from teh animal in question. When the Natives were driven out by the colonists, this ritual was lost, and has been recently rediscovered.
We believe we can use this DNA catalyst to "Enhance" our soldiers with abilities form the natural kingdom, creating better soldiers to aid us in destroying the Salvios merchant Filth who so threatens our survival.
SRD stands for Special research and development IE, Special resources.
Fuck it, If caelium is something they can mess with through bad design rolls I falling back on my old favorite Biotech. HAs some other resource Ideas we can do instead. We cannot go insane doing this, because of limited Island resources and resource that can be discovered Like CHemical compound, we should only do this 2ish times.
Cealium science revision for revision 1 (Priority becasue of the fact that a bad roll by salvios could modify teh resource and we won't know. Get some of the laws of caelium codified so we knwo what it does.)
Draco mod for revision 2
And DNA catalyst for design.
Year 1911 AC (After Colonization) Hot Season, Revision Phase
Proposal: Promethium
In its raw form, this hard crystalline mineral is quite stable. Percussive force will shatter the crystals, causing small discharges of stored energy to launch the fragments several meters. Heavy fabrics and care are recommended during extraction.
Promethium crystals somehow absorb geothermal energy over time, and through a careful refinement process we can access this. The energy efficiency compared to Oil is an enormous 20,000,000 kWh per kg, compared to 12 kWh per kg of Oil. The only thing that exceeds it is certain radioactive elements, but the inherent danger of using such materials is not worth it.
Promethium, unfortunately, is an element that has already been discovered by Salviosi scientists. In it's natural state "Gavrilium" can be burned much like coal, but to greater effect. Rumor has it that Promethium/Gavrilium has limitless potential as an energy source, but experimentation is required.
----------------
Proposal: Draco Weight Reduction Plus
Draco Weight Reduction Plus Edition:
Draco Weight Reduction
By going through the design with a fine-tooth comb, we will be able to replace parts with lighter alternatives, thin down excessively large sections and generally reduce the weight of the shotgun without compromising the durability of the weapon.
In addition, the mechanism for the shotgun will be modified to work better with the larger 12-gauge shells, resolving the consistent jamming issue.
Difficulty: Easy
Result: 9 (6+2+1) = Above Average
Generally it seems the issues we had with the Draco have been dealt with. We've cut the weight down to 4kg, and jamming is much less of an issue, though it does still happen on occasion. While the weight reduction means there's less mass behind the swing of the buttspike, the Draco can be handled easier both in melee and in a firefight, leading to an overall increase in effectiveness. The Draco costs 2 Wood and 2 Ore to reflect the changes we've made, making it (CHEAP). As such, we can field soldiers with the Draco as often as we can the Modea.
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Proposal: Paladin Armor Durability
Paladin Armour Durability
The fragile nature of the armour cabling is a significant liability. An unlucky shot could easily slow down the wearer enough to turn a near miss into a crippling blow. By reinforcing the internal cabling and their attachment points, we should be able to ensure plates do not randomly regain their true weight.
Difficulty: Hard
Result: 9 (5+5-1) = Above Average
By adding additional clamps to the armor plating and hardpoints to the exoskeletal frame, as well as properly securing the cabling powering the armor, we have greatly reduced the chances of a round hitting the armor knocking it out of place and causing a loss of power. While the "Paladin" armor is still a (NATIONAL EFFORT), it is now very reliable, and we shouldn't be too worried about losing this armor to bad luck.
----------------
While the late "discovery" of Gavrilium and word of the Salviosi discovering their own source of Caelium has caused rioting in the streets, we've managed to quell rebellion in the capital by dedicating a Resource Design Credit to the war effort. As such, you have until the end of next Design Phase to discover a new resource to exploit.
As ARES gains support from both civilian and military assets, the Governor of Abbera has seen fit to grant the division control over a large portion of strategic planning for the duration of the conflict. It is now the Strategy Phase. In most Strategy Phases you will be asked to vote on which two sectors to attack in and which sector to fortify, as well as deciding on a resource to develop on an open resource node.
Until first contact with Salvios you will not be tasked with selecting sectors to attack. For now, vote on one resource to assign to a sector (Coniferous Forest being the only sector to place it in this turn) as well as one sector to fortify (Coniferous Forest is still the only option, but you could decide not to fortify for some reason). Note that any resources assigned during a Strategy Phase will adjust equipment prices for that turn's Combat Phase even though the Strategy Phase's summary is lumped in with the Combat Report.
Abberan forces move on potential Endicarian holdouts in the Wooded Mountains and Woodlands. Once we've secured the areas you'll be notified of the results.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (Very Expensive)
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (EXPENSIVE)
Uniforms for the Massed Infantry: The Abberan uniform consists of cotton undergarments, grey gabardine wool pants and jacket, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets are standard issue, as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (NATIONAL EFFORT)
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. More research into this resource is necessary.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control
Coniferous Forest: 0 Ent., 0/3 Resources // 100% Control
Ore: 2
Oil: 2
Wood: 2
Caelium: 2
Chemical Compounds: 0
Gavrilium: 0
Here's some quick ideas for each of the different sci-fi features. Lemme know what you think:
A rare, heretofore unseen species of Lemur has a curious property. When startled it is able to teleport away from danger. Naturally, this makes the creatures quite difficult to capture and study but we have finally got hold of some. It is believed to be due to a number of "Telanite" crystals that can be found in a unique organ in the creature's abdomen. Like a Homing Pigeon can find north using iron particles in it's beak, the lemur must somehow interact with the crystals to cause the teleportation. More research is required.
A dull green metal, Fendite can be processed into coils that when charged produce a "force field", slowing the momentum of all items in range. The behaviour is remarkably similar to a magnetic field, but tangible on the physical plane, instead of limited to the electromagnetic.
It has been discovered that a very, very small proportion of the Aberran population has what can only be described as "latent psychic powers". We don't know how to actively harness them without causing irreparable mental damage, but for the glory of Abbera, we will produce screening and training institutions and we will find out.
Year 1911 AC (After Colonization) Hot Season, Combat Phase
Abberan Advancements
This Hot Season saw Abberan engineers hard at work in the Coniferous Forest. A surface deposit of Ore was uncovered during the land-clearing process providing lumber for the build-up of defensive positions, bringing Abberan Ore Resources to Three (3). The construction of light fortification at crossroads, stream crossings, and forest clearings in preparation for a Remnant counter-attack also raises Entrenchment in the Coniferous Forest to One (1).
Thanks to the added Ore resource we can expect the following changes:
The Scythe becomes (EXPENSIVE).
The Gorgon squeaks into (CHEAP) territory. JUST KIDDING IT'S STILL EXPENSIVE THE GM IS JUST A TURD
Summer in the Coniferous Forest
With Endicarian Remnant forces captured, killed, or pushed out of the Coniferous Forest, the Hot Season goes by relatively peacefully. The dominant winds from the North-East often maintain a breeze just strong enough to keep bare skin cool without being too much of a hindrance, though the winds can lash and whistle through the trees during the occasional storm blown in from the sea. Overall the season is pleasant, and the troops stationed here find it very easy to relax in between tasks now that there's been proper housing built for them.
Pushing the Wooded Mountains
The sun struggles to break through the barrier of branches and needles formed by the trees, with the valleys seemingly in a consistent state of twilight even at the brightest hours of the day. Endicarian Remnant take advantage of this, and the caves hidden by the brush, to avoid Abberan patrols. For weeks scouts were reporting nothing, but felt themselves being watched or snuck up on, only to look and see nothing more than a shadow vanish between trees. Further up the mountain provided little aid in overseeing lower ground, vision blocked by the same plantlife obstructing the sun.
It was when the Abberan forces had extended far into the mountains on a lonesome road that the Remnant launched their first strike.
The rearguard of the advancing column was laid into by an unknown number of soldiers firing through the trees. Thanks to the Wickerman grenades scattered throughout the column this ambush didn't immediately dissolve into a massacre. Using cover provided by the Wickerman's smoke, the Abberan forces were able to begin repositioning to defend against the incoming enemy. The Remnant forces then began to close their pincer with a large force coming from the left flank out of a series of caves while an earth-covered machine gun nest up the road from the front of the column opened fire. The Abberan forces could do nothing but hold their ground as they sent a runner to their attached artillery battery. While the runner was off, multiple pushes by the Endicarians resulted in failure thanks to a combination of things, though the Draco takes most of the credit. Any time an Endicarian popped up between two trees he had to face off with a spray of pellets and pray they didn't take him out. Oftentimes those prayers went unanswered.
Eventually the runner had relayed instructions to the Gorgon battery and they began to drop shells on Endicarian positions surrounding the Abberans. The first salvo wiped out the MG nest, cratering the ground and cooking off the apparent armory stockpiled there. The ground shook and the sky thundered for what seemed like ages as trees burst into splinters and dirt and rock were tossed into the air. When the artillery ceased the Abberan officers ordered their men to push outward in all directions. The Modea proved itself to be much better at firing while moving than the bolt-action used by the Endicarians, and the Draco continued to prove itself against the Remnant as they were overrun, both as a shotgun and a morale-devastating warpick - it's very easy to surrender when the alternative is a spike driven through your chest after it brained your buddy.
While there were pockets of resistance scattered throughout the mountains, the ambush laid by the Endicarian Remnant had utilized almost all of the manpower and supplies they had to spare. The decisive victory by the Abberan forces therefore resulted in pacifying a majority of the sector.
Clearing the Woodlands
Unlike the forest the woodland is nearly devoid of undergrowth save for the areas around small lakes and ponds. The trees are also spaced much farther apart, granting better line of sight at the cost of solid natural cover. The air is thick and sticky during the Hot Season broken only by the occasional thunderstorm providing a brief reprieve from the humidity. Unfortunately this season had been particularly dry, and so it was fairly uncomfortable for Paladin Aren Wagner von Blankenbruck.
"Lehmann, water," Wagner panted, "I'm getting cooked alive in here."
He'd been tasked with a more diplomatic mission of approaching a fishing village on the shore with ties to Endicar and convincing them to proclaim loyalty to an independent Abbera. While the suit of Paladin Armor was unnecessary, the imposing silhouette of a man in a massive suit of armor that defies the natural world could not be passed up.
Lehmann placed an uncapped canteen in Wagner's hand who desperately took to gulping it down as if he were a fish out of water.
"Helmet," Wagner commanded as he handed Lehmann the canteen, which was hastily replaced with the helmet Hoffmann had been carrying. Now that the village was close though Wagner wanted to present himself fully suited. A horse and cart passed by the platoon assigned to pacifying the village, turned around, and went back home no doubt to give the local leadership a heads-up. Wagner didn't like it. Something in his gut told him to be on guard.
Three men and a handful of poorly armed militia met the platoon at the edge of the village late in the day. The apparent ringleader was an older man with no hair to speak of on his head and a distinct lack of one eye. He held a hand out to Paladin Wagner as they approached.
"Karl Schulze, at your service. And you must be the Abberan 'scum' our overlords warn us against..."
Negotiations wound up being anything but. The men ate and drank together and shared much with each other. Wagner never left his suit, which kept the villagers on edge at first (and ate up quite a few batteries), but wound up becoming a talking point with everyone. A child even managed to convince the Paladin for a ride atop his shoulders.
Which made the sudden burst of machine gun fire at dusk all the more surprising. Multiple automatic weapons had apparently been set up in secret and the whole village was caught in a crossfire.
Wagner grabbed Schulze by his collar and yanked him with centimeters between their faces, "What sort of treachery is this?!" he growled.
"None of mine! I swear it!" Schulze replied, getting thrown onto the ground as a result. His own guards were too shaken by the attack for it to have been expected, and so Wagner took it as truth.
"Do you swear loyalty to the nation of Abbera?" Wagner asked with a sense of urgency.
Schulze looked around for only a second before nodding, "Yes, yes, obviously!"
"Then get your people to safety. Let us take care of the bastards."
Thanks to the ease of carrying and deploying Scythes the Abberan platoon had already set their guns up in windows and anywhere else with cover and a good view. The sustained fire from the Scythes slowed the advance of the Endicarian Remnant that had appeared seemingly out of nowhere and allowed Paladin Wagner and the rest of his men to position themselves and prepare for close-in fighting.
Paladin Wagner was stomping down the main dirt road of the village, gesturing and shouting orders, when a bullet deflected off of his forehead and kicked it back like he'd been punched. Wagner replied with a raised middle finger in the direction he expected it came from before continuing to instruct his men. As Remnant forces began to approach the village outskirts mortars began to fire indiscriminately, causing widespread devastation within the village. Wagner remained standing in the road while his Squires took cover from a dangerously close barrage. A blast shook Wagner to the core and, for a brief moment, his suit lost power. Thanks to some adjustments made recently whatever jiggled out of place was held securely enough to jiggle back into place, and so he kept moving.
The Endicarian Remnant began a dedicated push down the main road to the village center but were hampered by a wall of lead from a pair of Scythes set up behind some overturned carts and stacked crates. Wagner now stood behind them, shouting orders and providing assurances for his men. While the bulk of the fighting was now happening within the village a handful of Remnant soldiers had landed quietly at the small village docks in a few rowboats. They managed to come up behind Paladin Wagner's position and assault it. He left the Scythes under watch of Squire Lehmann while he moved to stamp out the attack from the rear with Squire Hoffmann. Wagner laid into a merchant's stall a couple Endicarians were cowering behind with his Modena when a mortar round fell in front of him and detonated, blowing him off his feet, knocking off his helmet and sending his rifle from his hands. Paladin Wagner stood and saw the broken body of his Modena, as well as that of Squire Hoffmann. Wagner took the Draco off his corpse and lightly slapped his bloodied cheek with a sigh before turning to fire upon the Endicarians now charging in with bayonets fixed to finish the job. Rifle rounds impacted the Paladin Armor, transferring harmless levels of force through to Wagner, who took down three Endicarians before running out of shells. One "brave" Remnant soldier charged Wagner in an attempt to stick his bayonet into Wagner's exposed face, but was knocked on his ass by a solid kick before his skull sprayed along the dirt as the Draco's buttspike hit it's mark. Wagner charged the rest of the fallen soldier's squad with a roar, bullets impacting his armor but doing little more than slow him down as he rammed the Endicarian nearest him, crushing bones between his armor and the home behind the Endicarian. One of his buddies came at Wagner's side and manage to slip a bayonet between two pieces of armor, digging into the flesh beneath his rib cage. Wagner turned his head and locked eyes with his assailant, roaring as he gripped the barrel of the rifle stuck in his side and pushed it out, knocking the Endicarian off balance. Wagner tore the rifle from the Remnant soldier's grasp and swung it loosely, striking the man in the jaw with the butt of the rifle before crossing the other way as he fell to a knee with the buttspike on the Draco, which broke off and stuck behind the jaw and under the ear of the Endicarian. A third soldier was poised and ready to fire point blank at Wagner's head but crumpled to the ground when Lehmann had decided to leave the Scythes and their crews to hold their own.
"It's done! Fall back!" echoed a shout in the distance, and the Endicarian Remnant began to disengage and disperse as quickly as they had appeared. Paladin Wagner was helped to his feet in time for a series of large blasts coming from a number of buildings in the village - most notably the food stores, dock, and what counted for an armory. The explosions helped to cover the Endicarian Remnant retreat, but a few still managed to be captured. After verifying the village was not complicit in the attack, Wagner and Schulze agreed that, with Endicar as a common enemy, perhaps it would be best if the village pledged themselves to Abbera.
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The Endicarians trapped on our island have proven wily, but our forces have proven able and willing to secure the homeland. With out great successes we are now preparing for a massive push south in an effort to clear Remnant forces from the Farms, Swamps, and Snow-Capped Mountains. With such a wide front to cover we grant two designs andrequest a vehicle design meant to support our infantry as well as a design for support equipment, something to fill a non-combat support role to, for example, facilitate communications, or improve the quality of life of our soldiers. The reward for one satisfied request will be a Design Credit for the Revision Phase, while fulfillment of both requirements will grant that Design Credit a Research Credit.
Remember, you are also to finalize your vote on the new Resource this Design Phase.
This season's rumors from Salvios are strange indeed. There has been a lot of talk about cranks. Or people were cranky? One of the two. Or maybe it wasn't cranks at all?
IT IS NOW THE DESIGN PHASE
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (EXPENSIVE)
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (EXPENSIVE)
Uniforms for the Massed Infantry: The Abberan uniform consists of cotton undergarments, grey gabardine wool pants and jacket, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets are standard issue, as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (NATIONAL EFFORT)
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. More research into this resource is necessary.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control
Coniferous Forest: 1 Ent., 1 Ore (1/3 Resources) // 100% Control
Wooded Mountains: 0 Ent., (0/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Ore: 3
Oil: 2
Wood: 2
Caelium: 2
Chemical Compounds: 0
Gavrilium: 0
Year 1912 AC (After Colonization) Cold Season, Design Phase
Proposal: Abberan Royal Kinetic Sheep
Abberan Royal Kinetic Sheep:
These sheep have existed for as long as Abbera as a colony has existed, And are the result of a mutation that occured soon after a crossbreeding experiment of two types of sheep with a type of goat that made its home on the island.
The fur of these Sheep has a very special property indeed, and due to the cost of feed for these little monsters, the wool was only made available to the royal family as protection from assasination attempts. Recently Crossbreeding with another type fo newly discovered goat from the main land, and a change in the feed for these creatures has resulted in a population explosion with lessened strengh in the desired wool.
this wool is so special and coveted because of its strange ability to absorbe and disperse kinetic energy, Capable of protecting a man from the kinetic forces invoved with being hit by a sledge hammer if they were wearing it.
Its miraclous ability to absorb and somehow disperse kinetic energy is very impressive, and when combined with protection from any form of edges that might be capable of cutting the wool itself, can protect its wearer to a staggering degree.
There have been reports of a memeber of the royal family, clad in a full body suit of this wool, surving and walkinng away from being struck by a train going a full speed.
Such an ability to absorbe impact forces and Recoil cannot be underestimated, despite its Animalistic origins.
Result: The Abberan Kinetic Sheep are known for their spotty memory. And the ability of their wool to disperse the force of an impact across a large surface area. Herds of these sheep in the countryside have derailed a number of trains after deciding to graze on the tracks. The wool retains it's kinetic energy dispersing property when removed from the animal itself, allowing it to be used in a wide variety of designs.
We can now assign Kinetic Sheep to resource nodes, and 2 Kinetic Sheep appear at the capital.
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Proposal: ARA-MP-1912T "Faithful"
ARA-MP-1912T 'Faithful'A four wheeled petroleum powered truck. Its four cylinder engine should provide about 65 horsepower, and to prevent the driver from having to crank the engine, it is started electrically via a battery. Closed cab, it has a large cargo area that can be used to transport supplies or troops. This bed can be covered with a canvas tarp as roofing. For basic defense, a Scythe can be mounted on a truss looking over the cab.
Difficulty: Normal
Result: 8 (4+4+0) = Average
The Faithful is exactly that. It's a fairly reliable four-wheeled truck powered by a conventional petroleum engine and started using a battery. The cab is closed, and the bed can be covered with a canvas tarp. A squared truss mounted at the back of the cab carries a Scythe that can fire in a 120 degree arc forward. Eight men can sit comfortably in the back, though twelve men and gear can be squeezed in if the Scythe is unmanned. The truck can get up to about 25 km/h without worrying about reliability, though the engine could stand to be a little more fuel-efficient.
Costs 3 Ore and 4 Oil, making it (EXPENSIVE).
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Proposal: ARA Model-1912RAD "Courier Man"
ARA 1902RAD "Courier man"
The courier man radio is a rather large radio, created to enable commanders on the frontlines to communicate with the high command.
This radio is a massive breakthrough, capable of sending a persons voice, miles on miles and enabling communication. The courier man is bulky, immobile and a rather large pain to deploy due to its state of the art electronics. However, it is a lifesaver for military officers with the ability to communicate.
The courier man is designed to be transportable within the "Faithful" so that it can be deployed where ever static fortifications are to be created.
Difficulty: Hard
Result: 9 (6+4-1) = Above Average
The CourierMan is a rather large radio system utilizing vacuum tubes that requires a connection to an antenna to send and receive wireless voice communications. The radio equipment takes multiple men to move. The radios can transmit up to 1.5km with runners filling in any gaps, though Radio Stations connected to a transmission tower can go much further.
The CourierMan receiving equipment costs 6 Ore due to the complex internal parts, making it (EXPENSIVE).
NONCOMBAT DESIGN BENEFIT: Any sector controlled by Abbera with an Entrenchment Level above 1 receives the "Radio Coverage" modifier, increasing overall effectiveness of Defending a sector as well as Counter-Attacking overrun positions (when Salvios controls a percentage of an Abberan sector without flipping control) based on the efficacy of the design. This rule will remain secret until first contact or Salvios makes a design that reveals this bonus.
Note: The radio will still come into play when attacking enemy territory, but they provide a greater benefit on (relatively) friendly territory.
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The advancements we've made this turn are sure to aid in our push forward towards Harren and Salvios. As both of our requests were met, you now have Two Revisions and One Design with a Research Credit to work on this Phase. Keep up the good work.
IT IS NOW THE REVISION PHASE
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (EXPENSIVE)
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (EXPENSIVE)
Uniforms for the Massed Infantry: The Abberan uniform consists of cotton undergarments, grey gabardine wool pants and jacket, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets are standard issue, as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (NATIONAL EFFORT)
Vehicles
ARA-MP-1912T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. {EXPENSIVE)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. More research into this resource is necessary.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control (Radio Coverage)
Coniferous Forest: 1 Ent., 1 Ore (1/3 Resources) // 100% Control
Wooded Mountains: 0 Ent., (0/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Ore: 3
Oil: 2
Wood: 2
Caelium: 2
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrilium: 0
Wool for the common man.
with the recent mass breeding of the kinetic sheep, we are now in possession of unprecedented amounts of K-wool, even if it is lesser in strength then the royal breed.
With this influx of K-wool, allows our tailors to create a life-saving piece of protection for our infantry.
The K-wool Jacket looks almost exactly like our current uniform jacket, down to the ornamentation with the exception of a shined wooden set of bottoms, each with the royal crown burned into them. The truth of this powerful mateirel is only known when the soldier is in combat. Recoil is lessened, deadly organ pulping shockwaves are dampened, and bullets strike with lesser strength, clubs strike with all the force of a pillow. While this will not make our soldier invincible, it will alow them to survive longer on the frontline, decreasing our causalties and enure the amount of permanent injury’s is decreased.
Additionally, the inner wool lining of the helmet is replaced with Simple k-wool lining, to help protect our soldier brains from all forms of damaged and head trauma. It is very hard to exepct a soldier to fight when his brain has been reduced to a soup from the impact of a bullet.
We hope this allows our more skilled soldiers to survive for longer, and allow the fresh recruits the chance to actually survive long enough to become skilled.
A revision that replaces all of our infantry jackets (just the jackets for the sake of making sure all the soldier get on) with K-wool. should help our soldier live longer and get better. also has very snazzy buttons.
The lance is a bolt action 30mm anti tank gun. Normally this form of gun would be a large multi crew thing, including Stabilizers, personnel shield to protect from enemy rifle fire.
Through the use of cealium and K-Wool, the Lance is instead comparable to a very large rifle; the cealium is powered via batteries (designed as an improvement to the battery’s currently used by the paladin and the scythe) and makes the Lance much lighter, capable of being carried by an infantryman from place to place.
The lance’s large Stock is filled with K-wool squished between the metal and wood via a set of buckles additionally, multiple portion of the Lance is dedicated to small compartments of wool. This means that as the recoil of the gun travels backwards, it is lessened and negated via the K-wool, So that when it reached the shoulder of the man in question, it is little more then the recoil of a powerful rifle, instead of the earth moving bellow kick of a normal gun this size.
The Lance also comes with a bipod, also with K-wool inserts to ensure that the kick of the rifle, transferred into the ground, doesn’t break the metal aiming aids.
The Lance is loaded via a bolt-action mechanism due to the size of its shells. A lancer will typically carry a ammo tin containing 8 rounds + the one that is in the chamber. Additionally, depending on the squad that the lancer is deployed with, they may carry more rounds if they are a distance from resupply.
Your average infantry squad will all carry the same form of tin as the lancer, providing more then enough ammunition for the large gun. At times the lancer will also be deployed with scythe crews to hard points to add heavy firepower and in such cases the ammo monkey of the scythe crew will typically carry two of these ammo tins in addition to their normal load for the lancer.
The lancer is equipped with a telescopic sight, based off of the binoculars that are given to scouts, with a crosshair to aid aiming the rifles. Underneath the Centre of the crosshair are a set of marks to show which level to use for engaging an enemy at roughly what distance.
The lance ensures that our infantry is more then capable of engaging heavily armored targets, from a very long range if necessary.
Due to low set up time, a infantryman can fire this weapon, before moving to redeploy with the only obstacle being the size of the gun.
The lance comes with a small underbarrel bayonet. This bayonet is mostly not meant to be used, as even with its weight lessened, the lance is a unwieldy weapon.
Many of the designers say that the knife is their just in case, but the other staff says it is for athstetics. Either way, we are certain the soldiers will find some use for a detachable bayonet.
An anti armour. If we are going this hard into heavy armour, the enemy could be too. So a really nice AT cannon/rifle.
Year 1912 AC (After Colonization) Cold Season, Revision Phase
Proposal: ARA-1912MP-APC "Kingmaker"
Kingmaker Hover APC
The kingmaker is a vehicle the length of the Faithful truck, and with all sides sloping armor up. The driver's seat is in the front, with several sets if vision slits to help provide visibility, and the only doors lead to the troop compartment. The back of the APC has a drop-down ramp with a two small tubes of powdered caelium on it that reduce the weight of the large metal plate. It has locks on the sides to hold it in place. The troop compartment has benches with padded backs, and has firing slits above head level (the men stand on the benches to fire.) The levitation of the craft is provided by several tubes of powdered caelium in conductive solution sealed in the floor of the craft at even intervals. The propulsion system consists of two turbines mounted under the vehicle, powered by a single promethium generator.The promethium is gently mounted in a finely threaded 6-directional vice with gentle padding on each grip, and copper contacts are attached to a copper harness bent around the crystal. The gentle pressure activates a piezoelectric response in the promethium, ad the electricity is sent down to power the turbines. A light layer of k-wool around the generator enclosure pads the vise mechanism from outside harring.One important feature of the turbines is the side release valves- the air output tunnel can be harnessed to push the air directly out to the side of the vehicle, while the rudder controls general side to side motion. Should the craft need to stop, a separate channel closes the rudder across the back and shunts all the air out the front of the vehicle. All air intakes are covered with mesh. An enclosed turret at the top of the vehicle mounts a scythe.
Addendum: should Promethium not exhibit piezoelectric behavior, the engineering team is to induce an electromagnetic field around it. If this does not work, the generator is to run isntead with a modified petroleum engine using powdered promethium in a grain alcohol solution.
Difficulty: Very Hard
Result: 5 (6+1-2) 7 (5+4-2) = Average
The Kingmaker manages to do a number of things for us, but at a cost.
First is the creation of the Gavrilium Generator. It turns out that Gavrilium does indeed exhibit a piezoelectric response to light pressure. As a result we are capable of utilizing Gavrilium Generators in our designs. The Gavrilium Generator provides a source of electrical energy by pulling power from crystaline Gavrilium Rods. A Gavrilium Generator removes the Oil cost associated with powering a design for a reduced cost in Gavrilium.
The Gavrilium Rods can power a generator for a couple of days before needing replacement, which is when we made our next discovery: Depleted Gavrilium becomes dangerously cold. Special equipment is used to handle Depleted Gavrilium, though we have no uses for it yet.
The cab is accessed through the troop compartment, which has been extended to hold twelve men comfortably. The driver uses slits in the armored cab for visibility, while slits in the troop compartment provide the men inside the ability to fire out. The armor is 2-4mm thick, providing some protection from small arms until it's in close range. The rear door is a drop-down ramp held up by a pair of bolts on either side. The vehicle is lifted off the ground when power is supplied to the five tubes of powdered caelium running under the floor of the vehicle. The vehicle is maneuvered using a pair of turbine motors for forward and backward movement and a rudder to turn. A lightly armored turret on the top of the Kingmaker houses a Scythe. It can get up to 30km/h dependent on the weight of the load.
There are a few problems though. First is the somewhat admittedly comical drifting the Kingmaker is known to do. It's almost impossible for the drivers to completely counter the momentum of the Kingmaker when trying to bring it to a stop, so it winds up controlling more like a boat than an armored car. Four "feet" on the bottom of the vehicle allow it some stability when it needs to land and dismount troops, but uneven ground usually requires dismounting while drifting or risking damage to the vehicle. Since the underside is where the turbines and caelium are doing all the work, most of our drivers opt to risk a couple sprained ankles instead. The amount of things being fed by our basic generator also eats through Gavrilium, so we should look into that at some point. The whole system is also very sensitive, with the bottom-mounted turbines susceptible to damage even through the thin layer of armor encasing them.
The Kingmaker, our first step towards floating vehicles, could use refinement. There are a number of advancements layered into the design, so some bugs are unavoidable. But it works!
The Kingmaker costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Wool, making it (VERY EXPENSIVE) while the lack of a source of Gavrilium makes it [complex].
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Proposal: Wool for the Common Man
Wool for the common man.
with the recent mass breeding of the kinetic sheep, we are now in possession of unprecedented amounts of K-wool, even if it is lesser in strength then the royal breed.
With this influx of K-wool, allows our tailors to create a life-saving piece of protection for our infantry.
The K-wool Jacket looks almost exactly like our current uniform jacket, down to the ornamentation with the exception of a shined wooden set of bottoms, each with the royal crown burned into them. The truth of this powerful mateirel is only known when the soldier is in combat. Recoil is lessened, deadly organ pulping shockwaves are dampened, and bullets strike with lesser strength, clubs strike with all the force of a pillow. While this will not make our soldier invincible, it will alow them to survive longer on the frontline, decreasing our causalties and enure the amount of permanent injury’s is decreased.
Additionally, the inner wool lining of the helmet is replaced with Simple k-wool lining, to help protect our soldier brains from all forms of damaged and head trauma. It is very hard to exepct a soldier to fight when his brain has been reduced to a soup from the impact of a bullet.
We hope this allows our more skilled soldiers to survive for longer, and allow the fresh recruits the chance to actually survive long enough to become skilled.
Difficulty: Normal
Result: 2 (1+1+0) = Utter Failure
Simply put, we just decided not to do it. For some reason the only part of the request for the uniform redesign that was pushed through was the snazzy buttons. It turns out that some of the folks in charge of uniform production are indebted to a few upper-classmen who are very stingy with K-Wool and don't want to see it's use squandered elsewhere. At least we can always try again.
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Proposal: "Sickle" Personal Machine Gun
Personal Scythe Machinegun
The scythe shows promise as a weapon, but we think we could do one better. The changes for this are as follows:
Convert the trigger area to a pistol grip and stock format with trigger guard. Change the water cooled barrel for a simple set of heat sink fins on a shroud. Add a vertical grip within easy reach of the barrel, and a deployable bipod on the end. Use a similar setup to the pending Lance design for the stock and bipod, with k-wool worked into padding layers on both the bipod and stock. The ammo is still belt fed, but is now stored in a box below the receiver. The lightening caelium crystal is built into two places on the weapon, in the receiver and the stock, and plugs into the existing Paladin armor power system. An important note: this is not to replace all the scythes in the field, rather this is to create a variant used only for the paladin armor.
Difficulty: Hard
Result: 10 (6+5-1) = Superior Craftsmanship
The Sickle takes the Scythe and turns it into a weapon capable of use by a single (power armor donning) man. While the reduction in size all around has dropped the weapon's effective range and accuracy, the Sickle is intended to be used in a squad-supporting role in the thick of battle as opposed to being a more defensive weapon, so there's no drop in efficacy of the weapon. The water barrel is swapped out for a shroud bearing heat sink fins, we've given it a pistol grip as well as a vertical grip near the barrel, and deployable bipod, and it's now fed by a bottom-mounted box holding the 80-round belt. Two specially designed hooks on the waist of the Paladin are added to attach extra boxes of ammunition to, and more can be carried by Squires. The Sickle has two pure Caelium crystals embedded into it and powered using the Paladin's power supply, making it as light as a feather when active. This allows ease of use while on the move, while it can also be powered down to provide a stable, heavy weapon when in a fixed position. The weapon is extremely reliable, and is definitely fitting for our Paladin's first primary weapon.
The Sickle costs 4 Ore and 3 Caelium, making it [EXPENSIVE], though it is only deployed with Paladin's, making it functionally a [NATIONAL EFFORT] until we can field more Paladins.
------------
We're in the final phases of preparation for the next push south. It is now time to once again assign a Resource to a node in a controlled sector and select a sector to fortify. You may also select where to deploy Aren Wagner von Blankenbruck. Note that it's the fact that he's the only Paladin, not the fact that he's a special character, that will affect future battles against Salvios when the effectiveness of your work will actually matter.
IT IS NOW THE STRATEGY PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (EXPENSIVE)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (EXPENSIVE), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (EXPENSIVE)
Uniforms for the Massed Infantry: The Abberan uniform consists of cotton undergarments, grey gabardine wool pants and jacket, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets are standard issue, as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (NATIONAL EFFORT)
Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Wool. (VERY EXPENSIVE) [complex]
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control (Radio Coverage)
Coniferous Forest: 1 Ent., 1 Ore (1/3 Resources) // 100% Control
Wooded Mountains: 0 Ent., (0/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Ore: 3
Oil: 2
Wood: 2
Caelium: 2
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrilium: 0
Year 1912 AC (After Colonization) Cold Season, Combat Phase
Abberan Advancements
This season our engineers have expanded mining operations in the Coniferous Forest in an effort to supply the expanding fortifications, trenchworks, and bunkers. As a result, the Coniferous Forest gains an Entrenchment Level (now at 2) and a second Ore resource, bringing Abbera's total to 4 Ore.
Our expanded mining operation has yielded the following results:
Scythe is now (CHEAP).
Gorgon is now (CHEAP).
Sickle is now (CHEAP), but still restricted by Paladin Deployment, speaking of which...
Paladin Superheavy Armor is now (VERY EXPENSIVE).
Farmlands Firefight
The Farmlands is a vast flat territory with line of sight blocked only by farmhouses, the occasional town, and lines of trees and fences marking property borders. During the Cold Season consistent snowfall and frozen earth make farming near impossible, though at least roads are well-maintained, making travel fairly easy.
Aren Wagner von Blankenbruck, now Captain of the Order of the Iron Hand (GM NOTE: You may change the name of his unit if you like, but it's up to you guys to vote on it), sat in the back of the Kingmaker with three of his Paladins. They were part of a group in charge of rooting out a particularly stubborn contingent of Endicarians that had forcefully occupied a number of farms that bordered one another. Paladin Lehmann, promoted from Squire, sat at his side, both loosely holding their Sickles as they waited to dismount.
"One of my Squires scouted ahead yesterday," Lehmann reported, "The Endicarians have been expecting us for a while, so they've had some time to prepare themselves. They've dug a few defensive positions out, reinforced the nearby crossroads, and they are using trucks to ferry men and supplies from elsewhere."
"But why are they here, of all places? They've proven their cunning before, but this seems reckless," Wagner pondered, "Their numbers dwindle and yet they would openly enga-"
Wagner was cut off by a distant drumbeat that hastily revealed itself as artillery as shells began to rain down on the detachment of the Order of the Iron Hand and the accompanying infantry. With no hard cover anywhere nearby Wagner ordered the driver to charge forward into the treeline that marked the boundary of the nearest farm the Endicarians had taken over. The barrage hit a Faithful in the rear, decimating it and the men inside in a massive fireball. The deafening blasts persisted as the artillery creeped behind them, shrapnel causing a majority of the injuries and fatalities as bits of metal up to the size of a man's forearm tore through the canvas covering the trucks. As the lead Kingmaker holding the Paladins broke through the trees it was met with an earth-covered bunker not 100 meters from itself dug into the road and the accompanying machine gun fire. The driver veered off the road to avoid a burst of gunfire, tilting and curving to the right. Rounds met the side armor and a couple punched through. One struck Lehmann in the head, saved only by his helmet.
Wagner laughed and slapped Lehmann's armored leg, "Don't worry, it's good luck!"
An explosion rocked the Kingmaker and sent it into the snow. The driver turned to the men in the back.
"Dismount! Dismou-" he cried out over a series of echoing impacts before he too was shot in the head, though without a suit of armor for protection.
Wagner stood and kicked open the rear ramp, snapping the bolts and sending it into the ground. The battlefield was chaos. The column had hit a pocket of resistance that they absolutely did not expect. A half dozen machine guns were wreaking havoc on the Abberans, who were only now just beginning to fight back in earnest. The guns mounted on the vehicles provided at least some suppressive fire for the infantry as they deployed Wickermen to give them some cover. Wagner, Lehmann, Braun, and Franke charged out of their crippled vehicle and began unleashing a torrent of hell from their Sickles. The Faithful housing their Squires pulled up using the Kingmaker as cover and they soon provided increased firepower using both the vehicles and the Paladins themselves as cover while they tried to advance through the plumes of Wickerman smoke.
Aren turned to one of his Squires, "Get to a CourierMan! We are mired in shit unless we get some heavy ordinance on these overreaching pricks! This position is ours, but I want everything else dead before we get there! GO!"
The Squire ran off and Aren returned to advancing through smoke in an attempt to come up on a sandbag fortification some Endicarians were firing from. Four pairs of heavy feet crushed snow beneath them as the Paladins charged the enemy position with the Squires providing covering fire for them. One Endicarian decided not to blind-fire and popped out of cover only to have his nose blown through the back of his skull, convincing the rest to stay down. Aren had a specialized clip added onto his armor to hold his Sickle in situations like these where the Draco he had hooked onto his back would prove to be more effective. The Draco was in his hands when he mantled over the sandbags and accidentally kicked an Endicarian in the head. The Draco blasted forth once into the torso of another Endicarian before Aren began swinging it's spike at the rest of the terrified squad, swinging upwards with it at one point and getting an Endicaran up through the chin, lifting him to his tippy-toes, though he had died immediately. The other three Paladins began stomping slowly forward firing their Sickles in converging arcs while Aren cleaned up his position. Braun advanced a little too far to the left of the group and wound up with a grenade going off just behind him. The blast ruined his backplate and the battery powering his armor, trapping him in his suit as he struggled to move the weight. His Squires tried to reach him but Endicarian gunfire prevented their approach.
"Get to Braun!" Wagner ordered. The three Paladins endured more gunfire as they moved to aid their brother. When they got to him they heard laughter.
"I'm stuck here and the fuckers still can't get me!" he belted out as the three Paladins formed a wall in front of him for the Squires to get behind and extract him from the suit. A somewhat steady supply of Wickerman grenades kept the smokescreen thick enough to disrupt enemy line of sight and give the Abberans cover. While Wagner stood there he observed how the battle around him was going.
The Abberan infantry was making progress against the high volume of fire thanks to their smoke cover, and the Modea proved reliable as always in outshooting the Endicarian bolt-action rifles. It was at this moment as he watched men fighting and dying that he heard an endless series of thumps echo in the distance, followed by a vibration in the ground and explosions in the distance. The barrage from the Gorgons had begun and had no end in sight.
"Finally free!" Braun shouted a few minutes later.
"Fall back to the Kingmaker and Faithful and man one of the Scythes. And don't get yourself killed," Aren ordered.
"Understood, sir," Braun nodded though disappointment managed to sneak into his tone, likely in response to the order to fall back, not to remain alive.
The three Paladins and their Squires began to move onto a bunker firing at a number of men pinned down behind their ruined Faithful. They approached from a blindspot and the Paladins dropped into the small trench leading into the bunker. One Endicarian went to exit the bunker and was cut down by a Sickle. The other men in the bunker had no time to react as Aren lobbed a Wickerman inside. It went off and painful screams erupted from inside the fortification. Lehmann was the first to go in.
"Clear!" he called out.
Another handful of bunkers were cleared in a similar manner as the Paladins moved to relieve the forces receiving the brunt of the incoming fire. Eventually the Endicarians were left fighting from a handful of foxholes and a sniper in the barn. The Paladins tasked themselves with taking out the sniper's position while the rest of the infantry focused on the Endicarians hiding in the foxholes. Rifle rounds from the sniper missed the Paladins as he panicked upon seeing them charge the barn. One round managed to hit Lehmann, who dropped to one knee with a grunt.
"I'm fine! Just a scratch!" he called to the rest of his team. His Squires used him as cover while they removed one of the leg plates to field dress the wound, The round had pierced his armor, but fragmented and only a small shard bit into his shin. It still hurt like a bitch.
The sniper took a shot at one of Lehmann's Squires but hit Lehmann's shoulder instead - without penetrating this time. By this time Wagner and Franke were more than able to accurately fire upon the sniper. Rounds shredded the wood barn giving the sniper cover and when they investigated the barn they found the sniper had somehow fallen out of the loft and onto the ground in a pool of his blood.
The battle wound down and eventually the men were able to reorganize. Aren took command of the farmhouse that was used by the Endicarians while Squires and plain infantry were sent to scout the other positions the Endicarians had occupied. Word came back that all of it was leveled and that if anyone had survived they fled the area before the scouts got there. More importantly, however, was a set of documents Wagner found that revealed the Endicarians were using the massive river flowing through Harren Island to land some men and supplies in the city to combat a small Selicate Empire presence as well as reinforce their positions on the island. A disturbing development, but one that came on the back of a solid, though somewhat costly, success.
------------
Silence in the Swamps
The Swamps are a series of wetlands with few roads and paths going through them. Plant and animal life both work to complicate life in the sector, which would explain the lack of significant settlements. During the Cold Months the Swamps freeze over, providing solid, if slippery, ground to work with. The muddy ground also hardens, reducing the chances of someone sinking knee-deep in mud before realizing it.
The Swamps were never seen by Endicar as important, so it is fitting that their activity here was limited to observation in case Abberans came through. Which they did, and Endicar barely had the capability to react in the sector. A fireteam of Paladins attempted to aid in rooting out whatever Remnant forces resided in the Swamp,but their armor proved to be more of a hindrance than anything else.
The Endicarians here were forced to fight a guerilla war, taking one well-aimed shot before running off, or setting an explosive charge and hoping someone was close enough when it blew. There were few confirmed kills by Abberan forces, but one day the Endicarians just...stopped. It is presumed they pulled back to the Fortress-City, having stalled the advance for long enough at that point.
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Mounting the Snow-Capped Mountains
The Snow-Capped mountains have peaks reaching high into the air that are covered in snow almost year-round. They consist of lines of mountains with wide valleys in between where run-off from the mountains flows into the lower lands around it. The Cold Season here is especially harsh, with blizzards and storms dominating the landscape.
Luckily, we know the Endicarians love to hide in their caves, and so our forces kept an eye out for them. Any time a cave was discovered a Paladin and his Squires led a squad into it to check for enemy presence. The Endicarians in the sector managed to avoid conflict until late in the season when they, seemingly, ran out of supplies. The Endicarians were unable to live off of the land and so had to resort to attacking the Abberans and attempting to steal their supplies. This went very, very poorly. The Abberans, realizing the Endicarian predicament, set themselves up in a nice wide valley covered in snow. A group of Endicarians attempted to assault the position but were met with cup-launched Wickermen followed by sweeping fire from the Scythes (a very fitting name in this circumstance). The Endicarians coming down the mountain were now forced to run headlong into devastating fire or run upslope and be shot in the back. Eventually the Endicarians fell or fled, and soon their presence in the Snow-Capped Mountains faded away.
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Thanks to exemplary efforts all around we have taken back the middle third of our half of Harren Island. We will continue our advance forward to the North Peaks and Plains in the Hot Season, but first we should capitalize on an advancement recently made elsewhere in the world. The "aeroplane" has potential as a future weapon of war, though many are skeptic. This Design Phase we give you two Designs to work on with requests for each: we ask that one design be an aircraft while the other is a large emplaced weapon. The construction of our first aircraft should give us the ability to check on our opponents and get an idea of their forces and plans, granting one Espionage Credit with Special Rules that will be covered in the Revision Phase if you decide to construct such a vehicle. The creation of a large emplacement meant to be added to our fortifications will grant you one extra Revision in the Revision Phase. The emplacement designed this turn will also be subject to special rules: cost will only be calculated by the variety of resources used (1-2 for Cheap, +1 for each level after that) and will be deployed in any sector with an Entrenchment of 1 or more.
Enemy activity in Harren City concerns us, but for now we must focus on more pressing matters. Good luck, ARES.
News from Salvios mentions erratic behavior and an appreciation for winter recreation.
IT IS NOW THE DESIGN PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
Uniforms for the Massed Infantry: The Abberan uniform consists of cotton undergarments, grey gabardine wool pants and jacket, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets are standard issue, as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Wool. (VERY EXPENSIVE) [complex]
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control (Radio Coverage)
Coniferous Forest: 2 Ent., 2 Ore (2/3 Resources) // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., (0/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 0 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
Ore: 4
Oil: 2
Wood: 2
Caelium: 2
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrilium: 0
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
The Jotunn is the big brother of the Gorgon artillery gun that has served our nation well. Designed as a stationary gun to smash apart any offensive attacks on our defenses and to mercilessly shell any form of defensive earthworks, the Jotunn is a massive 420 mm artillery gun.
Using the massive shells that its fires, the Jotunn has been designed to fire as far as possible, so that its shells can always beat down on enemy defenses or counter barrage any artillery guns that are in its range.
Its bulk is such that it will most likely never be used in offensive attacks, except against enemy defenses that have been built near our own, and the weight of the gun is such that at this time it is very difficult to deliver without faithful hauled wagons.
Under this behemoth of a gun, most forms of earth works should be shattered.
The Jotunns name comes from more then its immense size. It has been created in parallel with a special form of shell.
The Rime Shell is filled with explosives and depleted promethium (don’ you mean gavr- SHUT UP) that has been crushed down into a powdered form. When the Rime shell trikes its target and detonates, the depleted promethium is throw around the impact site.
As depleted promethium is cold enough to easily harm the human body without proper equipment, powered D-Promethium is even more deadly, with the Frozen materiel Settling on the skin and outfits of the enemy, freezing them even in warm environments. Due to its never losing its potent cold, it can cause a man to freeze to death even inside a full suit of winter clothing, let alone what its frozen touch does to skin.
Even worse, when the powdered D-promethium is inhaled, its is a slow inevitable death, with the powdered D-promethium reaching the target's lungs and freezing them form the inside, along with causing Frostbite to any other parts of their body exposed. Such a fate is lethal.
Even when the powered D-promethium does not hit the target, it turns the area into a frozen hell, with the D-promethium sapping the thermal energy from the area it has struck.
During development of the rime shells, a spilled drink led to the discovery of a rather... strange reaction in the D-promethium. Lemon juice Neutralises the Cold emitting properties of the D-promethium and breaks the Crystalline structure down into a release of energy. This energy release A fair amount of heat, burning the ground as well as releasing a soft, golden glow for about 2 minutes.
This reaction does NOT occur in non-depleted Promethium strangely enough, only affecting the energyless Depleted form.
While a strange discovery, this allows us to nuetralise the effect of the powerded D-promethuim, ensuring we are not destroying the land forever more once we take it from the salviosi scum.
Ok so, The emplacement only costs 2, due to being made of only promethium (for the Rime shells, can be repurposed for any other big gun.) and ore.
So this massive gun, would actually be cheap. We need to abuse this Cost special rule as much as we can.
So ya, Cheap 420mm artillery gun that can fire Depleted promethium shells.
Okay, apparently I'm dumb. We already use the vise and Promethium is flatly better.
Lightening material. Hovercraft. Now, the only step is further up. The Abberan Royal Air Fleet's new corvette promises to soar with the ideas of its designers. With an armament of one Gorgon -- recoil lessened via K-Wool dampers, and on a rotating mount -- and 10 Scythes, the Hydra is lifted into the sky by a Promethium engine battery built off of the Kingmaker's -- albeit with some changes, namely the induction coils set up around the engine to capture any lost electricity drifitng off into the air-- , which powers a Caelium lifting core of appropriate strength -- elevation being adjusted via a transformer stepping down the current -- , it's set of 6 propellers, and a hot plate in crew quarters. The Hydra's decks place the engine compartment and fuel storage on the top deck, along with a fire extinguisher. The middle deck houses the crew quarters, munitions storage, and bridge. The lower deck is a gun deck with smaller, auxilliary ammunition stores, priority on scythe placement, and a Gorgon facing forwards to fire both ahead and down. Scythe mounts are dotted about the Hydra, both to ward off possible enemy aircraft and to provide some ground fire support. Of course, the Hydra is warded in steel armor, though of course prioritizing the bottom and front of the craft.
Edited: Reduced the weapons cost.
Edit 2: Apparently guns aren't well liked here :P
Edit 3: Doomblade has good ideas, who would have thought.
The Orleans is our first attempt at a flying craft. Thankfully our nations natural resources provide us a strong advantage in the development of such.
Where other Nations and kingdoms around the world must rely on finicky wooden frames, cealium allows us to put Ships into the sky compared to their small dinghy’s.
The Orleans is a Small Airship, designed as our first foray into this field.
The Orleans uses Cealium generators to allow it to float into the sky with its bulk and armour plating, defying the laws of the sky.
The Orleans is 30 meters long, with its bottom covered in armoured plating so as to protect it from attacks from beneath, This plating is designed to make the bottom of the Orleans very heavily armoured. Addiotinally, the Orleans armoured plating and inner strcuture have K-Wool inserts. These inserts help to protect the ship from outside forces like powerful winds and Enemy fire, making the armour plating even stonger then it could be on its own. The Cealium generators are as such located closer to the top of the ship.
The electrical needs of the cealium and system of the Orleans, great as they are for propelling a ship into the skies, is met by promethium generators, based on the generators taken from the kingmaker APC. When the Piezoelectric Engines of the kingmaker were used to design the Orleans electrical engines, our engineers have attempted to increase the amount of power we can pull from a Promethium rod before they run out, as the current generator loses waste energy like crazy, This is done via adding a set of copper coils around the promethium (Gavrill-SHUT UP I SAID!) rods vice mount, so as to catch any waste electricity that it gives off when in use. The orleans posses two of this Pizoelectric generators, one located near the middle of the ship, close ot the cealium generator, and a back up generator deisgn to activate if the other one suffers a interuption in its electrical flow. This generator is located Underneath the stern of the oreleans, far enough away that a lucky shot cannot take out both Promethium generators.
Propelling the Orleans proved a challenge, internal turbines made turning and rising and falling difficult. External turbines could do the job, but they were very vulnerable to enemy fire, leaving the Orleans immobile in the air.
The solution was small sets of wings, along the front, back and the top of the ship. These wings allow the Orleans to easily maneuver itself in the air via turning them and rotation them, this, in turn, allows the ship to Turn itself side to side as well as up and down via the air flowing around the ship, providing very good mobility in the skies.
In turn, these wings led to the name of the Ship, named after the birthplace of the godblessed Joana of ‘Arke.
This wings combined with the internal turbine allows the Orleans to maneuver without loosing access to its proposition under fire, as the wings can be more heavily armoured then turbines, and they are covered in light plating so as to repel the lucky small arms fire or shrapnel. Additionally the Orleans carries a set of small cloth sails in case of complete dewinging, so as to maneuver back towards friendly territory.
The strafe diverters from the kingmaker APC's internal turbines, which the inetrnal turbine sof the orleans have their roots in, Allows the Orleans Unparalleled air maneuverability when combined with the maneuvering wings. the orleans can turn, rise, fall, angle itself in almost any direction and Strafe to the side
The Orleans carries as small number of weaponry, as its purpose is mainly as that of a scouting vessel, and a test of the various mechanisms involved. In this case, the Orleans carries 6 scythes, attached to the side of the Orleans, and is capable of being pointing straight down as well as at a slight incline due to their railed mounting. These scythe have the same heat fins as the sickle, due to the cold temperatures the skies can reach.
The front of the Orleans has a gorgon set in a Ratcheted mount. This mount allows the gunner to aim the gun in various angles down towards the ground to fire at targets closer to the ground, as well as firing at targets like a regular artillery gun when the Gorgon is positioned back in its position level with the deck. This shooting is accomplished through a set of predefined angles attached to the sight of the gun, used by one of the gorgons gunners when in use.
This mount also includes inserts of K-wool located inside the metal. These Inserts can be replaced when necessary via pulling them up and out. They are relatively thick, being about Thigh thick in order to ensure the recoil of the gun is properly absorbed when it travels back into the ship. additionally, when firing at a downwards angle, the Gorgon has a K-wool shroud Placed on it, ensuring that the Upwards recoil does not Damage the gun or throw the ship off course very much.
The crew of the Orleans, wear heavy winter clothing to help shield themselves from the cold temperatures of the skies and the heavy winds. When the Orleans needs to make a landing, it can either gently land itself on a special landing slip that is placed far behind the defensive lines, so that the cealium and generators may be turned off for maintenance. Or it can bring itself down close to the ground, and fire two Large spiked anchors, that impale themselves into the ground. These anchors can be dropped alongside pulley ropes to bring up supplies and drop off supplies (or men). in the neccesity of a quick escape, the Anchors can be cut via small explosive bolts and the orleans may make a very quick take off.
RSN is royal skie navy, with Cor being corvvete (because the airforce is kinda its own branch)
Year 1913 AC Hot Season, Design Phase
Proposal: RSN 1913-COR "Orleans" Sky Corvette
The Orleans is our first attempt at a flying craft. Thankfully our nations natural resources provide us a strong advantage in the development of such.
Where other Nations and kingdoms around the world must rely on finicky wooden frames, cealium allows us to put Ships into the sky compared to their small dinghy’s.
The Orleans is a Small Airship, designed as our first foray into this field.
The Orleans uses Cealium generators to allow it to float into the sky with its bulk and armour plating, defying the laws of the sky.
The Orleans is 30 meters long, with its bottom covered in armoured plating so as to protect it from attacks from beneath, This plating is designed to make the bottom of the Orleans very heavily armoured. Addiotinally, the Orleans armoured plating and inner strcuture have K-Wool inserts. These inserts help to protect the ship from outside forces like powerful winds and Enemy fire, making the armour plating even stonger then it could be on its own. The Cealium generators are as such located closer to the top of the ship.
The electrical needs of the cealium and system of the Orleans, great as they are for propelling a ship into the skies, is met by promethium generators, based on the generators taken from the kingmaker APC. When the Piezoelectric Engines of the kingmaker were used to design the Orleans electrical engines, our engineers have attempted to increase the amount of power we can pull from a Promethium rod before they run out, as the current generator loses waste energy like crazy, This is done via adding a set of copper coils around the promethium (Gavrill-SHUT UP I SAID!) rods vice mount, so as to catch any waste electricity that it gives off when in use. The orleans posses two of this Pizoelectric generators, one located near the middle of the ship, close ot the cealium generator, and a back up generator deisgn to activate if the other one suffers a interuption in its electrical flow. This generator is located Underneath the stern of the oreleans, far enough away that a lucky shot cannot take out both Promethium generators.
Propelling the Orleans proved a challenge, internal turbines made turning and rising and falling difficult. External turbines could do the job, but they were very vulnerable to enemy fire, leaving the Orleans immobile in the air.
The solution was small sets of wings, along the front, back and the top of the ship. These wings allow the Orleans to easily maneuver itself in the air via turning them and rotation them, this, in turn, allows the ship to Turn itself side to side as well as up and down via the air flowing around the ship, providing very good mobility in the skies.
In turn, these wings led to the name of the Ship, named after the birthplace of the godblessed Joana of ‘Arke.
This wings combined with the internal turbine allows the Orleans to maneuver without loosing access to its proposition under fire, as the wings can be more heavily armoured then turbines, and they are covered in light plating so as to repel the lucky small arms fire or shrapnel. Additionally the Orleans carries a set of small cloth sails in case of complete dewinging, so as to maneuver back towards friendly territory.
The strafe diverters from the kingmaker APC's internal turbines, which the inetrnal turbine sof the orleans have their roots in, Allows the Orleans Unparalleled air maneuverability when combined with the maneuvering wings. the orleans can turn, rise, fall, angle itself in almost any direction and Strafe to the side
The Orleans carries as small number of weaponry, as its purpose is mainly as that of a scouting vessel, and a test of the various mechanisms involved. In this case, the Orleans carries 6 scythes, attached to the side of the Orleans, and is capable of being pointing straight down as well as at a slight incline due to their railed mounting. These scythe have the same heat fins as the sickle, due to the cold temperatures the skies can reach.
The front of the Orleans has a gorgon set in a Ratcheted mount. This mount allows the gunner to aim the gun in various angles down towards the ground to fire at targets closer to the ground, as well as firing at targets like a regular artillery gun when the Gorgon is positioned back in its position level with the deck. This shooting is accomplished through a set of predefined angles attached to the sight of the gun, used by one of the gorgons gunners when in use.
This mount also includes inserts of K-wool located inside the metal. These Inserts can be replaced when necessary via pulling them up and out. They are relatively thick, being about Thigh thick in order to ensure the recoil of the gun is properly absorbed when it travels back into the ship. additionally, when firing at a downwards angle, the Gorgon has a K-wool shroud Placed on it, ensuring that the Upwards recoil does not Damage the gun or throw the ship off course very much.
The crew of the Orleans, wear heavy winter clothing to help shield themselves from the cold temperatures of the skies and the heavy winds. When the Orleans needs to make a landing, it can either gently land itself on a special landing slip that is placed far behind the defensive lines, so that the cealium and generators may be turned off for maintenance. Or it can bring itself down close to the ground, and fire two Large spiked anchors, that impale themselves into the ground. These anchors can be dropped alongside pulley ropes to bring up supplies and drop off supplies (or men). in the neccesity of a quick escape, the Anchors can be cut via small explosive bolts and the orleans may make a very quick take off.
Difficulty: Theoretical
Result: 4 (4+3-3) = Poor
It flies. That's most important. Might not be able to for too long, but it flies. The Orleans, our first foray into airborne craft, is more of a flying boat than an aircraft as seen elsewhere in the world.
The ship can be sent airborne thanks to a Caelium Crystal matrix at the center of the ship that, when powered, lifts the connected ship upwards. Some engineers were surprised when the ship did not get lighter, seemingly having forgotten that Powdered Caelium has that effect. It takes a lot of power funneled into the Crystals to get this behemoth to fly, and it is anything but graceful when it finally does. The Orleans can only travel at about 18 km/h and is highly unstable, rocking in the winds like a ship on the waves. Two internal turbines allow movement forward and backwards, though we were unable to design a working upscaled version of the turbines with strafe diverters, forcing the Orleans to rely on using control surfaces on it's five wings (two on each side, fore and aft, with the fore wings being much smaller, and a vertical stabilizing wing with a rudder mounted on the top and aft of the ship) to maneuver, which can be slow and cumbersome. Bottomside armor ranges from 50mm to 120mm, with the thickest armor protecting the more vital sections of the ship. Top and side armor is much thinner at 10mm on the deck to 40mm at the belt. We were unable to procure enough K-Wool to reinforce the majority of the ship's armor, so only the sections under the various generators and the turbines received special treatment. The power required to operate the Crystal matrix is immense, and without being able to improve our Gavrilium Generators for the time being it requires power supplied from both of the shipboard generators. We opted not to include the sails as both them and the masts would catch wind and make the wobble even worse. The first prototype actually "capsized" and fell to the Earth resulting in a massive fire (some of our soldiers are saying the name Orleans is actually in reference to Joana of ‘Arke's fate).
In terms of armament the Orleans carries six Scythes, three on each side, on rail mounts that allow the guns to be aimed slightly upwards as well as towards the ground. A Gorgon is mounted in the nose of the Orleans in a ratcheted mount. Shooting is accomplished by firing rounds and adjusting based off of where they land - no predetermined firing angles were provided, and the lack of a radio means the only means of communication the Orleans has with supporting units is carrier pigeon. While the Gorgon on the Orleans can be used for direct and indirect fire, the weapon was designed for the latter and so is not as effective as a gun designed for punishing targets with direct fire. There is no K-Wool shroud provided for the Gorgon, as the ship is very heavy and is difficult to move through the gun's recoil. Not to say it never happens.
When landing, lines are dropped from the ship and secured to bits at specialized landing zones. If the ship needs to land elsewhere then a pair of heavy anchors are dropped to the ground, though there is no quick-release system and they must be cranked up manually, which takes some time. The crew are at least outfitted with Winter Gear to protect from the biting cold at higher altitudes.
The Orleans is a massive and inefficient undertaking, currently costing 8 Ore, 4 Caelium, 4 Gavrilium, and 2 Kinetic Sheep, putting it just within doable range as a (NATIONAL EFFORT), save for the fact that we have no source of Gavrilium and therefore cannot afford to deploy the fundamentally Theoretical design. These costs can be cut, but it will take some work either on individual systems or the craft itself.
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Proposal: The Fuckhuge Gun ARA Model-1913ART "Jotunn"
The Jotunn is the big brother of the Gorgon artillery gun that has served our nation well. Designed as a stationary gun to smash apart any offensive attacks on our defenses and to mercilessly shell any form of defensive earthworks, the Jotunn is a massive 420 mm artillery gun.
Using the massive shells that its fires, the Jotunn has been designed to fire as far as possible, so that its shells can always beat down on enemy defenses or counter barrage any artillery guns that are in its range.
Its bulk is such that it will most likely never be used in offensive attacks, except against enemy defenses that have been built near our own, and the weight of the gun is such that at this time it is very difficult to deliver without faithful hauled wagons.
Under this behemoth of a gun, most forms of earth works should be shattered.
The Jotunns name comes from more then its immense size. It has been created in parallel with a special form of shell.
The Rime Shell is filled with explosives and depleted promethium (don’ you mean gavr- SHUT UP) that has been crushed down into a powdered form. When the Rime shell trikes its target and detonates, the depleted promethium is throw around the impact site.
As depleted promethium is cold enough to easily harm the human body without proper equipment, powered D-Promethium is even more deadly, with the Frozen materiel Settling on the skin and outfits of the enemy, freezing them even in warm environments. Due to its never losing its potent cold, it can cause a man to freeze to death even inside a full suit of winter clothing, let alone what its frozen touch does to skin.
Even worse, when the powdered D-promethium is inhaled, its is a slow inevitable death, with the powdered D-promethium reaching the target's lungs and freezing them form the inside, along with causing Frostbite to any other parts of their body exposed. Such a fate is lethal.
Even when the powered D-promethium does not hit the target, it turns the area into a frozen hell, with the D-promethium sapping the thermal energy from the area it has struck.
During development of the rime shells, a spilled drink led to the discovery of a rather... strange reaction in the D-promethium. Lemon juice Neutralises the Cold emitting properties of the D-promethium and breaks the Crystalline structure down into a release of energy. This energy release A fair amount of heat, burning the ground as well as releasing a soft, golden glow for about 2 minutes.
This reaction does NOT occur in non-depleted Promethium strangely enough, only affecting the energyless Depleted form.
While a strange discovery, this allows us to nuetralise the effect of the powerded D-promethuim, ensuring we are not destroying the land forever more once we take it from the salviosi scum.
Difficulty: Theoretical
Result: 7 (5+5-3) = Average
The Jotunn is an artillery piece taken to the next logical step (to an Abberan). It is a massive 420mm [GM Note: I know it's the same cal. as Bertha, but I can't help but think it's a reference to weed, because I mean look at your designs, not that they're bad in any way, just insane...god damn lemon juice and kinetic sheep] cannon meant to drop huge explosive shells on it's targets. While it can fire standard HE rounds it is also designed to fire the new Rime Shell. The Rime Shell has an explosive charge that detonates to disperse the powdered Depleted Gavrilium within across a wide area. The effects of the Rime Shell are profound, causing an area to drop drastically in temperature while also being extremely dangerous to any organic life in the area should it contact powdered D-Gavrilium directly.
The biggest issue with the Jotunn is that it takes nearly seven minutes to load and fire a shell. The shells weigh up to 900kg and require a winch system to lift off a cart to then be directed by hand into the Jotunn. While these guns are sure to cause widespread devastation out to 10km, their impact is significantly, well, impacted, by the lack of an efficient loading or lifting system.
One clumsy researcher accidentally discovered that citric acid (in his case it was Lemon Juice) causes a rapid burst of heat and a glow to come from the D-Gavrilium, and once the reaction is done it becomes completely inert, losing it's freezing properties and becoming no different than grains of sand.
The Jotunn utilizes Ore and Gavrilium, making it (CHEAP) while also being [complex] due to the lack of a steady Gavrilium supply.
------------
With the promise of the ability to rise into the skies and observe at a distance we have been granted an Espionage Credit with Special Rules. This Espionage Credit would provide "tiers" you can select, which dictate what information you go for as well as modifiers for the Salviosi roll, however as the Orleans is non-deployable you are unable to make a decision that would modify the rolls, instead having to rely on intel gathered through other means. Results will be in the combat report.
All results will reveal information on your opponents, with a high enough roll giving full knowledge of the opponent's armory. Information provided on lower rolls will be dependent on size of the design and frequency of use.
You have also successfully fulfilled our request for a large emplacement. As a result you now have a total of three (3) Revisions this Revision Phase. Do note that, as you are also deciding on your Espionage Credit options now, any revision made to the Orleans will not go into effect and alter the Espionage Credit retroactively.
IT IS NOW THE REVISION PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP) [complex]
Uniforms for the Massed Infantry: The Abberan uniform consists of cotton undergarments, grey gabardine wool pants and jacket, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets are standard issue, as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Wool. (VERY EXPENSIVE) [complex]
Aircraft
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires two GavGenerators to provide the central Caelium crystal matrix enough power to fly. The bottom is armored fairly well, but can only travel up to 18km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Improvements can be made. Costs 8 Ore, 4 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (NATIONAL EFFORT) [complex]
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control (Radio Coverage)
Coniferous Forest: 2 Ent., 2 Ore (2/3 Resources) // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., (0/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 0 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
Ore: 4
Oil: 2
Wood: 2
Caelium: 2
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrilium: 0
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Year 1913 AC Hot Season, Revision Phase
Proposal: UMI Mark 1.1
The UMI is good and stylish, but we need something with more protection. The implementation of K-wool failed previously, but we will not back down so easily. From this point forward, each soldier is to be provided with a thigh length K-wool gabardine jacket featuring the standard accoutrement of buttons, crown patch, and a good number of pockets. As a consideration for our upcoming efforts in D-promethium based weapons, they will also be provided with a grey balaclava, gloves, and the finishing touch- a tight fitting rubber mask that draws air through a cartridge fitted with paper filters filled with citric acid.
Difficulty: Normal
Result: 7 (5+2+0) = Average
After exiling replacing the man in charge of the last K-Wool kerfuffle we have actually managed to include K-Wool in our standard uniforms. While we have not made complete articles of clothing for widespread use, our soldiers are now somewhat protected from small-arms thanks to a K-Wool weave integrated into the standard gabardine jacket. The weave protects the torso and throat and is capable of occasionally resisting rifle rounds from mid-range and smaller caliber fire from meters away while offering little to no resistance to bladed weaponry (though the impact of a club is notably lessened). The K-Wool fails when hit multiple times in rapid succession, but the chance to save a soldier's life, even if he's still bruised and battered, cannot be understated. Uniforms now also include a grey balaclava and gloves as well as a rubber mask that pulls air through a filtered cartridge screwed into a port in front of the wearer's mouth. Many, but not all, of our soldiers are given cartridges using citric acid filters. It's suspected that it's lab production of citric acid, and not an issue with uniform development, that has caused the shortage.
DESIGN BONUS: Improved Survivability - By increasing the chance of survival across the military in general we will expect to see a steady, if very slow, improvement in troop effectiveness overall as green soldiers will be required to replace veterans less often. There is no numerical value to this, but improved general protection will increase the improvement of our soldiers as the chance of lethal injury decreases.
------------
Proposal: Orleans Realization Revision
Currently making the Orleans is impossible due to excessive costs. We need to fix this. This revision adds powdered Caelium to all the metal of the design making it much lighter and consequently both faster and far less power hungry. Less power means we can scale down the generator and use less promethium. It will also re-examines the hull for inefficiencies and redesigns it in a manner that retains its strength but loses much superfluous metal. In order to counter the instability of the craft fins are added to counteract the roll of the craft. This revision should reduce the ore and promethium costs of the craft.
Difficulty: Hard
Result: 10 (6+5-1) = Superior
Our first attempt at adding Powdered Caelium to the Orleans was foolish: the coating needed to be powered, and that works directly against our attempt to reduce said power draw. Luckily for us, one of our metalworkers brought his son into work and the kid wound up dumping powdered caelium into a vat of molten steel (it's 1913, the kid's probably got a day off from his job). The resulting metal, when cooled, was much lighter than regular steel, though all other tests, such as durability, flexibility, and the like, matched that of standard steel. Caelium Steel weighs half as much as the equivalent size of plain steel, though there is a slight increase in cost.
By replacing most of the metal of the Orleans with Caelium Steel we have managed to make the vehicle lighter, cutting down on the size of the required crystal matrix to a pair of large crystals (though this is somewhat counterbalanced by the Caelium used in the steel) as well as the amount of power required to make the vessel airborne and keep it there. We also tweaked the hull and modified the internal space to cut down on the amount of material used in the Orleans. Fins are added as well to improve stability.
We now have access to Caleium Steel, which adds 1/2 the Ore cost in Caelium for any expense associated with the replaced steel.
The Orleans as a result now costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep, making it (Very Expensive), but is still [complex] due to requiring a Gavrilium resource we have no good access to.
------------
Proposal: Orleans Power Systems
The massive bulk of the Orkeans means that an overly large amount of gavrillium is needed to power the caelium crystal matrix and all the subsystems. By wrapping induction coils almost entirely around each of the generators, we hope to reduce fuel consumprion by improving efficiency.
Difficulty: Easy
Result: 4 (2+1+1) = Poor
A lot of time was wasted in developing improved power systems for the Orleans as the engineers and techs were too busy searching for an "Orkeans" requiring improvement. While we were able to add induction coils to the generators, we failed to calculate exactly how the manipulation of magnetic fields would affect Gavrilium. Unfortunately it seems the rods react to strong magnetic fields and as a result the generators tend to surge, blowing out connected systems and damaging the gavrilium. As this loss of power would be, to put it lightly, bad for the Orleans we have not pushed this "upgrade" into the ship. We do, however, have another lead in our Gavrilium experimentation.
While this attempt at improving the Orleans yielded no tangible results, we look forward to seeing what knowledge we can glean from this new interaction.
------------
Abbera may never have ruled the seas, having been a colony pinned under an iron fist, but perhaps the skies will bow to us. Our first non-prototype Orleans has taken flight, and with the support of our ground forces will lead us to glory and victory. We approach the waters to the south of our island, and are confident that when we do eventually engage our southern foe that we will show them the superiority of BEEGSTRONK the hunters and trappers they've looked down on for so long.
We've been missing something though. Our old flag is representative of our time as a colony, and as such we ask you, our intrepid engineers, to create a flag for Abbera. They are to be posted and voted on in this thread, though the winner will be gloriously displayed in the Core Thread for all to bask in.
As it is the Strategy Phase we must also once more decide on a sector to fortify as well as a resource and where to put it. We also wish to appoint a sufficient captain for the Orleans-class Orleans, and so you must appoint a captain to the ship, as well as select where the ship will be deployed. We move on the North Peaks and Plains, and soon all of our side of Harren Island will be cleared of Endicarian soldiers. Some agents have also infiltrated Salvios, so soon we should know something of what we face.
IT IS NOW THE STRATEGY PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP) [complex]
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Wool. (VERY EXPENSIVE) [complex]
Aircraft
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (VERY EXPENSIVE) [complex]
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control (Radio Coverage)
Coniferous Forest: 2 Ent., 2 Ore (2/3 Resources) // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., (0/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 0 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
Ore: 4
Oil: 2
Wood: 2
Caelium: 2
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrilium: 0
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
So, really neat idea we wanted here for the next design phase, I want to get things set down and see what we want to do with it.
Batteries work for powering Caelium, and we know as much. But, the batteries are expensive and far too much so for their power. Luckily, we have a resource right at our fingertips. Promethium, the power of the Titans. Perhaps we should carry on ol' Promethius' torch, eh?
To summarize, the Sparkpack is a miniature Promethium Vise Generator in the form of a backpack attachment. Encircled by a coil to pick up escaping electricity, the generator itself is insulated by a partially K-Wool shrouding. Also within the pack is a bank of capacitors to give the Sparkpack some short term storage capacity. The outer casing is a thin steel, insulated, cushioned and sealed inside and out by a layer of rubber and felt. Maintenance and fuel replacement can be done by screwing off the back. An extendable cable spools out from the side, and can be plugged in to power our current Caelium based technology (The Scythe, Sickle, Paladin Armor, and even an energy boost for the Kingmaker!).
It can be carried on its own included backpack straps, mounted to the bottom of our current external-frame backpacks, and can even be clipped onto the belt.
Bit more like this, then? Also, what do you mean by "Old Generation Method"? I really don't want to have boilers or motors on our soldier's backs.
Batteries work for powering Caelium, and we know as much. But, the batteries are expensive and far too much so for their power. Luckily, we have a resource right at our fingertips. Promethium, the power of the Titans. Perhaps we should carry on ol' Promethius' torch, eh?
To summarize, the Sparkpack is a miniature Promethium Vise Generator in the form of a backpack attachment. The generator itself is insulated by a partially K-Wool shrouding. Also within the pack is a bank of capacitors and power regulators to give the Sparkpack some short term storage capacity. The outer casing is a thin steel, insulated, cushioned and sealed inside and out by a layer of rubber and felt. Maintenance and fuel replacement can be done by screwing off the back. An extendable cable spools out from the side, and can be plugged in to power our current Caelium based technology (The Scythe, Sickle, Paladin Armor, and even an energy boost for the Kingmaker!).
It can be carried on its own included backpack straps, mounted to the bottom of our current external-frame backpacks, and can even be clipped onto the belt. The standalone version incorporated a hip harness to that the pack can't fall off, and the entire casing is made thin so that it should be able to fit in the battery compartment of our Paladins.
Year 1913 AC (After Colonization) Hot Season, Combat Phase
Abberan Advancements
This season our prospectors have uncovered a large source of Gavrilium, as the scientific community has taken to calling it, in the Coniferous Forest. The Farms were also the target of a build-up of fortifications, raising Entrenchment to One (1) in the sector.
As a result of the discovery of Gavrilium we face the following effects:
The Jotunn, Kingmaker, and Orleans lose their [complex] tag.
The Kingmaker becomes (EXPENSIVE).
Maximillian Valkria the Third was also given command of the Orleans-class Orleans, and was soon joined by a complement of new ships based off a retrofit of the original.
Abbera has begun production of their new national flag. It was quickly seen waving all across the nation.
(https://i.imgur.com/tCTXph1.png)
As our Orleans was unable to take flight in time to aid in a greater intel-gathering operation, we had to rely solely on reports from agents on the ground. Heavy counter-intelligence operations saw many agents captured and executed, but we still managed to gather some important details you might like to see. [Roll: 6+5=11(-3)=8; The -3 was due to an option they had for producing an immediately workable aircraft]
Myomer: A synthetic fiber that mimics biological muscle, but with a much greater power-to-weight ratio.
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrilium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrilium. (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrilium, 2 Myomer. (CHEAP)
GGG-12 Gavrilium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrilium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrilium, making it (VERY EXPENSIVE).
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrilium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrilium. (EXPENSIVE)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrilium, and 2 Caelium. (CHEAP)
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrilium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrilium, and 2 Caelium. (CHEAP)
Progressing in the Plains
The Plains in the Hot Season is a vast tract of waist-high grass broken up occasionally by a town, road, or copse of trees. The Plains suffer from intense storms during the transition between seasons, but is an otherwise pleasant place to be. At least when an Endicarian force isn't set up in an old fort near the coastline. Their forces were on high alert due to the known proximity of a large Abberan force. What they didn't know was what the force consisted of.
Captain Valkria stood over the roof hatch leading into bridge of the Orleans as it drifted slowly forward. Sunlight reflected off of the top of the Orleans and the half-dozen other ships in a wide line formation with her. The air was cold, but proper protective gear kept the men from becoming unbearably frozen. The beautiful blue sky and the sense of exploration boosted morale of the men greatly.
The signal was given by Valkria, beard now glistening lightly with frost, to descend through the dark low-hanging clouds below. The ships cut through the storm clouds and emerged over the hellish landscape below, blaring their foghorns as they went. Men the size of ants charged the first line of trenches under a consistent bombardment of both rain and lead. Each Orleans had orders to prioritize targets as they saw fit, and so their formation quickly dispersed and went about trying to have the greatest impact possible. The appearance of these large aircraft was intimidating, to say the least, and the firepower they brought to bear compounded that greatly. The noses of each Orleans flashed as their Gorgons opened fire on distant targets while the Scythes were used to spray clouds of lead onto their enemies as they passed by. Rounds often began hitting their marks before the gunfire from above could be heard, resulting in a very unsettling few moments of devastation before people being aware that they were the targets of a Scythe broadside attack. Small arms fire occasionally pinged harmlessly against the hulls of the Orleans craft.
The Endicarians had nothing to bring to bear against this new airborne menace. At least, nothing intentional. One Orleans was passing over the enemy lines during the third day of battle when a lucky (or unlucky, depending on your perspective) artillery shell had arced into it as she strafed a trench. The round set off ammunition stores in the vessel and she broke into pieces, scattering flaming men and debris on the trenchworks below.
After a week of fighting over the fortress the Endicarians within eventually surrendered and willingly became prisoners of war. One Orleans, Valkria's, remained moored over the fort as the prisoners were carted away. The commanding officer of the Endicarian forces in the fort was brought aboard for questioning. Two Army officials oversaw the questioning and soon found out that the Endicarians were withdrawing from the island as there were more pressing fronts continentally, though Endicarian agents were left in Harren with the task of harassing Abberan forces.
------------
The Devastation of North Peaks
The North Peaks are pleasant and green during the Hot Season with cool winds keeping the few people living there comfortable, though the higher peaks become rocky spires and the winds that high can become dangerously strong. Deep ravines and passes cut through the mountains, and you get the feeling this area will be heavily influenced by basic infantry combat due to the difficulty of getting line of sight from just about anywhere and the general inability of even a Paladin to keep it's footing on the mountains. That being said...
The Endicarians who holed up here were ether brave or foolish, and in a great degree. An abandoned monastery built on a relatively small parcel of level land had become their home, cut off from the rest of their forces as the Abberan military closed in. A few attempts at infiltrating the monastery failed, and so the Abberan high command decided it was time to field test their latest weapon - the Jotunn. A massive beast of a cannon was built a couple kilometers from the monastery. The first round fired from the weapon echoed throughout the mountains and shook the ground. The massive 420mm shell came down upslope from the monastery with a deafening blast. Dirt, rocks, and trees in a wide area were sent skyward as it seemed like part of the mountain simply lifted off of itself before coming back down. The resulting avalanche swept the monastery away, burying it and any Endicarians inside at the foot of the mountain below. Some wondered whether it was possible to make too powerful a weapon, but their protests were largely drowned out.
------------
The Jotunn and Orleans have both proven their worth, and the use of our newfound materials has come to the attention of our allies. Diplomats from various Central Alliance nations have asked for a few shipments of a design utilizing a specialty resource. Note that you are granting them the use of a current design, not being asked to make one for them. This will have consequences in regards to the war as it progresses, though right now you know that you will get one research credit for handing over a design utilizing at least one specialty resource. This credit will be the first you are allowed to bank for use at a later date.
As we dedicate more resources to the war effort you will also have two designs to vote on this Design Phase. As we expect little to no resistance as we move to the North Crossing, we have decided to leave it up to you to decide how we will proceed into the Fortress-City. This decision will not be finalized until the end of the Strategy Phase, but it will heavily impact the terms of engagement during the next turn's Combat Phase and so should be discussed for as long as possible. The decisions you have are as follows:
A) Blow the Bridges and Fortify: Abberan engineers will sabotage the bridges into and out of Harren City. We will instead focus on fortifying our homeland, bringing the North Peaks, North Crossing, and Plains to Two Entrenchment.
B) Evacuate City: Allow civilians to evacuate the city. This will grant the goodwill of the people (resulting in a Resource Credit as they work harder for a caring nation), though it will delay progress into Harren City.
C) Invade: Abberan forces march onto Harren City in an effort to root out Endicarian Remnants as well as keep the Salviosi filth off their homeland.
Possible Results:
A+A) Combat is delayed for another turn and Harren City remains unoccupied.
A+B) B begins the next combat phase at 75% Control of Harren, while A will be launching an amphibious invasion for the remaining 25%.
A+C) C gains 100% Control of Harren City immediately. A must launch an amphibious assault against a fully occupied Fortress-City.
B+B) Both sides start the next phase at 50% Control of Harren City.
B+C) C begins combat at 75% Control of Harren City, while B initially has 25% Control.
C+C) Both sides start the next phase at 50% Control of Harren City.
So to summarize, you have Two Designs and must decide on a design to send your allies that uses a specialty resource this Design Phase, and must decide on a strategy for Harren City by the end of the Strategy Phase.
IT IS NOW THE DESIGN PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (EXPENSIVE)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Wool. (EXPENSIVE)
Aircraft
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control (Radio Coverage)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrilium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., (0/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
Ore: 4
Oil: 2
Wood: 2
Caelium: 2
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrilium: 1
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
A breakthrough in cealium technology, this new generator is mind-bending to attempt to comprehend in its entirety. Only a select few Abberans can comprehend this Form of Field manipulation. Surprisingly, this limited number include the Kind and his youngest daughter, who had no trouble understanding the Complex analogies and science obfuscation behind its creation, providing yet more evidence of the royal family’s right to rule.
The Cealium LPF generator is similar to our current cealium Generator, with a cealium crystal matrix attached to the hull, lifting the hull it is mounted on into the air when electricity is applied, This is what allows the Orleans to fly as it does and the kingmaker to hover without touching the ground.
As the Crystal matrix is attached to the hull, and as such applying its Internal field to said hull, extending the ability to stay In the air, defying gravity as the crystal itself is capable.
We had always known that the properties of cealium were effected by magnets, but recently, after 76 hours of no sleep, our most brilliant have managed something unprecedented, the ability to Shift the center of stability that the field creates.
Normally, everything effected by a cleaium crystal field, would be kept suspended in the air and stable, with the field clinging very very closely to objects that have physically contact with each other, Such as the Generator, the hull its attached to and further on towards the guns or external pieces attached to the hull.
Through the use of powerful electromagnets, placed around The cealium Crystal from which the internal field is generated, we have managed to “Push” the internal field, normal matching up perfectly with the physical form of everything effect via the energized crystal. When the field is forced away from it closely bonded nature with physical matter, it creates instability.
When instability is created, the matter will “fall” until it reaches a new state of stability (IE, the field matches up with the Physical form once again)
In other words, when the electromagnets Push a Internal cealium field in a direction, the internal field, normally bound so tightly to the physical form, will move. The physical form will then proceed to move towards the now displaced field.
if the electro magnets are applied constantly, then the internal field will stay a constant distance away from the physical matter, creating motion as the physical form is dragged forward.
Theoretically, This should mean that, as the object is falling (albeit not towards the ground) without any outside interference such as wind or extra propulsion on the hull, The maximum speed is that of terminal velocity, or 53 meters a second.
The internal field, normally bound so tight o the physical matter it is effect, actually creates a visual phenomenon, creating outlines of the matter they are pulled away from in Ghostly, Greenish blue lines. This can create a illusion of a ghost ship for the outside observer, and it is recommended to wear tinted goggles on such as craft so as to avoid the headaches that come from ghostly lines imposing themselves upon realspace.
The Electromagnets are configured into 22 (8 around the sides, and 7 on the top and bottom) different Subsections, and in any combination of such. This allows the propulsion generator to move in any direction, as the LPF doesn’t require turning to provide equal propulsion in any direction.
Of course, this propulsion comes at the expense of being a complete power hog, as the electromagnets in combination with the cealium crystal will eat power like there is not tomorrow, and one must take into account the number of electromagnets and delicate fine work that will go into such a propulsion lift system.
The LPF is in its current form design to be mounted upon airships such as the Orleans, with the bulk of the system being to much to squeeze into the current kingmaker chassis without becoming inefficient.
TLDR, its a cealium propulsion system that replaces our current cealium lifter as well. If an electromagnet repels/pulls the cealium in one direction, the Internal field will move in that direction, and the physical matter will follow.
The valravn armour is based off our work with cealium Generators and the paladin armour, and all of the experience we have gotten working with the materials over the past few years.
The Valravn armour is designed similar to the paladin armour, with much thinner armour that has been made out of cealium steel, and with the same form of powdered cealium applied to it. This makes the Armour weigh practically nothing while in use by the knight wearing it, due to being an Undersuit that is very similar to the paladins own, we hope it will be an easy task to have the undersuit requisitioned for use for the knights of the paladin armour.
This reduced weight that must be compensated for, reducing the strain on its Energy systems n comparison to the paladin’s heavy bulk.
The pilot of the Valvravn wear a similar body suit to the paladins, with the exception of the addition of heavy K-wool Supplements, Protecting the knight from much heavier punishment then the metal of its armor could normally withstand.
However, these changes alone would never be enough to waste the time of our eccentric scientists, instead they have applied much of the experience they have gained form the creation of our weight lightened equipment and our hovering vehicles. The Valravn posses a very small Cealium crystal generator, that can be turned on and off via a small Dial (IE on and off) that can be locked in place via a small latch. This latch is not easily underdone via rubbing, and should only be unlatched via a person using it.
When the Cealium Crystal generator is turned on, the knight and his armour have the same form of hovering and flying that the Orleans and Kingmakers posses, allowing them to Leap tall buildings, move at extreme speeds via pushing off the ground and easily hold themselves to areas and positions that would defy normal logic.
This system is powered via a system similar to the sparkpack, attempting to cut down the size further in order to be fitted to the small of the back, Similar to the paladins battery system. In the event that a Promethium Rod begins to run out of power, the Knight carries two replacements, and when running on theri last replacement, they will begin making their way back to base.
Sometimes a valvravn will be requisition more Promethium rods, in the event of a long term mission. In such an event, the valravn will make staches of promethium rods to return to, keeping only two rods on them.
This Promethium generator is meant to power the powdered cealium, the crystal generator when activated and any form of powered equipment that they are equipped with.
When the cealium generator is activated, the possibility of losing control is a very real worry.
To combat this, the Valravn armour posses a foot and heel spike on both feet, letting them stab them into materials to hold themselves sin place or further propel themselves.
Additionally, Attached to the hips of the Valravn armour is a pair of Electric reels, Filled with strong dark blue/ black rope, at the push of a button, any line that is extend will begin to reel itself back in, until it comes to the end of the line or the button is pressed again.
this electric reel is made to facilitate the use of a pair a grappling hooks.
These hooks are larger then normally used for just climbing, with the hooks flaring out at a much “gentler” angle, with a large barb on the end to help prevent the hook from slipping off, with a straight piece long enough to serve as a handle, with the end of the grappling hook extending into a 5 Cm long spike, almost like a spear.
These hooks are used to wrap around and hook onto terrain and objects around the Valravn, allowing them to use the electric reel to pull themselves towards and object, swing off of an object or other such forms of movement when you are floating within the air and capable of moving as you desire.
In order to launch this chokes in a straight line, a spring-loaded mechanism has been built in the gauntlets, Which are proportionally thicker then the rest of the armour to compensate for this.
This spring-loaded mechanism launches the large grappling hooks at a very fast speed, due to the cealium crystal matrix reducing the effect of gravity on its acceleration, with this effect remaining even as it leaves the launcher, do to the rope maintaining the effect.
In order ot help bring themsleves to a stop and they do not already have a line set up to manged such, the knight can use his Grappling hook to fire it towards an object or into the ground to slow down and stop.
Of course, the fact that this grappling hook doubles as a near-silent melee weapon and makeshift crossbow as it takes advantage of this acceleration effect is merely a side benefit. its use as such meaning the valravn is capable of taking out their targets without alerting their fellows.
The Valrayn uses these benefits to act as scouts, Commando’s, Assassins or flankers. Striking and disappearing just as fast through their enhanced mobility, and reaching near impossible location for any normal human.
The equipment that a Valrvn will be given is decided before the mission begins. If the Valravn will be acting as a lone sniper, they will be equipped with a halberd, before attacking the enemy in a very hit and run style, sometimes moving towards the next position before the enemy can react to the sudden death that has been dealt.
If the valve will be sent as a scout, then they will be given little but a few whicker man grenades and a modea. If discovered, they will proceed to go “loud” using the wicker man to create smokescreens to disengage and fighting with their rifle as needed.
If the valravn are expected to be attacking an enemy position, they are given equipment similar to the standard abberan squad. Coming to bear with 2 sickles, and a mix of draco’s and modeas. Along with the standard whicker man grenades. A single Valravn Squad member will remain on overwatch, equipped with a halberd AT rifle to deal with anything that might be an overwhelming threat to the squad, such as a vehicle or a G3 position that survived the opening seconds of the fight.
The glow of powdered cealium while activated can give away the stealthy figure of a valravn knight, so as to prevent this, the armour is covered in baggy cloth, masking the glow of the cleaum while at the same time, acting as an easy and cheap colored and patterned camouflage covering for the operation at hand.
This comes with the side benefit of making a valravn knight a truly terrifying figure, capable of unmatched feats of speed and agility, covered in ragged cloths and dark metal, wielding frightening hooks.
One could say the Valravn looks like they have walk right out of a knightmare.
The valravn scout, assasination and commando armour.
While the lighter the terrain is, the less useful it can be, it is still a very fast suit of armour that can be used in stealth operation. In the worst case its a suit of armour plating and K-Wool. In the best case it reccreats assasin creed and the arkahm games with Salvosi replacing the NPC's.
So, confirmation about something we noticed in the salviosi designs. They use promethium as an explosive, so everything that is made with it (IE, engines, generators) are volatile, like strapping dynamite to yourself. The salvisoi haven't noticed this fact like we have, even though they made the stuff.
So a revision this turn will need to be to create stable promethium rods that don't go boom, for the Knights and poor sods wearing sparkpacks if for nothing else.
So for a revision this turn, we need to Fix this explosive problem, and stabilise our promethium rods... so our armors and soldiers don't have explosives strapped to them that can go off in combat... that would be bad.
I present, Project FESOSO
Unfortunately, Promethium rods have a minor flaw that has remained hidden through our various combat deployments due to a lack of real presence until recently. With intelligence taken from the salvisosi, and an increase in testing due to access to the materiel, we have now discovered a major flaw.
The damn stuff is explosive. Highly explosive.
This has the unfortunate side effect of making anything with promethium now the equivalent of a bomb waiting to go off. While this could be mitigated through the use of more protection and armoring on our vehicles, it remains a danger to our plans of infantry equipment.
Our knights having the equivalent of dynamite strapped to the small of their back’s, along with normal soldiers that have been given sparkpacks. With all the effort that has been taken to keep our soldiers alive, this is an absolutely unacceptable danger.
As such, this project has been created so as to solve thing problem, and luckily we have a lead on a solution. Sodium chloride (table salt), placed in a solution with water has been shown to have a remarkable effect on promethium rods that have been placed in the liquid.
The sodium part of the sodium chloride bond, seems to detach and bonds with the promethium rods, making them far more stable in molecular structure, as well as much harder in form as well, moving up 2 places on the Dou’s scale of hardness while still able to perform the same electric generating effects as regular Promethium, from burning to Piezoelectric generation.
This does mean the now loose chloride gas is released from the bond that it ha shared with the sodium, and as such all of our workers are required to wear full safety suit's as well as gas masks in order to protect themselves from this sudden release of deadly gas.
In fact, the stable structure and increased hardness means we can put more pressure on the Promethium rods during piezoelectric generation, meaning we can pull more power out in a shorter period of time. Of course, this also means that we burn through rods at a proportionally increased rate, but sometimes the increased power flow is worth it, and if not we can return to the previous levels of pressure normally used.
This new Sodium stabilized Promethium rods, now referred to in shorthand around the labs as STAP-Rods (STABilised Promethium) have an appearance different from the blackish blue of their regular counterparts, with a much more silvery blue appearance from the original blackish dark blue of normal promethium. This helps to ensure easy identification between the explosive variant and the safe variant.
Strangely, when the Promethium has depleted its energy, the sodium is much less strongly bonded. These means that a good (Boiling) water bath and a quick scrub (with full protective outfits) returns the Depleted STAP-Rods into regular depleted promethium again with the sodium dissolving into the water bath. Surprisingly, the Sodium does not seem to react with the water as it would normally, instead merely dissolving and leaving the water a steely grey colour. Currently, this byproduct solution is being stored in a holding facility.
Have an anthem, not sure what music to set it to.
Across the world, duty calls
To fight for the freedoms of one and all!
Who shall oblige their noble need, who shall stay their fall?
The Abberan people, one and all!
(Chorus)
To push on through the future, whatever may come,
No matter the where, no matter the how,
The Abberan people set out now!
Honor and Justice is the motto we bear,
A sonnet to the virtue of Liberty fair,
The King on high does hear the call,
Ringing in the souls of one and all!
(Chorus)
So shall march the Chivalric, the Common and the Crown,
Beneath the crest of Liberty, and her gracious high-held brow!
The Draugr is a very simple set of plating, made up of multiple plates along the legs, arms, and neck as well as a rather basic cuirass, all of which is made from cealium steel. This means that the metal plating is rather unencumbering. Underneath the Plates, the Draugr consist of a pair of dual-layered trench coat, leather pants, Scarf, and a K-Wool lined metal helmet with a face mask.
It has been designed for use by soldiers who will be required to swiftly assault enemy fortifications, such as trenches and buildings while there is no knight on hand to lead such an assault.
The trench coat has a layer of K-wool under Neath, which in combination with the metal plates, makes it very difficult (although not impossible, and certainly not to the level of wading through the enemy fire like the paladins) to be killed via shrapnel and rifle bullets.
The K-wool layer of the Coat is connected to the K-wool long johns that are worn underneath the Dragrs leather pants. This means that when putting on the armour, it can be a bit awkward with the Pants being required to be done first while the metal and leather coat and helmet hang behind the soldier before they pull it up and put on the rest.
The Helmet is K-Wool lined, rather simple, with an Attachable face mask made of cealium steel with K-wool padding to help protect the soldier skin from chaffing, freezing, burning, shrapnel, shockwaves, and rifle bullets.
The masks eye have been made from clear resin with a very small strand of K-wool suspended within. This makes it very hard to break the resin, requiring significant force such as a bullet.
This suit allows a Soldier to take the point in a trench assault, quickly overrunning the enemy through leveraging their increased protection in tight quarters such as trenches and buildings.
However, if that was all that the Draugr Shock Trooper armour had, we would not have relegated this to its own project team.
The true purpose of the draugr armour was to serve as a test bed for a new weapon system we are hoping to incorporate into our vehicles and the next generation of paladin armour if it passes the testing phase here and now.
Attached to the back of the armour is what has been currently named the Kinetic matrix. Created from Cealium, D-promethium (requiring a small heater powered by the soldier Sparkpack to protect the wearer from) and K-Wool.
K-Wool strands running from the Kinetic matrix are woven into the body suit and the helmet, connecting them via a set of wool straps. When the strands that are woven into the dragr absorbs Kinetic energy from combat (whether from the recoil of a weapon, the impact of their body into the environment or their feet pounding into the ground) A D-Promethium crystal in the Matrix is absorbing that energy, from the ends of the K-Wool strands that have been spot “Welded” to the crystal via a citric acid coating.
The Kinetic matrix releases that energy from the D-Promethium crystal when exposed to a small electrical charge and a small tap from the “Firing pin” mechanism located within.
When that energy is released, instead of creating a shockwave on the back of the Dragr, surely killing the poor man inside, the Energy is absorbed and Channeled via special modified K-wool.
This K-wool has been modified via being dipped inside a dangerous tub of D-promethium powder followed by powdered caulium.
When this dust ridden string is then put inside a salt solution involving and very very small amount of citric acid, Salt, and 2 or three of catalysts, the strands are permeably died a strand purple colour.
When the Shockwave is released from the D-promethium crystal, The Newly DCK-Wool strands catch it, and the released kinetic energy is channeled along the string until it reaches the end of the strand, where it had been cut. In our cases, the is the middle finger and index finger of the Draugr suit wearers dominate hand, creating a very concentrated shockwave.
Depending on the amount of power released, this can be any wear from the force of a few kicks, to a shockwave of force capable of shattering stone when combined with the small point of impact (The Shockwave is basically released out of the width of two fingers, that is a pretty small area for something that could have the force of bullets behind it)
How the shockwave is deployed is up to the Dragr, some preferring to use the shockwave as a ready made sidearm, while other prefer to save up their charge and use it to remove pesky obstacles, such as walls, doors and in some rare cases vehicles. Of course, in close combat the near certain kill that their dominate hand because is quite useful.
The shockwave should prove quite deadly to anyone that is not equipped with k-wool protection when the Dragrs matrix in fired within physical contact with the target.
As of now, the trigger is located on the inside of the palm and is activated via placing the thumb on top of it, hitting the bottom while the thumb is bent in a trigger esque shape. This completes the circuit. Without the thumb being bent in that manner, the bottom is not operational, and the shockwave won’t fire. This helps to prevent accidental discharges of deadly shockwaves. Additionally, when out of combat, the should has a small safety switch, so that the suit will not discharge until the Draugr is inside the combat zone.
As of now with the draugr being the first step in this process, we only have the single emitter point for kinetic shockwave, and the Shockwave is an all or nothing thing with the d-promethium battery releasing the entire charge at the same time, with no way of modifying the power of the release.
Draugr Wearers are known to do anything they can to help build a charge, Stomping their feet before combat as well as punching each other on the shoulders, Which feels like nothing due to the K-wool but helps to charge their squad mates Kinetic matrix. A friendly slug on the shoulder could very well be a matter of life or death for a Shock trooper in draugr armour.
Designed to be relatively common for shock troopers/Squires (its K-wool, metal plates and leather, we are good at that. The complicated parts is the kinetic matrix) its an easy system to act as a test bed for the kinetic matrix (not reaching higher because I have no desire to remake new fluff why the kinetic matrix works as it does)
Year 1913 AC Cold Season, Design Phase
Proposal: ARA Model-1913GEN "SparkPack"
Batteries work for powering Caelium, and we know as much. But, the batteries are expensive and far too much so for their power. Luckily, we have a resource right at our fingertips. Promethium, the power of the Titans. Perhaps we should carry on ol' Promethius' torch, eh?
To summarize, the Sparkpack is a miniature Promethium Vise Generator in the form of a backpack attachment. The generator itself is insulated by a partially K-Wool shrouding. Also within the pack is a bank of capacitors and power regulators to give the Sparkpack some short term storage capacity. The outer casing is a thin steel, insulated, cushioned and sealed inside and out by a layer of rubber and felt. Maintenance and fuel replacement can be done by screwing off the back. An extendable cable spools out from the side, and can be plugged in to power our current Caelium based technology (The Scythe, Sickle, Paladin Armor, and even an energy boost for the Kingmaker!).
It can be carried on its own included backpack straps, mounted to the bottom of our current external-frame backpacks, and can even be clipped onto the belt. The standalone version incorporated a hip harness to that the pack can't fall off, and the entire casing is made thin so that it should be able to fit in the battery compartment of our Paladins.
Difficulty: Normal
Result: 11 (6+5+0) = Masterwork
We've worked with Gavrilium power generation for a little bit but it has, until now, not been the focus of our attention. We have rectified that oversight.
The SparkPack, from the outside, is a simple metal cylinder that measures in at 40cm tall when stood on one of it's flat ends, with a diameter of 22.5cm. The cylinder weighs about 12kg. Each end holds a capacitor bank that draws energy from a series of gavrilium crystals mounted on disks not unlike the spokes of a wheel. A cable can be pulled from the cylinder and plugged into any compatible equipment in need of a power source, or extra power in the case of the Kingmaker. A hatch on the cylinder can be unlatched and opened up in order to access the gavrilium, while caps at each end can be unscrewed to access the capacitors for any necessary maintenance.
Each crystal mounted within a single disk is of a different predetermined size of the others. This keeps the SparkPack working much longer without freezing over, requiring only periodic maintenance in order to replace spent crystals. Without replacement crystals a SparkPack can provide a week's worth of power to a Paladin, with the capacitors holding another 24 hours of charge if at full capacity.
The SparkPack is insulated and protected by a layer of K-Wool and a layer of rubber sandwiched between two thin layers of steel.
The SparkPack can be carried by a soldier like a backpack would via a pair of adjustable shoulder straps. Thanks to our focus on the Paladin while designing the SparkPack we have received a number of related benefits. It has been modeled to mount directly on the Paladin frame thanks to some minor adjustments to the frame and removal of the old battery port. The back plate of the Paladin is modified to fit over the SparkPack, with a hole for the hatch to protrude from.
By applying a SparkPack to a suit of Paladin armor (known as Paladin-B until decided otherwise) we change it's cost to 5 Ore (thanks to not requiring battery replacement every hour), 4 Caelium, 3 Gavrilium, and 2 Kinetic Sheep, keeping it (VERY EXPENSIVE) at this point but with a different cost spread. However, as we were not extraordinarily lucky, we didn't have time to modify the base electrical systems of the armor. Until we look into the issue there will be occasional surges in the Paladin-B that see the armor plates "lifted" more than, ah, desired. It isn't enough to knock the guy over, but it does occasionally interfere with aiming and moving, which can be important on the battlefield. Perhaps diverting power somewhere other than the Caelium coating would help fix the issue... [GM Note: While you are kind of getting a free variant from the design, as an 11 I couldn't justify handing it to you in perfect working condition outright. This also allows you to customize what you do to the Paladin-B both in appearance and equipment.]
Another issue of note is that extended use of the Paladin-B sees the inside of the armor become very hot.
A SparkPack itself costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep, making it (EXPENSIVE).
------------
Proposal: ARA Model-1913 AT Rifle "Halberd"
The Halberd is a 40mm anti-tank rifle. It is fed from a box magazine and uses a scaled up and improved gas operation system like the Modea. It is capable of semi-auto fire. Taking recoil management lessons from the Gorgon the barrel of the weapon slides backwards when fired hitting a block of k-wool before springing back into position and chambering a round in the process. The stock is also heavily padded creating a three-point recoil system between the k-wool and the barrel. This should provide almost complete protection against the weapon's considerable recoil. The weapon has a bipod which also has k wool inserts in its legs. These inserts help absorb vibrations and counteract any weapon rattle allowing the weapon to fire multiple times without being knocked off target. The weapon uses a scope to sight its targets. The scope is simple and very similar to telescopes used in naval navigation.
Caelium, ground up and mixed into a grain-aligned metal has shown a propensity to emit force when powered, the force emitted exponentially increasing with the charge applied. Ground up caelium is to be added to the metal of the shell so the projectile will be accelerated forward. There are metal contacts interspersed along the barrel so that any shell passing down the barrel with complete a circuit with each set of contacts and will thus be propelled forward.
The weapon has a caelium core and is made from caelium steel to reduce weight. This makes the weapon easy to carry, manuever and crucially aim. Unlike the scythe, the core is active when the weapon is fired and this causes an interesting effect. The projectile is affected by forces as if it was of a lower mass until it leaves the core's area of effect at which point it retains the all the velocity it gained. This means the projectile leaves the barrel at far greater velocity than a projectile of its mass would normally be accelerated to.
Power is designed to come from an external source, ideally the spark pack but it can be attached to the same batteries the Paladin uses
Difficulty: Hard
Result: 4 (3+2-1) = Poor
We ground and mixed Caelium into grain-aligned metal as we planned. We created shells for the weapon we were designing, the Halberd, using this mixture. The problem is we didn't fully test what would happen when the round was fired. Testing showed that the round, when fired through a specially designed barrel with contacts meant to charge it, would, for lack of better words, emit a small burst of gravity in either direction down the barrel. Occasionally the rearward burst would overcome the forward, but not reliably every time. As a result the shells can exit the barrel much faster or much slower than expected. However, when the Halberd's Caelium core is powered the inside of the weapon becomes a gravitational maelstrom when fired. That is, as the round passes through the barrel the space behind it experiences omnidirectional gravitational ripples and can possibly cause warping of the barrel.
The Halberd itself isn't too bad, though. It's made of Caelium Steel with a Caelium Core powered via SparkPack carried by one of the two crew for the weapon. It is 1.8m long and has a bipod to stabilize the weapon. K-Wool padding and inserts in the weapon itself reduce the recoil in the weapon to almost nothing, which helps a Halberd empty it's 5 round box magazine. Due to the inconsistency of the range of the weapon we saw no need to design a scope for it as of yet, but we've seen it pierce scrap Paladin suits at up to 800m. Finding a way to fix the, uh, gravity problem, would see that as the effective range.
The Halberd costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep, making it (VERY EXPENSIVE).
------------
The representatives of our allies couldn't express their gratitude enough upon delivery of a number of Orleans. The first use of one on the mainland saw the first ever successful attack on a fortress in The Free Holds. As a result we have gained one Research Credit. We have two Revisions this Revision Phase, and remember we can also assign +1 to a proposal before it is rolled. Remember that you can still discuss invasion options.
There was a suspicion that Gavrilium was explosive. That turned out to be false. Don't believe everything you hear on the talkie box.
IT IS NOW THE REVISION PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (EXPENSIVE)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (VERY EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
--ARA Model-1912ARM-B "Paladin-B" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Power surges imbalance the armor, and the interior becomes hot over an extended period of continuous use. Costs 5 Ore, 4 Caelium, 3 Gavrilium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Wool. (EXPENSIVE)
Aircraft
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
D-Gavrilium: Depleted Gavrilium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control (Radio Coverage)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrilium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., (0/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
Ore: 4
Oil: 2
Wood: 2
Caelium: 2
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrilium: 1
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Research Credit x1
+1 to a Proposal due to Saltviosi
Gravity. Cealium in the halberd is playing merry hell with Gravity.
This is beyond the scale of what we knew cealium to be capable of before, and represent a giant leap forward in what we are able to accomplish in the future.
For now, though, it is messing up the halberd from achieving its true potential, and we require something to help control these rampant gravity maelstroms.
Finding some form of material to help control these waves, Required a close study of our materials.
After these close studies, We have found that that cealium has caused this problem, and we will be able to use cealium to fix it.
By Treating powdered cealium with a long process that was discovered, well, almost purely by accident and possibly via these ancient manuscripts that were found underneath Abberan’s capital when it was founding, we have discovered a long and complicated, near alchemical process to create what we have now named Cealium-Null, due to its ability to nullify the internal field produce by normal cealium.
This process begins with powdering down the ceelium crystal, just like we would for powdered cealium coatings and for making cealium steel. After the powdering process, The powder is mixed into a large bath of very powerful acids.
These acids begin to make changes to the cealium molecule structure, and the powder begins to soften, becoming less like crystal dust, and more like particles of gold soft enough to dent (if they weren’t powdered).
The dust is strained out of the acid bath via several filters, collecting the dust that had been mixed in. As the dust has been strained from the acid bath, it is then added into a secondary bath, filled with powerful bases.
This bath initiates a second molecular change, as well as neutralizes the remaining acids on the Cealium dust.
When exposed to the base bath, the cealium seems to reharden immensely, gaining some very sharp edges and a very hard surface comparable to before they had been put into the bath.
The Dust is Washed with water, removing the remains of the base bath, before being put inside a rather large clay crucible. During this time, the cealium is baked at temperatures high enough to melt Iron, all the while being exposed to very powerful electromagnetic fields from the apparatus around it. This electromagnetic baking continues for 3 days time before it can be removed.
If the Cealium is left to cool back down to room temperature after being removed from the crucible normally, the gradual temperature is not enough to cement a change, and it instead returns to the state it was in before being baked.
However, if rapidly cooled the final changes to the mateirel will be initiated.
this si done via dropping several fists sized chunks of D-promethium into a large Drum of the burning hot powder. Afterwards, the drum is sealed and agitated, tossing the D-promethium crystal around and mixing them with the powder, rapidly cooling them with their freezing presence.
This process continues for around 20 minutes, rapidly cooling the powder.
Afterward, the Process is complete, with cealium reaching a stable state, and will not undergo any more change to the best of our abilities.
The D-promethium crystal is removed, and we are left with a white powder, that glitters when exposed to light, almost like powdered diamonds.
This is what we have named Cealium-Null.
Using its ability to insulate from the internal field of regular cealium, we have created a new barrel lining for the halberd, made from C-Null Steel, which is made in the same manner as cealium steel, with Cealium-null being added to the molten metal during forging.
The Grain aligned bullets of the Halberd are have been modified, with C-Null Steel acting as a replacement for the end of the bullet. This new cap at the tip of the bullet it rebuffs the Gravity producing cealium charge, back towards the other end of the grain aligned metal, serving to strengthen the bullets field that moves it forwards. The stronger gravity field near the end of the bullet means the bullet leaves the barrel even faster, with none of the speed distortions that the gravitic maelstrom had been causing.
Two words. Gravity shielding.
As always in Abberan design philosophy, protection is paramount. Yet as our enemies bring to bear weapons of greater caliber to overwhelm K-Wool and crater our armor, new innovations are required. Our experience with the gravitic effects found in the Halberd leads us to conclude that if a Caelium core can interfere with bullets coming from our own weapons, so shall the same effect apply to those of our enemy.
Wedges are good at deflecting bullets even when made of materials such as steel, and one can only imagine what would happen if we bent the universe itself into a wedge.
Luckily, we are Abberans, so of course we'll imagine!
Our proposed "Scutum" is a tower shield, about high enough to cover an unarmored adult man. The material is fairly shoddy for what one would expect of a shield, being normal steel and relatively thin, though the sharp, angular bend in the middle of the shield does improve the likelihood of deflection. The true protection, however, comes in the form a matrix of grain-aligned Caelium. When powered from a cable designed to attach to a SparkPack, the Caelium projects in the same direction, this being "In front of the shield". A shot fired at this gravitational lens slides along the repulsive field, deflecting itself without damage to the shield itself.
The "Scutum", being strapped to the arm for stability, only activates the shield when a trigger is pulled in order to save energy. This trigger happens to be where the hand rests. By tightly clenching the hand, the shield will then activate.
Year 1913 AC Cold Season, Revision Phase
Proposal: ARA Model-1912ARM-B "Crusader" Superheavy Armor
Paladin-B Revision
There are two main phases to the Paladin-B refit. The first is to embed a rubber-coated small chunk of d-promethium in interior of the armor. This cools the armor at a slow rate, negating any heat issues. The small d-promethium chunk is embedded via a small niche in the armor covered with a bolted on hatch, to allow removal when not needed. To disperse excess cold air, a pair of vent fans has been added on the back of the chest armor, above the battery pack, pointing down and out. These are powered via the sparkpack, and can be turned on and off via a forearm mounted button switch under a blue sliding cover, or a toggle inside the sparkpack. The armor also has two smaller capacitors used to collect surges from the sparkpack, located next to it in the battery compartment. These connect to two small powdered caelium tubes encsconced in the side of the armor, on either side of the chest, which can be powered on by pressing a forearm button with a sliding cover to prevent accidental activation. The purpose of these tubes is to allow expanded jumping capacity when activated.
Difficulty: Very Easy
Result: 10 (4+4+2) = Superior
We have continued to refine our new version of Superheavy Armor and results have been better than expected. A bolted hatch has been added to the back armor at the base of the neck to house a chunk of D-Gavrillium insulated by a layer of rubber. This helps combat overheating in the armor and allows it to be deployed over an extended period of time, and can be removed when only being used for a short time. A pair of vent fans on either side of the hatch are turned on and off via a forearm switch protected by a sliding cover and will vent excess cool air, creating a cloaking fog effect if the temperature difference is large enough.
Two small capacitors added to the armor are used to store excess energy from the SparkPack and power two Caelium Tubes installed in protective sleeves on either side of the chestplate. A button under the sliding forearm cover is used to activate them and provide a boost in power to the Caelium coating the underside armor plates. While this does tap into the SparkPack's capacitors, the Caelium Tubes push the armor upwards and allow the lightened Crusader to leap across a distance of nearly nine meters and as high as three.
The Crusader costs 5 Ore, 5 Caelium, 4 Gavrillium, and 2 Kinetic Sheep, making it a (National Effort).
----------------
Proposal: Caelium-Null Steel Halberd
Gravity. Cealium in the halberd is playing merry hell with Gravity.
This is beyond the scale of what we knew cealium to be capable of before, and represent a giant leap forward in what we are able to accomplish in the future.
For now, though, it is messing up the halberd from achieving its true potential, and we require something to help control these rampant gravity maelstroms.
Finding some form of material to help control these waves, Required a close study of our materials.
After these close studies, We have found that that cealium has caused this problem, and we will be able to use cealium to fix it.
By Treating powdered cealium with a long process that was discovered, well, almost purely by accident and possibly via these ancient manuscripts that were found underneath Abberan’s capital when it was founding, we have discovered a long and complicated, near alchemical process to create what we have now named Cealium-Null, due to its ability to nullify the internal field produce by normal cealium.
This process begins with powdering down the ceelium crystal, just like we would for powdered cealium coatings and for making cealium steel. After the powdering process, The powder is mixed into a large bath of very powerful acids.
These acids begin to make changes to the cealium molecule structure, and the powder begins to soften, becoming less like crystal dust, and more like particles of gold soft enough to dent (if they weren’t powdered).
The dust is strained out of the acid bath via several filters, collecting the dust that had been mixed in. As the dust has been strained from the acid bath, it is then added into a secondary bath, filled with powerful bases.
This bath initiates a second molecular change, as well as neutralizes the remaining acids on the Cealium dust.
When exposed to the base bath, the cealium seems to reharden immensely, gaining some very sharp edges and a very hard surface comparable to before they had been put into the bath.
The Dust is Washed with water, removing the remains of the base bath, before being put inside a rather large clay crucible. During this time, the cealium is baked at temperatures high enough to melt Iron, all the while being exposed to very powerful electromagnetic fields from the apparatus around it. This electromagnetic baking continues for 3 days time before it can be removed.
If the Cealium is left to cool back down to room temperature after being removed from the crucible normally, the gradual temperature is not enough to cement a change, and it instead returns to the state it was in before being baked.
However, if rapidly cooled the final changes to the mateirel will be initiated.
this si done via dropping several fists sized chunks of D-promethium into a large Drum of the burning hot powder. Afterwards, the drum is sealed and agitated, tossing the D-promethium crystal around and mixing them with the powder, rapidly cooling them with their freezing presence.
This process continues for around 20 minutes, rapidly cooling the powder.
Afterward, the Process is complete, with cealium reaching a stable state, and will not undergo any more change to the best of our abilities.
The D-promethium crystal is removed, and we are left with a white powder, that glitters when exposed to light, almost like powdered diamonds.
This is what we have named Cealium-Null.
Using its ability to insulate from the internal field of regular cealium, we have created a new barrel lining for the halberd, made from C-Null Steel, which is made in the same manner as cealium steel, with Cealium-null being added to the molten metal during forging.
The Grain aligned bullets of the Halberd are have been modified, with C-Null Steel acting as a replacement for the end of the bullet. This new cap at the tip of the bullet it rebuffs the Gravity producing cealium charge, back towards the other end of the grain aligned metal, serving to strengthen the bullets field that moves it forwards. The stronger gravity field near the end of the bullet means the bullet leaves the barrel even faster, with none of the speed distortions that the gravitic maelstrom had been causing.
Difficulty: Hard
Result: 7 (6+2-1) = Average
First we must discuss our advancement with Caelium-Null.
Caelium-Null is an insanely refined Caelium powder which seems to absorb or neutralize the effects of other forms of Caelium. By taking this powder and mixing it with steel during the smelting process we can create Caelium-Null Steel, which shares Caelium-Null's properties but can be shaped.
We have discovered these new materials as a result of extensive research into the anomaly that is the Halberd. By applying these developments to the weapon, in the form of a Caelium-Null Steel interior barrel lining and a Caelium-Null Steel cap at the tip of the bullet, we have managed to fix the issues causing the Halberd to perform...worse than expected. Now that the barrel is insulated from the effects of the round, and the forward pulses are neutralized, the round is capable of effective fire out to 1000 meters at nearly 800 meters per second. Six contacts evenly spaced along the inside of the barrel allow the round to reach these speeds. Now that weapons can last without twisting we have also noted that it'll drain a SparkPack's capacitors in 25 shots, which means each team will now often carry two if they're expected to deploy away from supply. The sound of the round hitting the contacts creates a cross between a rolling distant thunder and the snap of a close lightning strike.
The Halberd-B costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds, making it a (NATIONAL EFFORT) as well as [complex], making it functionally (THEORETICAL) as we lack enough Chemical Compounds to properly produce a sufficient amount of C-Null and C-Null Steel to field the weapon. We will continue to field the unreliable older model Halberd until such a time that we are capable of deploying this model.
----------------
Abberans dream big, and we've taken large strides to bring about massive change in the future. It is now up to you to decide on a resource node to fill as well as choosing a sector to fortify. You are also to make a final decision on our military's approach to the invasion of Harren City.
IT IS NOW THE STRATEGY PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (EXPENSIVE)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (VERY EXPENSIVE)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (NATIONAL EFFORT) [complex]
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (NATIONAL EFFORT)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Wool. (EXPENSIVE)
Aircraft
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrilium: Depleted Gavrilium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control (Radio Coverage)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrilium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., (0/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 0 Ent., (0/3 Resources) // 100% Control
Plains: 0 Ent., (0/3 Resources)
Ore: 4
Oil: 2
Wood: 2
Caelium: 2
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrilium: 1
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Research Credit x1
+1 to a Proposal due to Saltviosi
Year 1913 AC (After Colonization) Cold Season, Combat Phase
Abberan Advancements
We have found a new deposit of Caelium in the Wooded Mountains while also fortifying our position in the Plains bringing Entrenchment to One(1) in the sector.
As a result of our additional Caelium resource we have experienced the following changes:
The Scythe becomes (CHEAP)
The Halberd becomes (EXPENSIVE)
The Halberd-B becomes (VERY EXPENSIVE) but remains [complex]
The Orleans becomes (EXPENSIVE), and this was always here.
Moving to the North Crossing
While we kept a number of troops on our flanks, especially in our efforts to fortify the Plains, most of our military might moved through this sector with ease thanks to a plethora of roads woven between the large amount of villages and towns dotting the North Crossing. The Cold Season has brought some snows, but the air is pleasantly crisp.
While our forces got closer and closer to the bridges that crossed into Harren City they began to encounter an ever-increasing number of civilians evacuating the Fortress-City in search of some sort of stability within Abbera. We opted to aid the evacuation, using fleets of Faithfuls to relocate the civilians to safer places far from the frontline. News did reach us that a Remnant agent got through our very brief and flawed screening process and took himself out along with everyone in the Faithful with him in a large fireball. We suspect this won't be the last we see of them...
------------
Into the Fortress-City of Harren
Crusader Aren Wagner von Blankenbruck and his Order of the Iron Hand were the first to march under the massive arches that allowed passage into Harren City's Lower District, which housed a majority of the city's population as well as their work and recreational buildings, which include a large park and sports stadium. The Upper District, protected by a second inner wall, rested at the extreme East of the city, and took up around 20% of the city.
Wagner was an extremely intimidating and inspiring figure, standing in the recently-refined Crusader armor with the experimental Halberd-B held in both hands and hooked up to his SparkPack. He was so intimidating that when a few Endicarian Remnant attempted to ambush them, a single shot from the Halberd-B that blew through a brick wall and killed multiple men in the room (thanks in part to the shrapnel) was all they needed to surrender. While they slowly advanced further into the city Aren took note of peculiar marks on the ground and walls. It looked like something had melted to them. There was a hospital he was approaching, and it looked like whatever it was had come from that direction, based on the spread pattern on the cooled slag.
But investigating the hospital would have to wait.
Abbera controls 50% of Harren City.
------------
We have encountered evidence of Salvios having entered the city around the same time we had. From here on out we will experience (mostly) normal turns unless stated otherwise. This means one Design per Design Phase, one Revision per Revision Phase, and orders for Entrenchment, Resource Allocation, and two lanes to attack during the Strategy Phase. Well, when you have two lanes to attack. Specifics for that will come up later dependent on how the next couple turns go.
As a result of the aid to refugees, we have received a Resource Credit to be used at any point. However as we finally prepare to attack our southern opponent many are asking why we are willing to fight, bleed, and die. It is your duty to come up with a reason the Abberans are willing to fight the Salviosi other than being in opposing global alliances that would really like to use the island. As this is building fluff for your nation it will be voted on, with the winning submission from both sides being posted in the Core Thread as well as earning a Research Credit for their teams.
You are also in charge of designing recruitment posters. These can be made freely by anyone and posted in the Core Thread. They can be serious and in-universe recruitment posters, meta-memes recruiting forumites for your team, or anything in between. The best one as chosen by myself at the end of this turn sequence will earn their team an Espionage Credit.
Both contests will have their final decisions made at the closing of this turn's Strategy Phase.
For now your only immediate concern is the Design for this Design Phase.
Oh, and we bought a list containing the entirety of the Salviosi Armory from some greedy Salviosi chump. View it at your leisure.
IT IS NOW THE DESIGN PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (EXPENSIVE)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (VERY EXPENSIVE) [complex]
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (NATIONAL EFFORT)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Wool. (EXPENSIVE)
Aircraft
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control (Radio Coverage)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Caelium (1/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 0 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
Ore: 4
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrillium: 1
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Research Credit x1
Resource Credit x1
+1 to a Proposal due to Saltviosi
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (VERY EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (EXPENSIVE)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (EXPENSIVE)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (EXPENSIVE)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (EXPENSIVE)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
Gavrilium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Specialty Resource
Gavrillium: A wondermaterial with many unknown qualities. So far we know that low applied heat produces a slow burn with results similar to coal, electromagnetic energy can be drawn from it, and depleted gavrilium has a dangerously low temperature.
Caelium: A metallic substance capable of affecting gravitational fields. When a current is applied it rises above the ground at a level proportional to the strength of the current, and will move if tilted. Can be used to make alloys with other metals.
Myomer: A synthetic fiber that mimics biological muscle, but with a much greater power-to-weight ratio.
Chemical Compounds: Represents the industry required to maintain a high demand of chemicals.
The Draugr is a very simple set of plating, made up of multiple plates along the legs, arms, and neck as well as a rather basic cuirass, all of which is made from cealium steel. This means that the metal plating is rather unencumbering. Underneath the Plates, the Draugr consist of a pair of dual-layered trench coat, leather pants, Scarf, and a K-Wool lined metal helmet with a face mask.
It has been designed for use by soldiers who will be required to swiftly assault enemy fortifications, such as trenches and buildings while there is no knight on hand to lead such an assault.
The trench coat has a layer of K-wool under Neath, which in combination with the metal plates, makes it very difficult (although not impossible, and certainly not to the level of wading through the enemy fire like the paladins) to be killed via shrapnel and rifle bullets.
The K-wool layer of the Coat is connected to the K-wool long johns that are worn underneath the Dragrs leather pants. This means that when putting on the armour, it can be a bit awkward with the Pants being required to be done first while the metal and leather coat and helmet hang behind the soldier before they pull it up and put on the rest.
The Helmet is K-Wool lined, rather simple, with an Attachable face mask made of cealium steel with K-wool padding to help protect the soldier skin from chaffing, freezing, burning, shrapnel, shockwaves, and rifle bullets.
The masks eye have been made from clear resin with a very small strand of K-wool suspended within. This makes it very hard to break the resin, requiring significant force such as a bullet.
This suit allows a Soldier to take the point in a trench assault, quickly overrunning the enemy through leveraging their increased protection in tight quarters such as trenches and buildings.
However, if that was all that the Draugr Shock Trooper armour had, we would not have relegated this to its own project team.
The true purpose of the draugr armour was to serve as a test bed for a new weapon system we are hoping to incorporate into our vehicles and the next generation of paladin armour if it passes the testing phase here and now.
Attached to the back of the armour is what has been currently named the Kinetic matrix. Created from Cealium, D-promethium (requiring a small heater powered by the soldier Sparkpack to protect the wearer from) and K-Wool.
K-Wool strands running from the Kinetic matrix are woven into the body suit and the helmet, connecting them via a set of wool straps. When the strands that are woven into the dragr absorbs Kinetic energy from combat (whether from the recoil of a weapon, the impact of their body into the environment or their feet pounding into the ground) A D-Promethium crystal in the Matrix is absorbing that energy, from the ends of the K-Wool strands that have been spot “Welded” to the crystal via a citric acid coating.
The Kinetic matrix releases that energy from the D-Promethium crystal when exposed to a small electrical charge and a small tap from the “Firing pin” mechanism located within.
When that energy is released, instead of creating a shockwave on the back of the Dragr, surely killing the poor man inside, the Energy is absorbed and Channeled via special modified K-wool.
This K-wool has been modified via being dipped inside a dangerous tub of D-promethium powder followed by powdered caulium.
When this dust ridden string is then put inside a salt solution involving and very very small amount of citric acid, Salt, and 2 or three of catalysts, the strands are permeably died a strand purple colour.
When the Shockwave is released from the D-promethium crystal, The Newly DCK-Wool strands catch it, and the released kinetic energy is channeled along the string until it reaches the end of the strand, where it had been cut. In our cases, the is the middle finger and index finger of the Draugr suit wearers dominate hand, creating a very concentrated shockwave.
Depending on the amount of power released, this can be any wear from the force of a few kicks, to a shockwave of force capable of shattering stone when combined with the small point of impact (The Shockwave is basically released out of the width of two fingers, that is a pretty small area for something that could have the force of bullets behind it)
How the shockwave is deployed is up to the Dragr, some preferring to use the shockwave as a ready made sidearm, while other prefer to save up their charge and use it to remove pesky obstacles, such as walls, doors and in some rare cases vehicles. Of course, in close combat the near certain kill that their dominate hand because is quite useful.
The shockwave should prove quite deadly to anyone that is not equipped with k-wool protection when the Dragrs matrix in fired within physical contact with the target.
As of now, the trigger is located on the inside of the palm and is activated via placing the thumb on top of it, hitting the bottom while the thumb is bent in a trigger esque shape. This completes the circuit. Without the thumb being bent in that manner, the bottom is not operational, and the shockwave won’t fire. This helps to prevent accidental discharges of deadly shockwaves. Additionally, when out of combat, the should has a small safety switch, so that the suit will not discharge until the Draugr is inside the combat zone.
As of now with the draugr being the first step in this process, we only have the single emitter point for kinetic shockwave, and the Shockwave is an all or nothing thing with the d-promethium battery releasing the entire charge at the same time, with no way of modifying the power of the release.
Draugr Wearers are known to do anything they can to help build a charge, Stomping their feet before combat as well as punching each other on the shoulders, Which feels like nothing due to the K-wool but helps to charge their squad mates Kinetic matrix. A friendly slug on the shoulder could very well be a matter of life or death for a Shock trooper in draugr armour.
repostig the drauger , becasue while it hurts to put off the valravn, I think more common equipment to help counteract their small arms would be good.
The Nike, named after the greek goddess of victory, is a set of Armour design for normal soldiers and squires in the military.
The Nike is made of a Leather overcoat overtop of a Set of metal armour. Normally in warfare, this form of armoring would be far from sufficient due to the realities of a modern battlefield. However, underneath the metal armour and the overcoat, providing a third layer of clothing, is a “Tunic” made from K-Wool. The K-wool “Tunic” in combination with the armour and overcoat make it actually very difficult to kill a soldier wearing Nike. The metal armoring Helps to protect the K-wool while the Tunic in turn robs any blows against the armour of most of their killing force, absorbing the kinetic energy.
The Nike pants, are similar, made with K-Wools strands in the weave, as well as metal plates that are sown on. This provides similar protection to the chest armoring, albeit lesser in scale.
The Nikes comes with head protection in addition. The Helmet is K-Wool lined, rather simple, with an Attachable face mask made of cealium steel with K-wool padding to help protect the soldier skin from chaffing, freezing, burning, shrapnel, shockwaves, and rifle bullets.
The mask is fully face sealing, with the air flow coming in from a threaded hole protruding past the chin of the mask, which is pointing downward parallel to the face. This threaded hole can be Connected to an air filter that is screwed into the hole. This air filter protects from harmful substances in the air, filtering them out. This includes a thin citric filter to deal with Rime particles in the air as well.
The masks eye have been made from clear resin with a very small strand of K-wool suspended within. This makes it very hard to break the resin, requiring significant force such as a bullet.
The mask takes a form similar to a skull featureless, without a bottom jaw. The Front teeth of the jaw hang over the Chin of the wearer by just a little bit.
The Nikes also posses a rather experimental system, based on the results of the Halberd project.
If deemed necessary, the Nike Shock troopers can be equipped with a small backpack that contains a Sparkpack inside, pushes off to one side. Our of thi back pack, made with a solid pack to create the inside pocket for such, is a pair of Small wings.
These wings are rather simple. Connected to the spark pack inside of the backpack, the wings Contain 2 small rods of grain alighted cealium. These grain aligned cealium pieces are rather small, only the size of a pinky finger inside the wings structure, with each capped with a tiny piece of C-Null steel, The minimal amount of capping materiel is used so as to keep the cost down, with the Grain alighted metal being similar to a needle, with the capped end being significantly smaller.
When a button on the belt straps of the backpack is pressed, the Sparkpack begin to feed the Grain alighted metal power, creating gravity fields at the back of the wings that allow the user to make large jumps, pushed into the Sky. A second press turns it off, cutting the power from the sparkpack.
A common maneuver is pressing the button to Enhance their jump, springing into the air, turning it off to fall back down, and is needed pressing it again to soften any landing.
When the wings are no longer in use, they can easily be folded up into the solid back of the backpack, while the backpack is on. They can then be released via a botton placed on the bottom right side of the pack, which unlocks the latch and the wings fall back into place. A similar bottom on the other side is responsible for unlocking them from their deployed postion.
This wingpack is solely optimally for the nike, with the nike fully capable of operating without it.
Year 1914 AC Hot Season, Design Phase
Proposal: ARA-1914ARM "Nike" Shocktrooper Armor
The Nike, named after the greek goddess of victory, is a set of Armour design for normal soldiers and squires in the military.
The Nike is made of a Leather overcoat overtop of a Set of metal armour. Normally in warfare, this form of armoring would be far from sufficient due to the realities of a modern battlefield. However, underneath the metal armour and the overcoat, providing a third layer of clothing, is a “Tunic” made from K-Wool. The K-wool “Tunic” in combination with the armour and overcoat make it actually very difficult to kill a soldier wearing Nike. The metal armoring Helps to protect the K-wool while the Tunic in turn robs any blows against the armour of most of their killing force, absorbing the kinetic energy.
The Nike pants, are similar, made with K-Wools strands in the weave, as well as metal plates that are sown on. This provides similar protection to the chest armoring, albeit lesser in scale.
The Nikes comes with head protection in addition. The Helmet is K-Wool lined, rather simple, with an Attachable face mask made of cealium steel with K-wool padding to help protect the soldier skin from chaffing, freezing, burning, shrapnel, shockwaves, and rifle bullets.
The mask is fully face sealing, with the air flow coming in from a threaded hole protruding past the chin of the mask, which is pointing downward parallel to the face. This threaded hole can be Connected to an air filter that is screwed into the hole. This air filter protects from harmful substances in the air, filtering them out. This includes a thin citric filter to deal with Rime particles in the air as well.
The masks eye have been made from clear resin with a very small strand of K-wool suspended within. This makes it very hard to break the resin, requiring significant force such as a bullet.
The mask takes a form similar to a skull featureless, without a bottom jaw. The Front teeth of the jaw hang over the Chin of the wearer by just a little bit.
The Nikes also posses a rather experimental system, based on the results of the Halberd project.
If deemed necessary, the Nike Shock troopers can be equipped with a small backpack that contains a Sparkpack inside, pushes off to one side. Our of thi back pack, made with a solid pack to create the inside pocket for such, is a pair of Small wings.
These wings are rather simple. Connected to the spark pack inside of the backpack, the wings Contain 2 small rods of grain alighted cealium. These grain aligned cealium pieces are rather small, only the size of a pinky finger inside the wings structure, with each capped with a tiny piece of C-Null steel, The minimal amount of capping materiel is used so as to keep the cost down, with the Grain alighted metal being similar to a needle, with the capped end being significantly smaller.
When a button on the belt straps of the backpack is pressed, the Sparkpack begin to feed the Grain alighted metal power, creating gravity fields at the back of the wings that allow the user to make large jumps, pushed into the Sky. A second press turns it off, cutting the power from the sparkpack.
A common maneuver is pressing the button to Enhance their jump, springing into the air, turning it off to fall back down, and is needed pressing it again to soften any landing.
When the wings are no longer in use, they can easily be folded up into the solid back of the backpack, while the backpack is on. They can then be released via a botton placed on the bottom right side of the pack, which unlocks the latch and the wings fall back into place. A similar bottom on the other side is responsible for unlocking them from their deployed postion.
This wingpack is solely optimally for the nike, with the nike fully capable of operating without it.
Difficulty: Theoretical
Result: 4 (5+2-3) 8 (6+5-3) = Average
The Nike, named for a goddess in some fantasy novel, is our latest military advancement.
The bottom-most layer consists of a K-Wool tunic and pants, followed by metal armor all covered by a leather overcoat. While a little cumbersome, the amount of protection provided by the Nike cannot be understated. Soldiers protected by the 6-10mm Nike armor also have helmets lined with K-Wool, with an attachable mask that seals against the face and provides air through a downward-facing threaded hole. Air flow is somewhat restricted, which becomes a problem over time as long as the mask is on. The eyes on the mask are covered with resin lenses containing a couple very small strands of K-Wool.
On top of everything else though, we've also constructed the Nike's optional JumpPack. The JumpPack attaches to the back of the armor and houses a SparkPack as well as two small wings housing rods of Aligned Caelium capped by C-Null Steel. The rods are turned on and off via a button on the belt strap. This will propel the wearer upwards in a short burst, allowing them to leap great distances. The only issue is the lack of fine control. The Aligned Caelium will propel the Nike in whatever direction the capped end is facing, not necessarily up. As a result this feature is generally used only when the wearer can focus and concentrate on the jump, or else risk tumbling through the air. The wings are fixed, but small enough that they don't really impede movement.
The Nike base armor costs 4 Ore, 3 Kinetic Sheep, 1 Chemical Compounds, making it (EXPENSIVE) and [complex], while the JumpPack will bring it to 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds, making it (VERY EXPENSIVE) and [complex] for the time being.
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We have one Revision this Revision Phase to make any adjustments to our equipment you think we may need before we engage the Salviosi. Remember to continue working on your reason to fight as well as the recruitment posters.
IT IS NOW THE REVISION PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (EXPENSIVE)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (VERY EXPENSIVE) [complex]
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (NATIONAL EFFORT)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE) [complex] With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (VERY EXPENSIVE) [complex]
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Wool. (EXPENSIVE)
Aircraft
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control (Radio Coverage)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Caelium (1/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 0 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
Ore: 4
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrillium: 1
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Research Credit x1
Resource Credit x1
+1 to a Proposal due to Saltviosi
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (VERY EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (EXPENSIVE)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (EXPENSIVE)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (EXPENSIVE)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (EXPENSIVE)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
Gavrilium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Specialty Resource
Gavrillium: A wondermaterial with many unknown qualities. So far we know that low applied heat produces a slow burn with results similar to coal, electromagnetic energy can be drawn from it, and depleted gavrilium has a dangerously low temperature.
Caelium: A metallic substance capable of affecting gravitational fields. When a current is applied it rises above the ground at a level proportional to the strength of the current, and will move if tilted. Can be used to make alloys with other metals.
Myomer: A synthetic fiber that mimics biological muscle, but with a much greater power-to-weight ratio.
Chemical Compounds: Represents the industry required to maintain a high demand of chemicals.
Year 1914 AC Hot Season, Revision Phase
Proposal: Kingmaker Made - ARA-1912MP-APC-B "Caliburn"
Kingmaker Made
The Kingmaker is a fine infantry transport, but is out date with our newest technology. The protection in the driver compartment has its vision slits widened somewhat and replaced with k-wool infused clear resin. The promethium power system is upgraded to work with the power control systems of the sparkpack, and a magnetic induction coil is wrapped around the power core to capture any emitted magnetic fields. The propulsion system is converted from turbines into null steel capped grain aligned caelium, one on each side of the back of the kingmaker, and two on either side of the front. The armor on the bottom is thickened, as is the rest of the armor. In addition to the thicker steel, small layers of k-wool are added underneath the armor to absorb impacts, especially in the driver compartment.
Difficulty: Very Hard
Result: 6 (6+2-2) = Average
The Caliburn provides some minor improvements to our Kingmaker, but one thing needs to be made clear first.
Any time we've added coils to our engines in an effort to capture energy and improve efficiency the circuitry and wiring overloads, burns out, or melts down in rapid order. Turns out that this is due to the Gavrillium generating an electromagnetic field of it's own when placed in a strong enough electromagnetic field. While there are obviously many ways to implement this, for now we have focused on the Caliburn and as such further augmentation to engines and motors will have to be done another time.
Despite the setbacks involved with the project in regards to Gavrillium, things still managed to go fairly well. A K-Wool infused resin set behind the vision slits now provides the driver protection from wind, rain, and the occasional bullet. The propulsion system is completely redone, utilizing the newfound powers of Aligned Caelium and and C-Null Steel. Armor is thickened to 8-10mm in many locations, and a layer of K-Wool is sandwiched underneath it for further protection from enemy fire.
The gravitational propulsion of the Caliburn provides more precise controls and maneuvering than the Kingmaker's turbines as well as a bringing top speed to a possible 40km/h. It also draws more power, which is why each Caliburn carries spare SparkPacks to use as an auxiliary power supply.
Adding this much to the Caliburn without making cutbacks elsewhere winds up costing 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, 2 Wood and 1 Chemical Compounds, making it a (NATIONAL EFFORT) and [complex] until we get a workable supply of Chemical Compounds.
[GM NOTE: The Wood reflects the cost for Resin. It's negligible in the Nike facemask, but the amount of resin needed here is significantly greater and so had to be represented in some way.]
----------------
Your work continues to intrigue us. The fact that once again you've given us something that doesn't yet work does not shake our confidence in your ability to turn it into something we can use. We are now set to engage the Salviosi in earnest at Harren City. This Strategy Phase you will fortify a sector as well as assign a resource to a node as per usual. You are also to submit and decide on both the "Reason We Fight" and Recruitment Poster challenges.
Let us hope we can end this war quickly.
IT IS NOW THE STRATEGY PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds, making it (CHEAP), but is considered [complex] until we have access to Chemical Compounds.
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (EXPENSIVE)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (VERY EXPENSIVE) [complex]
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (NATIONAL EFFORT)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE) [complex] With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (VERY EXPENSIVE) [complex]
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (EXPENSIVE)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (NATIONAL EFFORT) [complex]
Aircraft
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium // 100% Control (Radio Coverage)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Caelium (1/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 0 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
Ore: 4
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 0
Gavrillium: 1
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Research Credit x1
Resource Credit x1
+1 to a Proposal due to Saltviosi
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (VERY EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (EXPENSIVE)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (EXPENSIVE)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (EXPENSIVE)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (EXPENSIVE)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
Gavrilium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Specialty Resource
Gavrillium: A wondermaterial with many unknown qualities. So far we know that low applied heat produces a slow burn with results similar to coal, electromagnetic energy can be drawn from it, and depleted gavrilium has a dangerously low temperature.
Caelium: A metallic substance capable of affecting gravitational fields. When a current is applied it rises above the ground at a level proportional to the strength of the current, and will move if tilted. Can be used to make alloys with other metals.
Myomer: A synthetic fiber that mimics biological muscle, but with a much greater power-to-weight ratio.
Chemical Compounds: Represents the industry required to maintain a high demand of chemicals.
I marched through the snowy forest with my father, white flecks drifted on the breeze. The snow always made things so quiet, so peaceful. The only sound was the sounds of my father and I's footsteps crunching the soft white powder as we marched on. The tall evergreen trees that surrounded us had retained the snow in their needle-like leaves and had become white as well. When it rained or the wind howled my father liked to hum and sing to the tune the sounds of the forest around set. But when it was quiet he liked to be quiet as well and absorb the peace.
A quick sharp shrill whistle cut through the silence, it sounded like a bird screeching but I knew well it was unnatural. My father took a whistle hanging around his neck and whistled back. This was part of an old Abberan tradition my father liked to call "not getting shot by other hunters". In response, a set of figures appeared from the trees and waved to us. It was also traditional to greet and talk with other hunters you bump into that way you'd get a feel for who else was nearby and where they might be going. Though in truth it was usually an excuse to share some alcohol and fun stories. The people who approached now were well equipped for the cold but the one who seemed to be in front of them had particularly well-made hiking gear and it had even been intricately decorated by the manufacturer. He was certainly a Noble.
Since the colonisation of the island, an odd rift had formed in the Noble caste. There were Nobles whose families had owned land here since the first ships had arrived. They had experienced how hard life here could be, they understood the people of the island and almost every single one of them owned at least one hunting weapon. The Noble approaching them now probably was perfectly capable of field dressing a deer himself and was likely an accomplished hunter in his own right. Most Abberan's didn't take someone who wasn't too seriously. The other side of the divide was the Endicarian Nobles. Fresh off the boat nobles who held more favour in the courts of the Endicar Republic than the ever isolated and remote Abberan Nobles and were frequently awarded lands that once belonged to the long-standing Abberan Nobles. They understood little about the island, less about its people and nothing about the art of hunting on the mountainside. They held themselves above everyone while being infuriatingly ignorant about almost everything. They were a frequent topic in bars and hunting lodges but it was never positive.
The Abberan Noble greeted us warmly and in less than a minute my father was in a deep conversation about the movements and changes of all the game in the area with him. The thing about Abberan hunters was through conversations in hunting lodges and chance meetings in the forests they were remarkably good at turning a bunch of individual experiences into a clear picture of what was going on with the animals they were hunting through cooperation. If you want hints where to go to find some good prey you can ask any Abberan hunter and they'll know.
The Noble, his entourage and my father (I was still a little young) started passing around a flask as the conversation turned to politics. The Noble made no effort to hide his disdain for the Endicar nobles. They looked down on him for his willingness to have conversations with people like my father. In their view, nobles and peasants should be strictly separate and they were doing everything in their power to hamstring and rip power away from "improper nobles". He explained that he had found out about many looming problems with his holdings by talking to "ignorant peasants" and was firmly of the opinion that the stuffed up Endicar could go pound sand. My father for his part was angry at the higher taxes and tariffs being imposed on him and his friends by those same fools. The Endicar nobles were demanding more money from us while simultaneously insisting that we hunt fewer animals.
It was several hours later that we parted ways. We talked long enough we had deemed it worthwhile to set a fire and as we put out the fire I reflected on the noble we had met. He was the first I had ever encountered and was a friendly practical sort. I would meet him again many years later when I had become an adult and he had become King of Abbera.
Years would pass as I grew into a young man, one with an old rusted rifle of his own and many hard-won pelts to my name. I still travelled the slopes of the mountain with my father and together we sang to the forest's tune. The troubles of the world outside seemed a world away. Skirmishes between the League and the Alliance were being reported but it seemed so distant at the time. The measures and tariffs levied on the huntsmen of Abbera had only grown more excessive. Endicar was taking all we had as it geared up for global war.
The white and gold uniforms of Endicar troops had become a rarer sight as they pulled more and more of their forces away to face the Alliance's aggression. Those that remained were tired, overstretched and overzealous. The White Caps as they were nicknamed wore an ostentatious uniform of white and gold. It was said that efforts to change their standard uniform into something more practical and less like a parade uniform were stopped by the soldiers themselves. They saw their pristine and difficult to keep clean uniform as a symbol of their discipline and of Endicar's glory. They were fanatics, unmatched in their dedication. They saw any slight on Endicar as a slight on them.
A populace squeezed ever tighter by an authority that didn't care for them and representatives of that authority who were overstretched, undermanned, overzealous and increasingly desperate did not make for a nice combination. Every day we heard new instances of the White Caps going too far. Frequently we saw men with broken fingers because they had said the wrong thing in earshot of a White Cap. The skirmishes between the League and the Alliance were distant but the White Caps were hurting our friends and neighbours, they were outside in the streets and on our roads.
Long after the rebellion, I'd read many different detailed analyses of foreign scholars thinking they can explain why the rebellion happened by looking at the geopolitics of the League and the Alliance. "Of course there was a rebellion," they say "The Alliance needed a foothold on the central islands, so it was only rational that they should spark a rebellion," But that's not what happened. They sent men to stir up trouble of course but by the time they arrived the trouble they'd come to start was already at full steam and thundering ahead. I remember the start of the rebellion, the real start, not the start the league propagandists proclaim, not the start scholars profess.
It was spring and snow had given way to soil and grass. Game was plentiful as the creatures woke from their slumbers and raced through the forest and newly revealed greenery. The small mountain town where I lived and it's many hunting lodges was ugly by comparison, it's dirt streets stamped into a muddy pulp by incessant footfalls. My father and I were returning from a successful hunt, new furs hanging from our backs when we saw it. Three white caps were relentlessly beating a twelve-year-old child across the street from us. The child from the looks of things had been committing an act of vandalism and had been carving some anti-Endicar sentiments into the wooden panels of a building. The soldiers stepped back from the brutalised body of the child and methodically as if putting down a stray cat killed him with a single shot from a rifle. I remember my father looking at the dead child and then turning to look at me. I remember the look in his eyes. There is no way I'll ever be able to forget. He unslung his rifle, a trusted weapon older than I was, and took aim. The white caps had started yelling at people to disperse. One of them looked across at us and his eyes locked with my father's eyes and in them he saw the same thing I'd seen, he froze. My father's bullet hit him in his forehead. My bullet hit the temple of the white cap standing to his left.
I don't remember exactly what happened next, it all became a chaotic blur of rifle fire, smoke, screaming, overturned carts turned into barricades and the smell of blood. I remember the white caps holding out in the train station against almost the entire town. When things had gotten violent the people had needed little excuse to turn on the white caps and the white caps in town had taken that as justification to open fire on everything and everyone who wasn't dressed like they were. It had very quickly devolved into an all-out firefight. The white caps were skilled soldiers and proficient marksmen equipped with finely crafted weapons of war. We had a variety of variants of the standard Abberan hunting rifle. It was a single shot break action rifle, usually old beyond reason and almost certainly heavily modified by whichever hunter held it. The Abberan hunters were accurate too. Few white caps survived exposing themselves but our attempts to push them out of the train station failed repeatedly. They were heavily outnumbered and had no supplies but we needed to dislodge them before trains filled with Endicar reinforcements showed up to put an end to our little uprising. After what had happened if white caps occupied the town we knew they would show no mercy. Both sides grew increasingly desperate as time dragged on. Hours became days and as their ammo dwindled the white caps used their finely crafted rifles as crude clubs.
It was on day three of the train station siege that the train arrived. We readied ourselves to defend against the Endicar counter attack as the locomotive pulled into the station. We picked vantage points and spread out so we could reap a terrible price on any attempt to take back the town. Then the train pulled away. The sounds of its engine faded into nothing as it departed into the distance. The silence that followed was eerie. It took a while before we picked up the courage to mount an assault on the train station. We found it empty. The Endicar had pulled out. We soon found that our little incident had inspired violence in the surrounding towns. Like a spark to dry tinder, our clash with the white caps had ignited a raging conflagration that had engulfed the whole mountain. The white caps were regrouping to try and regain control of the situation and had thus pulled out of a number of places they couldn't afford to reinforce.
We couldn't allow them to regroup.
We tore up the rail lines, cut the telegram lines and took to the slopes of our mountain to track down and stop any Endicar forces moving on foot. They were confused and disorganised. We turned our skills at cooperating and coordinating our search for game against a new prey. They wore white and gold on a mountain of greens and browns. We wore the skins of animals that could vanish into the undergrowth. It wasn't just my neighbours fighting alongside me in that forest. They were my friends, they were my family. In those cold early spring days, I fought for them. I killed and killed again. White uniforms marred with red, abandoned on the slopes, left for the forest to eat. We were ghosts to them that appeared from nowhere slaughtered them and vanished without a trace. It didn't take us long to establish lines of communication with the other groups of hunters on the mountain. Our numbers grew, soon it felt like we had every settler on the mountain with us. Our scouts learned that the Endicar were pulling considerable forces from the city of Abbera to try and crush our uprising. It would be a considerable force, perhaps one large enough to tie us down until reinforcements arrived from Endicar or its League allies. We were confident we could hold out against any number of opponents by using the mountain terrain against them. However, our ammunition was not unlimited. If we were going to turn this uprising into a real war we knew we needed the city's ports and factories. If we were to last we needed to take and hold the city. And so the mountain folk marched down to visit the city. We took routes few knew of, we marched silently during long cloudy nights and we made excellent time.
We arrived in the smallest hours of the mourning and we found signs of bloody clashes between white caps and the city's residents everywhere we looked. A man had been hung from a street lamp with the word "TRAITOR" carved into his forehead with a knife. Barricades had been erected and from the looks of things violently torn down. Blood had collected and coagulated in many spots on the pavement forming unpleasant sticky pools. Rapidly we made our way through the city seeing considerable evidence of some form of a riot that had been ended mercilessly with violence. We seized as many choke points and key positions around the city as we could. Some held small, understaffed and easily taken white cap checkpoints but others had angry but bloodied, Abberan, anti-Endicar dissidents who were contesting Endicar's control of the city. They were delighted to encounter a small horde of rifle-wielding Abberan hunters.
They informed us that following news of our uprising the white caps had taken to the city streets and dragged from their homes anyone they viewed as a rebel. That had spiralled into a riot and things had only gone downhill from there. The city folk weren't as well armed as we were. Many were proper Abberan's and had their own hunting weapon but in the city they were used less often. They weren't nearly as skilled with them as we were, they all had much less in the way of ammunition on hand and they hadn't been able to organise before they were facing the full force of the city's garrison. Against the trained soldiers of Endicar they had done admirably with very little. But they had been pushed back and the white caps believed perhaps correctly that it wouldn't take too much to mop them up and had left a token force to the task before departing to try and put down the mountain uprising in great numbers.
They also told us something else; the city's Endicar nobles were being held hostage in one of the city's manors. The Endicar nobles had thrown an extravagant ball even as the island was engulfed in open rebellion. They in the strange ways of Endicar nobles invited everyone they viewed as allies and everyone they viewed as enemies to flaunt their power and their prestige. I realise now the reason that nobles frolicking with us commoners is so frowned upon by the Endicar; if they spend time with us they start to see us as people, sometimes even as friends. When you see friends hanging from lamp posts with words carved into their faces you would get angry too. The Abberan nobles attended that ball in the city. They were invited after all. And as always the key difference between them and the Endicar nobles was that the Abberan nobles had hunting rifles and the Endicar nobles did not.
This hostage situation involving a significant number of nobles had drawn off the token force that had been left behind and the remaining white caps were split between surrounding the manor and holding the city. The city folk were wondering what to do about it when we showed up. They were battered and exhausted but our numbers changed things considerably.
We swept through checkpoint after checkpoint taking the city. As we gained control of the city more and more civilians came out to join us. When we hit the forces surrounding the manor where the hostages had been taken we were a tidal wave of armed angry people. We came in behind them and barely slowed down as we trampled the fabulous garden around the manor and the white caps lurking in it into the ground. It wasn't even a fight, they weren't prepared and they were overrun in moments.
When the Abberan nobles inside the manor emerged and asked for the leader of our little rebellion and somehow I ended being the one to talk to the Abberan nobles. The man my father and I had met on the mountain was with them. He was still friendly and practical though it was clear by the way he talked and acted there was a great weight on his mind. He made it clear that if we were to secure the governor we could be able to force the Endicar to accept our terms. But we'd need to move fast to capture him.
The remaining Endicar forces in the city had rallied around the governor's manor and unlike our earlier battles in the city where the white caps believed we were unlead, disorganised and still in the mountains they were ready for us. They had cannons and had dug in with sandbags and machine gun emplacements. I saw a hundred people die in ten seconds. I saw my father ripped apart by cannon fire. I saw good people be cut down like grass. I saw all of that I pushed on anyway. I had to, I needed to. The things I'd seen the Endicar do, I couldn't let them win. I remember the weight of my old rusted rifle in my hands. It kicked like an angry mule whenever you pulled the trigger. Pull, kick, kill, reload, pull, kick, kill, reload. Like the tune of the forest, combat has its own rhythm to it, its own odd, cacophonous and terrible music. As I charged down that street towards the manor's defences my need to beat them, to stop their killing, overtook my other senses. I found myself dancing to that terrible rhythm. I dodged through bullets and shrapnel. I was barely even aware of what I was doing. Pull, kick, kill, reload. I silenced the machine gun by killing the gunner. Pull, kick, kill, reload. I killed the man who tried to replace him. All of a sudden the tempo of that terrible music was being set by me as I charged over their wall of sandbags and into their midst. For one terrible moment, I was there before the governor's manor drenched in the blood of my family, my friends, everyone I had cared the most about. All around me were the people responsible. I stopped merely dancing to the tune of combat and became its conductor. With rifle, knife and club I fought. With hands, feet and teeth I killed. And then the terrible sounds ended, a hush like a soft snowy day descended in its place. It was a soothing relief. We had won, the last Endicar forces in the city had been defeated but no one cheered.
We had lost many good people and as we cleared the governor's manor I wondered if it was worth it. Offices were filled with ashes from countless important documents that had been burnt and there was no sign of the governor. It seems had slipped away and made for the docks. I...was angry at this revelation. I raced to the docks in the vain hopes of cutting him off. I moved as swiftly as my legs could carry me. Rationally I had known even before I started running that it was too late but my emotions told me I needed to try.
I arrived in time to see the governor's boat sailing out to sea and with it, my last hopes to end this without any more bloodshed were sailing out of reach. There was still a chance though the docks were filled ships, surely one was fast enough to catch him? No sooner had I had that thought when a bright flash of light in the distance caught my attention. A few seconds later explosions ripped through the docked ships. There was another bright flash and another set of explosions tearing apart the docks. It was an Endicar warship shelling the city docks. It was well out of reach of anything we had, it could and probably would shell the entire city into submission. There was nothing I could do about it so instead, I focused on what I could do. I tried to get as many people as far from the docks as I could. It was a disorderly evacuation but when a man soaked in blood comes up to someone and yells at them to leave they have a tendency to obey. The docks, the shipyards, even the warehouses to handle incoming and outgoing goods were turned to splinters by that ship.
As people fled the docks suddenly a triumphant cheer went up and the shelling abruptly ceased. Looking back I saw a new warship on the horizon this one was burning hard and moving fast directly towards the ship that had been shelling us. As it grew closer we could see it's flag more clearly. "It's the Selicate!" people started yelling. The Endicar warship lingered just long enough for the governor's ship to reach it before sailing away at full speed away from the Selicate warship. As it fled the battle for the city of Abbera officially ended. It was entirely in our hands.
There was a certain friendly and practical nobleman who was raised up and declared as Abbera's governor since the Endicarian one had fled. The streets which had been so empty during the fighting filled up with people to him declare our independence. Not one person in that city would accept any less after what the Endicar had done. We would be free of Endicarian greed, our children would grow up without fear of Endicarian reprisals. That was what he promised us. It would be more years of bloodshed left before it was over. But as I stood in the spot where my father had fallen I swore a silent oath to myself; I would not allow this again. No more Endicar cruelty, no more brutality on Abbera's streets. I would protect these people that had lost so much and I would protect the people that had yet to lose anything. As I stood there and mourned, a man who had spent a few hours speaking with my father approached and stood in silence with for a few moments. Eventually, he spoke, he spoke about my father and about the complaints they had shared about the Endicar on those winter slopes. He spoke about the friends I had lost. Finally, he spoke of how my ideas and input had shaped the rebellion while it was in the mountains and how I had broken the defences around the governor's manor. He asked that I help him form Abbera's military. I agreed, I had to agree. I couldn't stand there where my father had fallen, remembering the look in his eyes when it had all began and say no. So I took my oaths and imbued them into our new armed forces. We would protect the Abberan people from all comers if necessary. If the Alliance demanded our downfall we would fight them. If the people of Salvios side with Endicar against us we will stop at nothing to remove Endicar's influence from these islands.
It wasn't long until Alliance ambassadors made landfall. They carried with them offers of recognition and promises to keep the Endicar from landing any more forces if we joined their alliance. This would cut the Endicar remnants on Abbera off from supplies. In taking the governor's manor and the other government buildings in the city we had taken out the Endicar military headquarters. The remaining forces were lost, confused and undersupplied but that did not render them toothless.
By the end of that first week, the Abberan propensity for weapon modification was being turned to the task of making a new more capable firearm. Industry was already being set up to make guns and ammunition. We would drive the Endicar from the island. We would crush the Endicar remanants and defeat the Salvosi who had joined the league. Instead of embracing us as a new nation they decided to act as the Endicar's hand and promised to strike down our "rebellion" It had ceased being a rebellion a while ago and they would find us hard to place back under Endicar rule. Many said the Salviosi were ill-fitted to be part of the league but their money hungry nature matched Endicar avarice perfectly. In retrospect, it shouldn't have been a surprise that the Salviosi sought to sell us back to our old masters.
It was decided that in order to be more harmonious with our new allies and to distance ourselves from the Endicar Republic that instead of a governor we should have a king. I remember marching in the parade that followed, my new recruits marching in step behind me adorned in their new uniforms. No longer a rebellion or a militia we were an army! A nation! It was with swelling pride we marched surrounded by cheering crowds of Abberan people looking happier than I had seen them look in years. All the while I recalled the look in my father's eyes at the beginning of it all. It wasn't hate or anger, it was the look of someone who would sacrifice anything to protect something. As I looked over the crowds still able to smile and cheer after all that had happened and I had the same look in my eyes.
I'm more of a writer when it comes to art. I have no idea what to do for the recruitment posters though I might still take a crack at it but don't rely on me. As for this big piece of text I'd love to here opinions on it. Is it good or bad? Did I screw something up?
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (EXPENSIVE)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (VERY EXPENSIVE)
Aircraft
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Caelium, 1 Chemical Compounds (2/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 0 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 1 Ent., (0/3 Resources)
Fortress-City Harren: 2 Ent., (0/? Resources) // 75% Control (Contested)
Ore: 4
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 2
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Research Credit x2
+1 to a Proposal due to Saltviosi
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (EXPENSIVE)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Here's a few ideas for how to deal with that chokepoint issue.
What is a grenade but a mobile artillery shell? What is an artillery shell but the single most useful thing on the battlefield? Well, a conical tube full of propellant and a detonator, but that's beside the point. At any rate, what Abbera needs is a mobile explosion machine. A sort of... mine.
Prometheum, a naturally reactive material, can be purposefully overloaded by our vise-engines. While in most cases this just means our technicians need to undergo more training, a Prometheum engine could perhaps act as both fuel and explosive. The engine, placed inside of a metal sphere, is then fitted with a Caelium lifting core. Additional secondary explosives are to be packed in as needed to ensure a successful detonation of the engine.
Basic propulsion is provided by turbines set into either side of the sphere, and control is achieved through a radio antenna sticking out of the top. Operators of the mine will be issued a radio transmission control tool.
To ensure the Colossus won't simply be shot down by Salviosi snipers, operators have the option of attaching a wickerwork basket and cheap decals to disguise it as a Salviosi LEA. In these cases, it is recommended for the mine to be released from an Orleans, because no matter how stupid, a Salviosi is not going to be fooled by an empty fake hot air balloon drifting out of Abberan lines.
Our jackets our snazzy. Our trousers are pistol-proof. However, sadly, wool is still slightly flammable. Silica fibers are not. After finding a method of turning mineral glass fibers into fabric, experiments unveiled the fireproof nature of a fabric made out of rock.
By adding air to the formula, the silicate can be blown into a sort of insulating mineral wool that can be woven into the outer layer of the UMI, offering our soldiers protection from flame and molten metal.
Abberan High Command would like to note that this should not entirely replace the 1.1 uniform, being that an insulating mineral wool is far from the best thing to wear when the Army eventually invades Salvios' more arid regions.
Year 1914 A.C. Cold Season, Design Phase
Proposal: RSN1914 "Icarus" Combat Superiority Flier
RSN 191X “Icarus” Combat Superiority Flier
The Icarus is derived from the technological advancements made by the Orleans Sky Corvette and improvements in gravitational manipulation to to construct an advanced new Flier .
The core of the Flier is its 5.85 meter long teardrop shaped fuselage made of aluminum and kinetic wool-resin plates, with C-Steel for extra armor. The pilot is in a cockpit with an enclosed bubble canopy of reinforced glass that is mounted forward the nose to provide maximum visibility. At the head of the fuselage 4 Scythe machine guns with 700 Rounds per gun, and twin Halberd AT rifles with 10 rounds of ammunition each. These are each rigged to separate triggers for cannons and machine guns for the pilot. Behind the pilot in the center of the fuselage is a bomb bay able to carry two loads 100 kg of bombs which can be released independently. Bomb-loads are comprised of hand grenades, or 80mm HE shells. Behind that in the center of the fuselage is the engine/power supply, using a Gavrilium Generator with spark pack supercharger to increase performance. Behind this is an electric turbine that feeds in air via an air scoop under the fuselage on either side and a C-Rod to help provide more lift.
The wings of the Flier are mounted double stacked and biplane configuration behind the cockpit. They are made of aluminium and C-Steel for structure, and covered in a kinetic wool-resin plates plus more C-Steel for armor to provide strength and protection. In the center of each wing is both an electric turbine and a Caelium Powder Rod gravitic drive. Caelium Crystal is also mounted in these engine pods to reduce the strain on the structure. These are mounted in teardrop shaped structures to protect their inner workings. The wings themselves also mount wire controlled maneuvering slats.
Other features of the Icarus include Kinetic wool and C-Steel protection of key components. Metallic surfaces on the wings and outer fuselage will be coated with C-Powder to further reduce weight. The cockpit also has a gun-sight for its weapons. The turbines are to be improved as well to increase speed.
The final feature of this design is the (non)optional launch mechanism: the Kinetic Impulse Transfer Engine. Using a launch cradle that mounts under the center of the Icarus attached to a 50m track that can be elevated from a 15 degree to 45 degree arc. This track is propelled by firing 1 to 3 430mm solid shot shell in the opposite direction to quickly and rapidly launch an Icarus Flier. the shell casing is fixed to the track, as to ensure transfer of force.
Goal statement for the Icarus
-Improve the power of the turbines
-Cost is aimed at being Very Expensive, don't cut corners for cost.
-Speed is the focus over maneuverability
-Intended to have VTOL capability
-Bomb bays can just be stuffed full of hand grenades or artillery shells.
Difficulty: Ludicrous
Roll: 0 (3+1-4) = Utter Failure
We reached for the sun and fell short. After weeks of debate between engineers regarding the feasibility of creating something smaller than what we have available, and after recovering from an accidental explosion at the factory responsible for making the parts for the Icarus, we finally managed to produce a single prototype. Which exploded on it's maiden flight after the SparkPack activated on it's own during warm-up maneuvers and the wings broke off the thing. An observer was quoted as saying "That boy's got weak bones". We know it was capable of getting airborne, but other than that it was a disastrous failure. We could produce more of them, but we have a hard time finding pilots for the thing.
The blast though...that was something. Not much larger than a fingernail rained down on observers, and anything that was of substantial size was molten.
Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, and 3 Kinetic Sheep, making the Suicideship Icarus a (NATIONAL EFFORT).
----------------
Oof. That's all the reports from command have stated. We've wasted time and manpower on the folly that became the Icarus. It's time for ARES to redeem itself this Revision Phase. You also have the opportunity to Investigate the Signal with your Revision action. It's up to you to decide how to continue. Good luck, you seem to need it!
IT IS NOW THE REVISION PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (EXPENSIVE)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (VERY EXPENSIVE)
Aircraft
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (NATIONAL EFFORT)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Caelium, 1 Chemical Compounds (2/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 0 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 1 Ent., (0/3 Resources)
Fortress-City Harren: 2 Ent., (0/? Resources) // 75% Control (Contested)
Ore: 4
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 2
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Research Credit x2
+1 to a Proposal due to Saltviosi
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (EXPENSIVE)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Year 1914 A.C. Cold Season, Revision Phase
CHAPTER ONE-B: AS PLANNED
Thanks to the efforts of our R&D teams, engineers, technicians, and soldiers in the field, we were able to narrow down the source of the strange signal - nothing more than odd static punctuated by an occasional pop, beep, or (some swear) distant voices. Some baseless rumors that our advancements in radio technology had "pierced the veil" between the living and the dead skyrocketed in popularity when it was discovered that the signal was, in fact, coming from somewhere within the massive cemetery both forces had dug in on. As we had more manpower devoted to accomplishing this task we were also able to locate the original city plans when Abbera had first constructed the Fortress-City. An old sewer ran past the Cemetery, and a portion leading under it had been walled off. As Salvios currently held local superiority near the Cemetery the threat of their presence led to the formation of an eight-man team consisting of three riflemen, two radio technicians, Crusader von Blankenbruck, and his Squires. Their goal was to locate the source of the signal, or at least getting a clearer one.
Aren was only mildly regretting volunteering to escort the techs to the signal - the cold damp of the sewers clung to and frosted his armor, and a chill had begun to seep into his bones moreso than usual.
"Venting," he said in warning to his Squires behind him.
"Clear," came two separate voices.
The group made their way through the sewers coming across nothing but the rats pushed underground by the war until they encountered the bricked-off tunnel, which was very apparent. While the majority of the sewer walls were covered in a slick, streaky, green layer of filth, this section looked very new, almost pristine in comparison. Without a small convenient explosive readily available, the men set to using their digging tools to open up the wall. Eventually enough space was made for them all to get through, Aren included. The eight moved near-silently through this tunnel, following a few sharp turns until the smooth stone walls gave way to rough-hewn rock that guided them down a gently curving slope. The passage suddenly gave way to a massive domed chamber with a most curious centerpiece.
Aren was absolutely agape as he tried to process what he was seeing. Strange silvery metallic spike-like pillars tapered from the floor and ceiling in a circle at the center of the room arranged not unlike interlocking fangs, with one massive pillar rising from the center through the rock above. They seemed to shift, bend, and twist mercurially, and yet also stood perfectly firm and static. The surprise faded as Aren realized that of course, he had known about this the whole time...right?
The same feeling of inexplicable understanding had washed over all eighteen...no, eight...of them as they wordlessly went about setting up the radio within the Anomaly. Surely that's what they always called it? Once the SparkPacks were on and the radios running the technicians began receiving an endless number of mixed transmissions interrupting and overlapping one another.
fzzztttt..."-eed support! Our shroud's gone!"
...tzzzzzz..."-annalan missile on my six, I can't-"
...ksssshhh..."-and if that fucking ORACLE keeps predicting our plans-"
...ffffssttt..."-f you can hear us, there's a Faithful plastered in glorious Abberan flags on the way, but we can't figure out where it ca-"
They all knew what this was. They always had. But not the ones not here. More men? No, that wouldn't do. This place couldn't be known about. But it was, by at least eighteen, no eight, no, fuck.
Antero Sahay, clad in his Avalanche Power Armor, shook Aren, "You're slipping again," he said in a language he did not know but understood as Aren came out of his stupor. There were eight Abberans and ten Salviosi, eighteen. Good. He was back. They were trying to figure out how to prevent any nation getting it's hands on the full unbridled power of this chamber. It acted as a link across worlds, and through time itself. Unfortunately by coming in contact with endless timelines and realms the Abberans and Salviosi had made themselves a fixed constant in time and space, and as such this room needs to exist in one form or another. The cat was out of the bag.
Antero had apparently been one of the men pushing the only Sled Aren had stepped onto without bloodshed, and knew of and respected Aren's honor. He was extraordinarily bright too, and had been one of the people who came up with using th stolen Faithful to check the signal. The Salviosi had brought some explosives with them and had figured out how to best collapse this chamber and, hopefully, destroy everything within it. After they had found the raw form of this Transdimensional Metal in the walls of the cave they had set to digging out what they could. They formulated a plan to create smaller replicas of this chamber at the capital of each nation - this would ensure both sides remained equals while simultaneously denying them access to the Anomaly itself and ensuring they can make contact with the other realities.
The only issue was they had no idea when they'd come out of the cavern. The Salviosi had approached from a straight passage that let them see into the chamber and they had seen the Abberans and themselves flickering in and out of, seemingly, existence. He theorized that the chamber shifted it's contents around freely, and with a lot of luck, they might come out early enough to construct the chambers without breaking reality. But then, they had to have done it if they still existed, right?
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We Investigated the Signal our radios picked up from the Ancient Monument beneath Abbera. After a thoroughly focused study it seems to allow communication between realms. We do not pretend to fully understand it, but we have made contact with other peoples embroiled in war and may be able to share information with them. Unfortunately lead scientist Doctor Aren Wagner von Blankenbruck passed away at the moment of discovery. He will be missed.
In other news, a sinkhole opened up under the mausoleum in the Cemetery. Geological surveys will be performed once the city is secured.
It is time to decide on Resource Allocation and Fortification for this season. You will also have to decide on which contacted nation to ally with, though this need not be done immediately, and should be chosen carefully - we wouldn't want to align ourselves with some other world's Salvios, would we?
IT IS NOW THE STRATEGY PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (EXPENSIVE)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (VERY EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (VERY EXPENSIVE)
Aircraft
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (NATIONAL EFFORT)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Caelium, 1 Chemical Compounds (2/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 0 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 1 Ent., (0/3 Resources)
Fortress-City Harren: 2 Ent., (0/? Resources) // 75% Control (Contested)
Ore: 4
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 2
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Research Credit x2
+1 to a Proposal due to Saltviosi
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (EXPENSIVE)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
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As the nations of the world can't really offer you anything I've decided to allow you to choose an alliance with a single nation from (almost) any Arms Race on the forum. There are rules to this however! Wands Race 2 is off-limits due to opsec. You can get assistance from them in the form of requisitioning designs. The first is free, but afterwards you will need to trade them a design that they can utilize! Requisitions are proposed on the Strategy Phase, and you must use a Design to convert and produce the equipment. The benefit to this is, as there is a blueprint of a working device, difficulty is often reduced for you compared to building it from scratch. However they are, as always, susceptible to rolls. You could get a fluke, or perhaps you drastically improve on the design. If you wish to decide on an alliance immediately you will also be allowed a requisition this phase.
Keep in mind that the further the design strays from your technological level (and your reality) the harder it will become to convert. Other World War 1 era ARs will be easiest to pull from, while the original Wands Race, Ancient Arms Race, or the XCom AR would be more difficult.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (EXPENSIVE)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (VERY EXPENSIVE)
Aircraft
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (NATIONAL EFFORT)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds (2/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 0 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 2 Ent., (0/3 Resources)
Fortress-City Harren: 2 Ent., (0/? Resources) // 75% Control (Contested)
Ore: 5
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 2
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Research Credit x2
+1 to a Proposal due to Saltviosi
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (EXPENSIVE)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
CHAPTER 1C: TAPPING POTENTIAL
Deep below the Abberan capital a frenzy of activity was taking place. Diplomats, technicians, scientists, and engineers work together in an attempt to make a stable connection to another world. An infinite amount of choices was eventually narrowed down to a nation not too different from ourselves. As a result of countless man-hours of hard work we have managed to secure an alliance with Moskurg, a nation also embroiled in a war for their own island amid a massive conflict. As our (for lack of better words) link to Moskurg improved, our commanders were permitted to collaborate. Due to these joint efforts our infantry has seen itself become fiercer in battle as Moskurgian training methods take hold.
Moskurg, suspect of our intent but not wanting to turn away a potentially powerful ally, offered us the schematics for the T2 "Breaker" Tank ("blueprint" linked here) (http://www.bay12forums.com/smf/index.php?topic=152117.msg6419755#msg6419755), and are willing to trade more tech if we can offer something they can reproduce that they can use against their enemies. Work will need to go into the development of our own model, but this alliance could prove to be very beneficial indeed.
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Proposal: ARA-1914MP-HT "Gendarme"
ARA-1914MP-HT "Gendarme"
After requisitioning the blueprint of the moskurgs breaker "Tank", we must take the work to modify the blueprints so that they can operate in our dimension. During this modification process, we have taken the liberty to make some modifications to the base design.
The Pintle mounted machine gun, Loaded with a similar caliber to our own scythe will be replaced in order to increase ease of logistics, as well as removing the inefficient diesel engine with our own Promethium based electric engines to drive the tank.
Due to the moskurgians barbaric measuring system, much of our engineers time will be spent converting the measurements into a form the good men of abberan are more familiar with, Converting the silly imperial system over to metric. As the main cannon is almost 40mm when converted from imperial, it will be sized down 0.6mm to 40mm. The ammunition storage and engine will be lightly shielded with k-wool.
Difficulty: Very Hard
Result: 9 (6+5-1) = Above Average
While our development of combat vehicles is nothing to laugh at, the idea of what the Moskurgians call a "tank" surpasses that, and thanks to our skill, now goes even further. The design for this armored behemoth called for a diesel engine which we were quick to replace with one of our Gavrillium ones. We also replaced the suggested main gun on the rotating turret in their inferior Imperial measurements with our own 40mm cannon as well as swapping the coaxial and pintle guns with our Scythe. The whole somewhat boxy vehicle is protected by 35mm armor all around. It utilizes treads to better distribute weight and, thanks to our improved engines, can hit top speeds of 45km/h. K-Wool further protects the engine and ammo storage. Each Gendarme is also equipped with a CourierMan radio to improve coordination on the field. It is crewed by a Driver, Loader, Gunner, Commander, and Radioman/Mechanic.
The ARA-1914MP-HT Gendarme has a production cost of 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep, making it (VERY EXPENSIVE).
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With a new ally at our side capable of offering technology and equipment we do not have access to we hope to regain the ground lost last season against the Salviosi. We are not done work however, as you still have a Revision to work on. You must also decide whether or not to allow our artillery to fire upon the Fortress-City by the end of the Strategy Phase. Good luck, and happy hunting.
IT IS NOW THE REVISION PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (EXPENSIVE)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (VERY EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
Aircraft
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (NATIONAL EFFORT)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds (2/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 0 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 2 Ent., (0/3 Resources)
Fortress-City Harren: 2 Ent., (0/? Resources) // 75% Control (Contested)
Ore: 5
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 2
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
Research Credit x2
+1 to a Proposal due to Saltviosi
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (EXPENSIVE)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Year 1915 A.C. Hot Season, Revision Phase
Proposal: Orleans Anti-Sky Ship Corvette Variant "St. Maria"
Orleans Anti-Sky ship corvette Variant “St.Maria”
The gorgon is a massive, unwieldy artillery piece braced to the nose of the Orleans. While effective as a mobile artillery piece and ground bombardment weapon, it is completely unsuitable to the purpose of firing at sky born targets.
As such the St. Maria has been created as a form of patchwork solution.
The large heavy 150mm gorgon is replaced from the front of the bow, instead mounted a gun similar to the turret of the Gendarme on both the bow and the stern of the ship.
The armour of the tanks turret is stripped off and only a gun shield remains for protecting the gunner and loader from low caliber bullets. The electric motors of the turret allow the gunner to more easily aim the gun at targets, and as a direct fire weapon is all the more effective at striking the salviosi only working vehicle.
The co-axial and pintle machine guns are of course also stripped from the skeletal turret, redesigned with only minimal protection in order to allow faster traversal when aiming the gun.
Due to the St. Maria’s possessing a turret located both at the bow and stern, it will be able to fire on target in front of it, behind it or unleash a devastating double punch upon targets will the poor luck to meet its sides.
Difficulty: Normal
Results: 7 (4+3+0) = Average
The St. Maria is an odd ship, at least in the sense that is utilizes two of our tank turrets on a skyship for anti-air capabilities. But, well, it just works. The Gorgon artillery piece is removed and two nearly unarmored turrets are placed on the deck at the bow and stern brandishing their 40mm cannons. The turrets rotate at a moderately quick rate and provide adequate coverage across all angles of the ship above the deck. They utilize HE and AP rounds and fires up to 35 rounds/second thanks to the unenclosed space and excess hands to help handle reloading the weapon. Cost for the St. Maria matches the Orleans at 6 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep, making it (CHEAP).
----------------
Now that we've taken steps to counter the Charybdis Scourge we will hopefully see progress in the war once more. First though you must Allocate a Resource and Fortify a Sector. It is also time to decide on whether or not our artillery gets used in the Fortress-City.
And remember, if we do not make sufficient progress in Harren City this turn then we must plan for an amphibious option.
IT IS NOW THE STRATEGY PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (EXPENSIVE)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (VERY EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
Aircraft
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (NATIONAL EFFORT)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 6 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds (2/3 Resources) // 100% Control
Woodlands: 0 Ent., (0/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 0 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 2 Ent., (0/3 Resources)
Fortress-City Harren: 2 Ent., (0/? Resources) // 75% Control (Contested)
Ore: 5
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 2
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
Research Credit x2
+1 to a Proposal due to Saltviosi
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (EXPENSIVE)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
A sight ripped straight from a nightmare and named after the iron-toothed witch the baba yaga is a dark blight upon abberas foes in the sky. For to long has the salviosi menace terrorized our forces from the sky, and with the new amphibious assault underway soon, it will be more important then ever for us to gain control in the skies, preventing the enemy from assaulting our vulnerable transports and allowing the Orleans to make attack runs on enemy shore fortifications while at the same time, dropping off Nike armor soldiers, and crusaders inside of caliburns.
Shaped like a pyramid, or a broadhead arrow, the baba yaga is designed to tear enemy sky ships from the heavens, sending them spiraling towards the earth in a cacophony of death and violence.
The basis of the Baba yaga is its hull, Shaped like a broadhead arrow. The baba Yaga clocks in at only a little more than 80 meters long, but unlike the Orleans, it is fully enclosed, without an open deck.
The baba Yaga is powered with a modified promethium engine. The engine uses a normal piezoelectric vice system to extract electricity from the promethium rods that power it. However, in order to increase the amount of power we draw from the Rods, and decrease waste energy (and as such the amount of promethium we need to use) We have placed the vice mechanism inside a mixture faraday cage, and submerge in salt water. The Faraday cage combined with the salt water will hopefully act to catch all waste energy produced by the Promethium piezoelectric reaction, increasing the power we can draw from 1 rod. Additionally, the generator has taken some improvements to form the sparkpack, including its capacitor system. All of these changes together will hopefully Increase the power output of the Promethium generator, and reduce the amount of promethium it will take to keep it flying.
The propulsion system of the baba yaga, Created out of aligned cealium, is designed to Push the baba yaga. These alighted cealium gravity vanes are located in the three edges of the broadhead shaped ship. By changing the Gravity vein that is pushing, the baba yaga can easily reorientation itself in any direction, making it near impossible to engage it on its relatively weakly defended backside or to escape from the punishing fury of its 6 Automatic cannons.. When all three are activated at the same time, the baba yaga will fly straight as an arrow. At its full speed, it is barely faster than an orleans, but its daunting levels of defense and firepower will ensure it is difficult to attack.
to protects crewmen from the sudden reorientation of what way is down, possible falls and the velocities involved, their flight suits have been modified to has a higher K-wool content then our standard infantry man’s uniform.
These gravity veins double as a shielding system. While the Gravity vein is engaged, a field of powerful gravity is pushing the ship and space around it, This means any incoming shell, molten metal or such will be pushed away and if not repelled, at the very least weakened before impact. It is also theorized that this should help keep the hell clear of molten metal, pushing it off the ships hull before it can eat through.
In terms of armament, the 60 meter Baba Yaga offers much. On each of the three sides, the baba yaga has armored turrets, similar to the st.marias unarmored turrets. These 60mm Turrets have been modified with a fully automatic mechanism, feeding two linked barrels. These twin barrels enable a much higher firing speed for the 60m cannon then if it had a single barrel due to reducing overheating and wear. To help these Armoured turrets to catch the enemy flier in the first place, We have increased the strength of the electric motors that turn and aim the gun. This will allow the baba yagas gun turrets to react to the presence of the enemy ship faster.
There are 6 of these turrets total, with two on each face of the pyramid-like baba yaga, This ensures that from almost any angle, the baba yaga has at least 2 turrets capable of shooting its enemy, and when pursuing, is capable of saturating its target with 6 60mm auto cannons worth of fire.
The Armored turrets come with two gun sights; one is marked as normal, while the other is mark so as to give a general point that a shell affected by the gravity veins will land. This is predictable, due to the gravity field moving in one direction, unlike the early halberds gravity maelstrom.
The gravity field is not the only protection that the baba yaga is in possession of.
If an enemy shell manages to penetrate the gravity field, it must then contend with the next obstacle, The heavily slanted nature of the baba yaga. The natural angling of the baba yagas Pyramid/broadhead shaped body, means that after a shell has managed to pierce the gravity field, losing momentum from fighting through it, it must then proceed to find purchase on this heavily angled hull, before it can even begin to burrow into the armoring beneath.
Apart from its armored turrets, the entire outside of the baba yaga is covered in layers of armoring and K-wool, along with a small dusting of D-Promethium.
This layered means of protection, while individually weaker, comes together as a much stronger defense. Even as a shell pierces the metal, and has its kinetic energy absorbed by the K-wool layer, it will then need to pierce a second layer, a much more difficult prospect with all of the lost energy. Any explosion from the shell will then be dampened by the surrounding K-wool. This ensures that unless a second shell hits the same injury, the baba yagas armour is very very hard to pierce.
Additionally, tiny amounts of powdered D-Promethium, barely visible to the naked eye in such concentrations spread into the center of the K-wool layering. that is reconstituted would barely be enough to compare to an index finger, ensures that molten metal will Quickly, lose its ability to melt through metal.
The liquid nitrogen like substance, even when present in such a small amount, should be more than enough to quickly cool molten metal that comes into contact with it, using the salviosis own Metal to not just block the metal behind it, but patch up the wound.
The back of the Baba yaga, Notably Convex, is the least defended [part of that ship, Possessing neither the gravity shielding or the heavily slanted nature of the ship. However, this was determined to be a minimal concern due to the sheer ability to turn and speed of the baba yaga. As such, this back compartment, lacking in guns and the necessary components of the ship which are set much higher in the cealium Steel hull to protect them, is devoted to storing infantry equipped with Nike armour and 1-2 Caliburn, depending on the weather of that particular day. When landing operations are underway, the Baba Yaga will open its back compartment, allowing the Armour equipped soldiers who had been placed in a rather crowded section of the ship for their brief travel, to rappel down via their jump packs and the Rappeling lines. Any kingmakers that are being transported this way, are stuffed to the brim with Knights equipped with Scythes, halberds and other assorted weapons. These landing operations can be done, with the baba Yaga only needing to fly closer to the ground and slow down, thus allowing it to support these tropps using its 60mm autocannons, suppressing enemy fortifications and troops with its heavy guns.
To necessitate cohesion among Baba yaga's flying interception duty and the ground forces, the baba yaga has been equipped with a Courier Radio. This allows Our sky forces better cohesion with ground forces, and can react to intelligence provided by our ground crew.
The crew of the Baba Yaga will have a difficult job, with the ship being able to fully change its orientation in a matter of moments, and this will rather dangerous, possibly leading to crewman suffering a lethal fall, in a corridor that was once oriented down. As such to prevent these accidents, the crewman are given a harness with a set of carabiners and lines on it. This allows with a system f ratcheted railing around the ship will allow crewman to safely traverse the ship, so long as they keep their harness carabiner attached to the rail system. The ratcheted nature of the rails prevents the line from just sliding down the rail. These railings are color coded to their destinations around the ship.
EDIT:
Apollo project
Promethium contains potential for weapons development beyond what we have currently down with it. As such, this project has been undertaken with the idea of replacing our current armament with a new bullet. A better bullet.
When D-promethium comes into contact with citric acid, it produces heat and light, before being rendered into an inert form. The effects on standard promethium are much more… pronounced.
The Apollo rounds are quite simple. Inside of the bullet, there is a hollow cavity with a metal pin connected to the head of the bullet. When it comes into contact with a hard surface, the pin pierces the thin metal plate that cuts the hollow inner compartment in half. The citric acid within one hollow begins to mix with the ground promethium within the other , even as the bullet flattens, further bringing the promethium dust into contact with the citric acid.
This contact between the two substances causes a devastating reaction, Turning a small bullet into an explosive on par with a grenade, turning the remains of the bullet, and its initial point of impact, into shrapnel to kill those around it.
Beyond the explosive force generated by the Apollo round, the reaction also releases a blinding amount of light, and can cause permanent blindness in those unlucky enough to have been nearby by, provide they survive the explosion.
The Apollo rounds have been designed for use in 7.92mm rounds, 12gauge Slugs and 40mm halberd rounds. With larger rounds containing more powedered promethium and citric acid, Turning the grenade like force of the 7.92 bullet into truely terrifying prospects when used from a 12 gauge or the large 40mm Halbird.
The Apollo rounds are designed to overhaul all of our firearms for a modern paradigm. Every bullet is exceptionally deadly to infantry, with even a miss turning into a shrapnel and stun grenade,.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
Aircraft
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (NATIONAL EFFORT)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 6 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Gavrillium (1/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 1 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 2 Ent., (0/3 Resources) (Radio Coverage)
Fortress-City Harren: 2 Ent., (0/? Resources) // 25% Control (Contested)
Ore: 5
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
Research Credit x2
+1 to a Proposal due to Saltviosi
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (EXPENSIVE)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (EXPENSIVE)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Year 1915 AC (After Colonization) Hot Season, Combat Phase
Abberan Advancements
As the ground thawed our workforce has uncovered a deposit of Gavrillium in the Wooded Mountains (THIS IS A LIE WOODED MOUNTAINS ARE ACTUALLY RESOURCE-COMPLETE, SO THIS WILL BE WOODLANDS BUT YOU CAN REVOTE ON DISTRIBUTION IF IT BUGGERS YOUR KNUCKLES). We have also fortified the North Peaks, bringing Entrenchment to One(1).
As a result of our increased Gavrillium supply we anticipate the following modifications to our armory:
The Halberd becomes (CHEAP).
The Crusader becomes (EXPENSIVE).
The Caliburn becomes (EXPENSIVE).
Salviosi Successes
Proposal: ALS-15M "Impact" Avalanche Booster System
"Impact" Avalanche Booster System
The Avalanche is a very fine piece of technology, but it can be better. The Impact system aims to improve the Avalanches by adding very small Gravity Engines around its center of mass. These, combined with a small bank of capacitors sufficient for a single use before a recharge, allow the user to give themselves a hard push or boost, capable of throwing them and their entire armored lifting suit a few meters in the desired direction---up [for anything from cushioning falls to Myomer-and-gravity-enhanced jumps], forwards or backwards, left or right.
These Mini-Gravity Engines (MGEs) are constructed to be very durable as well as being powerful in short bursts, since they'll be getting thrown around in a suit of armor and smashed into things (like enemy armored bodies in sudden charges).
The capacitors themselves are charged directly by the Avalanche's engine system, and protected by being nestled under the armor.
Difficulty: Hard
Result: 5 (4+2-1) = Below Average
Mobility is becoming increasingly important in our current situation, and in order to grant our Avalanches the ability to rapidly move and engage we have created the Impact. The Impact is actually a series of six Miniature GravEngines embedded in the armor at the left and right sides, the front and back of the torso, and behind the collar. The gravite cores are aligned to propel the Avalanche left, right, forward, back, and up, but can only be activated one at a time to prevent a left/right or forward/back trigger tearing the suit apart. A new forearm piece with a panel adorned in a button for each M.G.E., though there is no cover so rare accidental activation can occur.
While ingenious, there are a few drawbacks to the system itself. As the cores of the M.G.E.s are in a fixed position being able to properly align oneself for accurate motion is difficult. Before activation the wearer must also hop off the ground or risk their dragging feet throwing them off and angling them in the wrong direction (namely, face-first into the ground). The M.G.E.s can propel an Avalanche at 16 meters/second, but only very briefly as the system ravenously draws power from the capacitors allowing only two or three seconds of usage before requiring up to a half hour to fully recharge.
While the myomer strengthening the legs absorbs the majority of landing impacts, headlong charges and side-on collisions at those speeds have a tendency to injure the meat popsicle soldier within the armor as they get jostled around, with more severe injuries occurring with sudden stops (like with the previously mentioned ground). Also of note, the increased energy moving through and stored within the suit has increased discomfort, and often after engagements users need some extended rest.
Introduction of the Impact has led to the creation of the Avalanche-B, a variant of the original design made to utilize the Impact.
The Impact system itself costs 3 Caelium and 1 Ore (CHEAP), and the additional resources it uses reflected in the cost of the Avalanche-B, making it cost us 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer (VERY EXPENSIVE). It has also added MiniGrav Engines as a Component for further usage with costs changing on a case-by-case basis. Future designs can also be made to utilize the Impact.
Proposal: MMW-15 "LAMB"
This project is a true demonstration of Salviosi craftsmanship.
Specifically, 15th century Salviosi craftsmanship.
This is a pollaxe, codenamed the Medieval Melee Weapon, 1915: Literally A Medieval Bludgeon, which we stole acquired from a museum. In fairness, we have re-engineered it for the modern era, making the entire thing out of modern steel and scaling it up to be as tall as an Avalanche trooper's neck (scaling it from "human sized" to "Avalanche sized"), but the basics are mostly unchanged- it's a long shaft with a spike on the end, with a hammer head just below it, somewhat counterbalanced by an axe blade opposite. As in medieval combat, this weapon is intended to allow an armored person to hit another armored person and have their strikes actually matter. However, it shall truly shine when wielded by one wearing the Avalanche-B, where it can be used as a 'lance' of sorts, focusing the entire force of impact onto a single sturdy point, easily capable of smashing through anything Aberra brings to the table; as a bonus, the LAMB will allow the soldier to decelerate without smashing face-first into their target, absorbing the force of impact with the myomer in their arms in a more controlled fashion.
To aid in its use with the Impact system, an arret de lance (little circle on the shaft that braces against the is added to the haft of the pollaxe, and an arret de cuirass (lance rest) under the dominant arm (and moving the buttons for the Impact to the dominant arm so the offhand can use it while the main hand braces the pollaxe).
Difficulty: Very Easy
Result: 9 (4+3+2) = Above Average
Using equipment donated to us by a local museum we were able to study the construction of an old pollaxe. We then performed the necessary calculations to replicate an upsized model using more modern resources and production methods. As a result we have a weapon that ends up being as potentially lethal as it's predecessor. A steel head consisting of a 13cm spike with a hammer head and axe blade below it tapers into a steel rod encased in a wooden shaft with leather grip, making it a solid, heavy 2-2.5 meter tall piece of equipment - a problem only if you don't have access to an Avalanche suit. While a standard infantryman could try to use it, it'd be unwieldy at best. In the hands of our Avalanches however it can be swung with ease, bringing the force of all their "muscle" to bear on a small surface area with equipment designed to sustain strong impact.
Speaking of which, a steel ring around the shaft behind the grip of the LAMB in conjunction with a lance rest added to the Avalanche-B aid to prevent rearward motion, allowing firmer, stronger strikes when "charging". We also standardized usage of a right arm control panel for the Impact so that it could be controlled while the LAMB is couched.
An elegant weapon for a more civilized age.
Costs 3 Ore and 1 Wood, making it CHEAP, however it can only be effectively used by Avalanches. It can still be used by others, but nowhere near as well. (Say if for some reason you lost access to Avalanches, you'd still see this in the field on occasion)
CHAPTER THREE: BREAKING POINT
Part One: The Scourge Continues
After the near total loss of an attacking fleet of Orleans last season, Captain Valkria willingly gave up temporary command of the Sky Fleet to one Todde Hávarðr, an old (sea) naval admiral with plenty of ideas. His proposed solution to the Charybdis, a skyship wielding two tank guns known as the St. Maria, was supposed to be quite effective. When questioned on why and how, he simply responded, "It just works."
He reorganized fleet formation and deployment. The St. Maria, unable to do it's job it the enemy gets below it, would fly beneath the Orleans formations to provide cover while the Orleans performed their ground attack duties. On paper this seemed like it would work. In practice, not so much. With the whole of our fleet far outpaced by the enemy ships, even though we outnumber them the Charybdis can rapidly respond to any threat our skyships provide, and the ability to take off and land anywhere with enough space to fit a Charybdis that response was usually not too far off.
Thanks to using nearly unmodified tank turrets our ability to track the agile Charybdis was severely hampered and resulted in gunners focusing on a small section of sky they anticipated enemy pilots to come through. Still, very few Charybdis kills were confirmed for the season. Their efficacy is further diminished by the fact that the deck needs to be exposed to the Charybdis' 40mm cannon in order to be targeted by our own, while their underside is armored enough to at least resist if not deflect any shots lucky enough to hit. The Charybdis crews are also highly adept at piloting their vehicles, making it even harder to acquire and fire upon a target. Eventually the AA capabilities of the St. Maria were proven to be practically nonexistent at this moment in time, and so their role was switched. While Orleans peppered ground forces the St. Marias targeted enemy transports in the rear, both on the ground and in the air. This divided the attention of the Charybdis, but not enough to negate the local superiority of Salviosi air-based forces.
Currently every airborne deployment is a question of how many aircraft will be shot down before our forces on the ground can complete their objective.
Part Two: The Belly of the Beast
"Bring her forward," Oberleutnant Deiter's order cracked the silence within the Gendarme. The metal monster rumbled and lurched slightly left before the Driver corrected and pushed her ahead, the sides of the Gendarme scraped posts and abandoned automobiles on the sides of the larger streets even then barely wide enough to accommodate the heavy tanks Abbera now fielded. Dieter and his crew had gotten separated from the bulk of their forces after a flight of Charybdis' had come by and saturated the area in 40mm cannon fire. They'd barely escaped the barrage unscathed - indeed unknown to the crew, the hull was spattered in cooled Gavrillium splash from FMJ/G fired by the cannons. Infantry was beginning to scramble out of cover now that the attack had passed, mostly pissed and ready to fight.
The radio crackled to life, "This is Geldbefehl, status report!"
There was a brief whine and crackle of static as the Radioman adjusted some dials before he spoke, "This is Geld Vierzehn, we just got hammered but are on the move."
Most of the other Gendarmes called in, though a few were going to be out of commission for the coming fight. Though the enemy had the skies, the intensity of fighting on the ground had begun to crescendo. Abberan commanders utilizing Moskurgian tactics had seen them taking a more proactive approach to the battlefield, and each Abberan was less willing to give any ground, inspired to an almost bloodthirsty fervor. Most fighting had ground down to room-to-room fighting, city blocks taken only after painful weeks of bloody grinding just to be fought over and change hands once more. This thrust was to be different. The Gendarmes were to thrust through the enemy as would a spear, forcing a gap to be exploited by supporting infantry and troop transports. Now, it seemed, Dieter was on the tip of that spear.
Small arms fire erupted from a nearby building and bounced off the Gendarme before it's fire focused on more vulnerable targets. A Sled slid into view and was quickly destroyed by their cannon, though the Avalanches beneath were seen flipping the wreckage off of themselves before jumping, quite literally, into the fray.
The enemy Avalanches appeared to actually be the new Collision-model Power Armor, which utilized the Impact, a system of propulsion not completely unlike the Nike's. One of them flung himself upwards through a collapsed wall on the second floor of a building while the other fired himself sideways out of sight.
Then the loud pops started going off all around the Gendarme. Salviosi in the buildings above the tank had begun throwing their assorted grenades onto the vehicle and surrounding troops below. The infantry, ferocious but not suicidal, began to roll back to properly regroup and engage, setting off Wickermen ahead of themselves for cover.
"BACK NOW!" Deiter cried out over the boom of the cannon and chatter of the machine gun. There was a "clink" as an enemy grenade bounced off the top of the Gendarme and in front of it before going off in a burst of molten Gavrillium. Then another to the side, followed almost immediately by a loud, painful grinding and sudden jerk to the left a few degrees before completely stopping.
"What's the fucking problem!?" Deiter yelled to the driver.
"She's not moving sir! One of those grenades must've got us!" the Driver responded.
"Everyone's pulling back, sir!" shouted the Gunner, his voice cracking, betraying his fear.
Rounds ricocheted off the armor of the tank, filling the interior with strings of hollow echoing pings.
Something within the machine ground with a whine as the Driver tried to force her to move, forward this time, and got rewarded with a bit of movement for his efforts. Small caliber FMJ/G rounds slammed and squashed against the armor. A group of Abberan infantry, seeing the Gendarme in trouble, pushed forward again in an attempt to give some support, but were quickly pinned down by a flurry of gunfire from a pair of enemy LGG-12s set up in a third floor window and on a nearby roof. As the smokescreen began to fade shadows of enemy power armor moving through it became readily visible. One flung himself up into the air briefly and then forward, brandishing the latest weapon to grace Salvios: the LAMB. The gatling fire died off as he landed amid the group of pinned infantry. One leveled a Draco at the attacker's chest but had his own struck by the hammerblow augmented with myomer strength which sent him flying across the street and into a wall where his broken body crumpled in a bloodied heap. The Collision swung the LAMB again and the axehead bit into another unfortunately close infantryman who'd fallen on his ass when the Collision landed.
With friendlies clear of the Collision, the Gendarme retaliated with it's cannon. The shell bit into the ground at his feet and detonated, sending him skyward in a few pieces.
There was a loud bang as something hit the top of the Gendarme hard enough to shake it. Then two softer metallic clanks.
"What the..." the Radioman mused before-
BANG!
A speartip punched through the side of the tank and pierced the Radioman's ribs.
"Agh FUhh!" he wheezed as Deiter yanked him away from the side of the tank by the shoulder, jabbing the barrel of a Modea through the hole just vacated by the spear and fired a few rapid shots.
Another speartip jammed it's way through the armor, this time in the rear.
"I'm gonna fucking die," the Radioman groaned as blood poured from his wound.
"Get us the FUCK out of here! NOW!" Deiter ordered the Driver.
"She's not going back-"
"THEN GO FORWARDS! Why don't we have any FUCKING medical supplies!?" Deiter yelled as the Radioman now propped forward in his seat quickly lost color.
Deiter frantically tried to plug the wound as the Gendarme began to move forward. There was a rhythmic vibration coming from the right tread but she was going. Gunfire bounced off her sides and back as she picked up speed and made her way into an intersection. She would have made it through, but her lowered speed gave the crew of the LFG-13 watching the intersection enough reaction time to fire a round square in the side. The FMJ/G round cracked the armor and it's magmatic contents burst into the tank, heating the air, spraying the crew, and setting two of them outright on fire. Deiter was spattered on the arm and neck, but mostly okay, swearing as his crew screamed, if they still could, while he opened up the rear hatch, Modea in hand.
A second round struck the tank and lifted it ever so slightly and Deiter returned fire as he ran straight towards the field gun nearly one hundred meters away. One of the crew fell as a pink mist hung in the air where his head once was. A third round hit the tank, and suddenly the thing exploded as the ammunition inside cooked off. Deiter was knocked to the ground unconscious.
While the Gendarme truly is a great addition, it's limitations within the city have reduced it's impact as it cannot often utilize it's speed, and is vulnerable to attack from many angles. The enemy also has a wide variety of weapons capable of being used against our "heavy" tank. However, the added ferocity of Abberan troops, plus the increased casualty trickleback rate from the K-Wool uniforms, has also added to our ability to fight a ground war. Overall we are even in the ground war in the Fortress-City.
However that's not the only place we're fighting. While the St. Maria has allowed us to reduce the impact of the Charybdis as a whole, it's only because we're offering them more targets. As a result the Salviosi still control the skies, and by controlling the skies they have free reign to attack our ground forces as well. Maybe we could drown them in bodies, but we suggest finding a better solution.
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Combat this season has resulted in an Abberan Defeat! Abberan control of Harren City drops to 25%
We cannot allow the enemy to roll us back. As such we will be planning an amphibious assault of the Salviosi homelands. We ask this turn that you help facilitate such an endeavor by designing equipment to be used in an amphibious landing. We are willing to provide great aid for your efforts. [If you decide to design something this turn that can be used to improve the odds of a successful amphibious invasion it will receive a second roll as if it had a Research Credit used on it.] Authorizing Use of Artillery in the Fortress-City is now a permanent option you can bring up at any point, though you will not be reminded of it from here on out.
Note that this will officially be the first turn you will be voting on fronts to attack. You will be able to choose two lanes to attack down. Any lane that is not Attacked on is considered being Defended. While on the defensive the efficacy of nearly every piece of equipment changes based on it's purpose and usability. This means that results on a lane may vary based solely on whether you're attacking or defending. For reference, both sides have been considered "attacking" for the purposes of the struggle over the Fortress-City.
IT IS NOW THE DESIGN PHASE!
Feedback pls. All credit to Frostgiant for the design keynotes.
The arrow of god sums up this transport craft very well. A narrow, pointed ship, the Gandiva is the same general dimensions of the Orleans at 30m long, but is fully enclosed and evenly armored all around. The shape is narrow and oblong, with a pointed nose where the command center is nested.
The command center is protected by k-wool resin windows and extra thick armor, and is connected to the radio in the ship.
An internal telephone system connect each of the four turrets.
Beyond the armored turrets, the entire outside of the baba yaga is covered in layers of armoring and K-wool.
This layered means of protection, while individually weaker, comes together as a much stronger defense. Even as a shell pierces the metal, and has its kinetic energy absorbed by the K-wool layer, it will then need to pierce a second layer, a much more difficult prospect with all of the lost energy. Any explosion from the shell will then be dampened by the surrounding K-wool. This ensures that unless a second shell hits the same injury, the armour is very very hard to pierce. The transport bay is as armored as the rest of the ship, and has hydraulic actuated doors. (Electricity drives the hydraulic pumps)
Additionally, tiny amounts of powdered D-Promethium, barely visible to the naked eye in such concentrations spread into the center of the inner metal layer. that is reconstituted would barely be enough to compare to an 2 index fingers, ensures that molten metal will quickly lose its ability to melt through metal. As D-promethium is extremely cold, excess cold air is vented out through vents near the cargo bay, and also helps cool the cargo bay. The intake vents are in the rear hull of the ship, on each side.
The liquid nitrogen like substance, even when present in such a small amount, should be more than enough to quickly cool molten metal that comes into contact with it, using the Salviosi's own Metal to not just block the metal behind it, but patch up the wound.
The Gandiva is powered with a modified promethium engine. The engine uses a normal piezoelectric vice system to extract electricity from the promethium rods that power it. However, in order to increase the amount of power we draw from the Rods, and decrease waste energy (and as such the amount of promethium we need to use) We have placed the vice mechanism inside a mixture faraday cage. The Faraday cage will hopefully act to catch all waste energy produced by the Promethium piezoelectric reaction, increasing the power we can draw from 1 rod. Additionally, the generator has taken some improvements from the sparkpack, including its capacitor system, which combined with surge protectors improves the ability of the generator to handle high power outputs without failing. All of these changes together will hopefully Increase the power output of the Promethium generator, and reduce the amount of promethium it will take to keep it flying.
The main armament of the Gandiva is three dual linked 60mm cannons, nicknamed the Bardiche. These 60mm Turrets have been modified with a fully automatic mechanism, feeding two linked barrels. These twin barrels enable a much higher firing speed for the 60m cannon then if it had a single barrel due to reducing overheating and wear. To help these Armoured turrets to catch the enemy flier in the first place, We have increased the strength of the electric motors that turn and aim the gun. This will allow the gun turrets to react to the presence of the enemy ship faster. One turret us placed on either side of the bow, and one is mounted at the top of the 'stern' to protect the rear of the ship from all angles.The Armored turrets come with two gun sights; one is marked as normal, while the other is mark so as to give a general point that a shell affected by the gravity veins will land. This is predictable, due to the gravity field moving in one direction, unlike the early halberds gravity maelstrom.
The propulsion of the ship is by aligned caelium rods to lead the ship forward with a bow wave of gravity, each forward facing rod paired with another rod in the back to bring the ship to a quick stop and enable turns on a dime. The same lift matrix that drives the Orleans is maintained and made stronger. The controls are improved as well, because of the deployable landing legs on the bottom of the ship, six in all. Each Gandiva can deploy the k-wool shock absorbed legs, quickly lower to the ground, with the finer controls ensuring a (relatively smooth landing) side panels amidship can open up, allowing the troops or vehicles to dismount and engage. The ship is to be able to carry up to a single tank in weight and fit two hovercars. Any cargo, including infantry, is to be strapped in along the ride, to ensure their safety.
I believe that the Charybdis is too good. Below I will do my best to explain my reasoning. I am on a phone, so I apologise in advance for any errors.
First, I do not believe that the Icarus and Charybdis should have both been classed as ludicrous difficulty.
- At the point the designs were rolled for, the Salviosi had flight experience from two designs (the Perahudara and the Lifting Engine Aircraft), and some sort of Caelium experience with six others (LFG Light Field Gun, Avalanche Suit, Transport Sled, Armoured Sled, Roofed Sled & Kerata). Further, they have three Caelium related components. In comparison, Abbera had four designs that involved flight (Orleans, Caliburn, Kingmaker & Nike), six designs with some sort of Caelium experience (Scythe, Sickle, Halberd, Halberd-B, Paladin & Crusader) and seven different Caelium components. This constitutes more experience in flight for Abbera than for Salvios.
- Abbera was using entirely known components to produce their aircraft, albeit in enhanced forms, such as auto loading for the halberds and composite armour plate. The only really new thing was the K-Wool resin. Meanwhile, Salvios included a new gravEngine, when they had never produced any sort of propulsion from Caelium before, as well as turrets (which have not been a thing in either armoury before), armour thicker than on the Heavy Tank we stole from Moskurg.
Next, I believe the effectiveness of the Charybdis is too great, despite the revision result for fixing it.
- In fact, the Charybdis is objectively better than the Gendarme in every way, being faster, tougher, harder hitting and flying, which is very difficult to believe considering we were converting blueprints from another WW1 era arms race.
- Further, I take issue with our 40mm Gendarme cannons being unable to penetrate the Charybdis armour, whilst the Gendarme can be penetrated by a stick. The Salviosi polearms should buckle and snap before they get through 35mm of RHA, even if the Avalanche suit can hit hard enough. The Salviosi LFG can apparently penetrate the Gendarme just fine, but the Gendarme cannon can only penetrate the Charybdis at close range.
- The St Maria was explicitly described as carrying stripped down Gendarme cannons to make target tracking easier, but by the sounds of the combat report, we would have been just as effective at tracking if we'd left the armour on, whilst our gun crew would have been safe from return fire. At 200m, a target moving perpendicularly at 120km/h would take 10 seconds to cross a 90 degree arc. That is plenty of time for target tracking, and if the target was instead moving towards or away from the observer (as part of an attack run for example) then the relative movement would be even lower.
Finally, I feel the Charybdis is too cheap. It is the same resource cost as our Gendarme, but it includes large amounts of cutting-edge special resource components and their special cost entrenchment cannon.
In short, the Charybdis is beyond what I believe should be a achievable at this point in the game, in terms of tech advancement, combat effectiveness and cost.
The Neptune heavily armored lander is a naval ship coming in under a hundred meters.
It has been designed with a cealium lift system, purely to ensure that the hull does not sink itself underneath its size to weight ratio on the open ocean. This lift system is of course much weaker than that of a sky ship.
The outside of the lander is equipped with thick armour, and covered in a series of small-aligned cealium nodes. These nodes are designed to push incoming fire down or off to the side, turning a hit into a miss or a richet, protecting the Ship from the FBJ bullets by robbing them of kinetic energy and causing them to not hit the ship in the first place.These are in place above the ship as well, deflecting incoming shells into the waters around it.
When it makes impact with the shores of the beach, the prow will open, turning into a landing ramp and opening the gullet of the beast, releasing the tanks and infantry within.
Up to 4 gendarme tanks or 8 Caliburns can be held within the stomach of this heavily armored behemoth, along with a company of soldiers, who have been crammed into this hold for the short journey between abberan territory and salviosi beaches.
This is a very vulnerable process, and so, The Neptune is armed to suppress enemy forces on the beach to give our landing troops the best chances they have.
To help protect the ship during travel from air raids and to clear the beaches during landing, the Top of the ship mounts two large, squat turrets designed to shoot at incoming enemy Ships and suppress enemy fortifications.
These turret are a 60mm duel barreled autocannon, using its two barreled nature to continue firing far in excess of what a single barrel could do before overheating and wearing away.
It is the hope of the Abberan research department, that between the landing capacity of the ship and with enough Neptune’s it will be able to clear enemies from landings zones while protecting itself from incoming Charybdis on an attack run.
The Odysseus is a small craft, compared to the Orleans and the Gandiva. Measuring in at 5 meters long.
The Odysseus is built to be the fastest and most maneuverable flyer in the sky, with a long crossbow bolt like body with their Fletching like wings located at the back third and stretching all the way to the tail.
These three fletching-like wings are designed with alighted cealium at their edges, like the system that pushes the gandiva forward. When all three are activated, the craft moves forward at incredible speeds, approaching 152km/H or terminal velocities as our scientist know it.
By deactivated or activating the Aligned cealuim located at the butt of the craft and the tips of the wings, the pilot can turn the Odysseus, making it damn near dance through the sky.
Located at the tip of the ship is the only weapon it possess, a 150mm cannon that has been wrapped in K-wool to prevent its firing from tearing apart the ship from backlash.
The Odysseus speed and maneuverability gifts it all the time in the world to line up the perfect shot on its target, at which point the 150mm shell will do the rest.
While it is capable of making attack runs on ground targets via diving, the Odysseus has one purpose. To hunt down and tear the charybiduous from the sky, dodging any return fire while tailing the ship before initiating a killing blow.
to facilitate this, an Orleans has been stripped off its gorgon, Making room for a pair of launchers for the gandive. These launchers, are basically a set of metal rail that the Odysseus wings and main body slot into.
When launching, the Odysseus pushing itself along these railing, launching from the ship. Orleans crewman keeps the rails covered and cleaned in between launches.
Of course, the Odysseus eats A LOT of power and will burn through its 5 shell magazine relatively quickly, even with the best shots possible. As such, the Odysseus has been designed to land on a Mother Orleans, carefully guiding itself back into the launcher mechanisms much wider receiving end with ease. During which the crew of the Orleans will replace the promethium rods, refill ammunition and other small maintenance issues.
These Mother Orleans are more convenient compared to a Landing strip due to their ability to match a frontline, But will still be some distance away from the front, never growing to close.
In the event of a Charybdis raid, it is estimated that they would need to combat both ships that are in progress of leaving the carriers, guarding the carriers and returning to the carriers. A proverbial kicking of the hornets nest.
Our current hovercraft are not designed for the open waters, as such they are quite vulnerable. The 10 meters long Salmon class transport wishes to change that. Mounting a 40mm automatic cannon, the salmon has quite the punch, but its real purpose is to serve as transportation for infantry and gendarmes across the ocean.
Based on the Caliburn's propulsions system, but fully modified for ocean travel, the Salmon Is capable of traveling across the ocean at a fair clip, keeping nice and stable to whole way. When It reaches the shores of the enemy, it will open fire on the enemy with its 40mm cannon, while climbing up to the beach before dropping the back hatch to release the men held within up to 30 men, or with the right modifications a tank.
The transportation section of the Salmon is defended by a series of heavy armour, and cannot be accessed by either side. The back side of the tank posses an emergency lever that blows a set of charges, blowing of the door of the Hovercraft. This is to prevent the men being transported from being killed by a shot tha "cores" the salmon
here are 3 designs. A Small ship designed to kill the UFO
A naval ship designed to act as a lander, and get us gravity shield experience while also creating a 60mm autocannon.
and a more conventinal Hover craft lander, designed to get our forces to the beach... adn that about it. The safe option
Year 1915 A.C. Cold Season, Design Phase
Proposal: ARA-1915NC-AAL "Neptune"
The Neptune heavily armored lander is a naval ship coming in under a hundred meters.
It has been designed with a cealium lift system, purely to ensure that the hull does not sink itself underneath its size to weight ratio on the open ocean. This lift system is of course much weaker than that of a sky ship.
The outside of the lander is equipped with thick armour, and covered in a series of small-aligned cealium nodes. These nodes are designed to push incoming fire down or off to the side, turning a hit into a miss or a richet, protecting the Ship from the FBJ bullets by robbing them of kinetic energy and causing them to not hit the ship in the first place.These are in place above the ship as well, deflecting incoming shells into the waters around it.
When it makes impact with the shores of the beach, the prow will open, turning into a landing ramp and opening the gullet of the beast, releasing the tanks and infantry within.
Up to 4 gendarme tanks or 8 Caliburns can be held within the stomach of this heavily armored behemoth, along with a company of soldiers, who have been crammed into this hold for the short journey between abberan territory and salviosi beaches.
This is a very vulnerable process, and so, The Neptune is armed to suppress enemy forces on the beach to give our landing troops the best chances they have.
To help protect the ship during travel from air raids and to clear the beaches during landing, the Top of the ship mounts two large, squat turrets designed to shoot at incoming enemy Ships and suppress enemy fortifications.
These turret are a 60mm duel barreled autocannon, using its two barreled nature to continue firing far in excess of what a single barrel could do before overheating and wearing away.
It is the hope of the Abberan research department, that between the landing capacity of the ship and with enough Neptune’s it will be able to clear enemies from landings zones while protecting itself from incoming Charybdis on an attack run.
Difficulty: Ludicrous
Result: 3 (4+2+1-4) 4 (4+3+1-4) 8 (6+5+1-4) = Average
The Neptune is quite the undertaking, and to our knowledge, much like the fairy tale character from our children's books, is the current king of the waves - between the Harren Island combatants, at least.
While we do not necessarily have the infrastructure to support a fleet, or even enter open ocean, we've managed over the past few years to build and support some sort of naval capabilities between us and Salvios. While we did not expect a proposal of this magnitude, there is no denying that it actually works. The massive Neptune shouldn't float, especially with a full load, but does thanks to a weaker version of the lifting system used in the Orleans and it's variant. Aligned Caelium nodes are embedded around the 100mm armor (150mm at the Conning Tower and the front hatch/ramp) that, when activated, are meant to deflect incoming fire. The system drains it's power stores (separate from the rest of the ship's, thankfully) quicker than they can recharge, and due to the pushing nature of Aligned Caelium, cannot be maintained for more than a few seconds at a time lest the ship begin to buckle. The interior of the Neptune is spacious enough to hold a company of soldiers as well as four Gendarmes or eight Caliburns. It does get cramped and there is nowhere to strap anyone down to, though the vehicles are secured. Exiting the Neptune can be tedious, as either the vehicles or infantry need to file out before the other to minimize running people over. The propeller-driven ship can reach speeds of twelve knots (or around 22 kph).
Atop the ship are a pair of turrets carrying a single-barreled 60mm autocannon. There were attempts to construct a double-barreled model, however it wasn't going over quite right and we needed to move on lest the rest of the Neptune suffer for it. It fires 80 rounds per minute and the autoloading system only rarely malfunctions.
The Neptune costs 8 Ore, 4 Caelium, 5 Gavrillium, and 3 Chemical Compounds, making it a (NATIONAL EFFORT).
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With this beast supporting our hovercraft we expect to make gains wherever it's able to deploy. We aren't finished however, as you still have the opportunity to make changes this Revision Phase. Using this Revision to build upon our Amphibious Invasion capabilities will net a Research Credit for it as the Design did.
IT IS NOW THE REVISION PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 12 knots/22kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. Very power-hungry, and very ambitious. 8 Ore, 5 Gavrillium, 4 Caelium, 3 Chemical Compounds. (NATIONAL EFFORT)
Aircraft
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (NATIONAL EFFORT)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 6 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Gavrillium (1/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 1 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 2 Ent., (0/3 Resources) (Radio Coverage)
Fortress-City Harren: 2 Ent., (0/? Resources) // 25% Control (Contested)
Ore: 5
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
Research Credit x1
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (EXPENSIVE)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (EXPENSIVE)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Waterproofing:
To avoid sea spray contaminating the power systems of the Neptune and Nodens, the power generator room is to be waterproofed with rubber seals on the bulkheads, and the hull seams are to be sealed with a waterproof coat. This method is to be extended to the caliburn.
Edit:
The Neptune currently suffers from overreach, as such the nodens is a project dedicated to scaling pack the impressive Neptune into a more manageable variant. Both the Neptune and the Nodens will have parts of its armoring and hull replaced with Caelum steel in key parts, The aim of this revision in the Neptune and the nodens, which share a very similar hull, is to decrease the needed amount of metal done to a more manageable cost.
Both the Neptune and the Nodens will have their generators updated with capacitor systems similar to the sparkpacks, allowing the generators to output more power, providing more of the very lifeblood of abberan vehicles and decreasing the number of promethium rods that are consumed to feed the beasts in the long term.
Additionally, due to the sheer lack of anything having worked on increasing the strength of the promethium generator before, the design teams has added a faraday cage around the piezoelectric vice mechanism and a series of surge protectors to protect against any case of the explodies this time around.
The cargo bay floor has been changed to have a series of small D rings embed in it, allowing the soldiers to tie their packs to it or hang items on the D-rings attached to the wall. This also allows the bay to be used for cargo, allowing it to be strapped down unto these D rings that are built into the floor.
The design team would like to remind the grunts that being required to file out, after the tanks is the point due to the tanks being essentially a large wall, compared to the fleshy meat bags taking cover inside the barrel (like fish) behind these tanks, providing them some protection against small arms and machine gun fire.
To avoid sea spray shorting out the power systems if the Nodens, a waterproof resin has been applied to the seams and rivet joints in the geneator room, and the bulkhead entryways are sealed with a rubber lip around the door.
The Nodens and the Neptune have 1 grand difference, even with all of the similar revisions they are currently undergoing. The Nodens assault lander, will have its aligned cealium shielding system removed, cheapening the whole ship due to a much-lessened chemical cost, Aligned cealium cost and power cost. This along with the Above ore saving measures should allow us to deploy a large number of these landers upon the enemy shores.
The waterproof resin is to be also applied to the Caliburn, to ensure optimal performance over water.
Nodens: (3) Frostgiant, Jerick, Kashyyk
Nodens and Caliburn: (1) Doomblade
Year 1915 A.C. Cold Season, Revision Phase
Proposal: Nodens "Neptune" Variant Assault lander
The Neptune currently suffers from overreach, as such the nodens is a project dedicated to scaling pack the impressive Neptune into a more manageable variant. Both the Neptune and the Nodens will have parts of its armoring and hull replaced with Caelum steel in key parts, The aim of this revision in the Neptune and the nodens, which share a very similar hull, is to decrease the needed amount of metal done to a more manageable cost.
Both the Neptune and the Nodens will have their generators updated with capacitor systems similar to the sparkpacks, allowing the generators to output more power, providing more of the very lifeblood of abberan vehicles and decreasing the number of promethium rods that are consumed to feed the beasts in the long term.
Additionally, due to the sheer lack of anything having worked on increasing the strength of the promethium generator before, the design teams has added a faraday cage around the piezoelectric vice mechanism and a series of surge protectors to protect against any case of the explodies this time around.
The cargo bay floor has been changed to have a series of small D rings embed in it, allowing the soldiers to tie their packs to it or hang items on the D-rings attached to the wall. This also allows the bay to be used for cargo, allowing it to be strapped down unto these D rings that are built into the floor.
The design team would like to remind the grunts that being required to file out, after the tanks is the point due to the tanks being essentially a large wall, compared to the fleshy meat bags taking cover inside the barrel (like fish) behind these tanks, providing them some protection against small arms and machine gun fire.
The Nodens and the Neptune have 1 grand difference, even with all of the similar revisions they are currently undergoing. The Nodens assault lander, will have its aligned cealium shielding system removed, cheapening the whole ship due to a much-lessened chemical cost, Aligned cealium cost and power cost. This along with the Above ore saving measures should allow us to deploy a large number of these landers upon the enemy shores.
Difficulty: Very Hard
Results: 3 (4+1-2) 10 (5+5-2) = Above Average
The Nodens is, ultimately, a stripped-down Neptune. They are both now made with Caelium Steel armor, reducing the costs associated with the lifting engines keeping them afloat. Capacitors and surge protectors are added to the power system, and numerous measures put in place to ensure power distribution remains consistent throughout the ship. The upgrades to the system provide a slight increase in Gavrillium Efficiency. Rows of D-rings are bolted into the floors and walls to allow equipment to be safely attached, now providing only an occasional tripping hazard when in use (the rings fold flush with the hull when not in use). The Gravity Deflectors get a slight increase in time to use thanks to more precise power distribution.
The Nodens separates itself from the Neptune at this point by having it's Gravity Deflector System removed, greatly cheapening production of the landing assault craft.
The Neptune sees the costs of the lifting engines practically disappear, only to be replaced by the cost for Caelium Steel. Gavrillium costs are reduced in exchange for Ore cost. The Neptune now costs 9 Ore, 4 Caelium, 3 Gavrillium, and 3 Chemical Compounds, remaining a (NATIONAL EFFORT) for the time being. The changes it has received do see top speed increase to 18 knots/33kph.
The Nodens however sees a reduced cost of 8 Ore, 4 Caelium, and 2 Gavrillium, making it (VERY EXPENSIVE).
----------------
Thanks to your efforts this season we now eagerly await the results of our offensive. This Strategy Phase you will not only be responsible for Resource Allocation and Fortification, but also choosing which two fronts to attack on! Remember that the lane you choose not to attack on will be considered Defending, which will provide appropriate bonuses based on your armory. Note, and foreshadowing: to get you into the habit before a new couple rules come into play in a couple turns, format the attacks as something similar to "Attacking x from y" unless you're attacking in contested territory. Just do it. Don't worry about it.
IT IS NOW THE STRATEGY PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (VERY EXPENSIVE)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm Caelium Steel armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 18 knots/33kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. D-rings provide the ability to strap things securely into place. Moderately power-hungry, and very ambitious. 9 Ore, 3 Gavrillium, 4 Caelium, 3 Chemical Compounds. (NATIONAL EFFORT)
--ARA-1915NC-AAL/b "Nodens": A Neptune without the Gravity Deflectors. Otherwise there is no difference between the two. Costs 8 Ore, 4 Caelium, and 2 Gavrillium. (VERY EXPENSIVE)
Aircraft
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (NATIONAL EFFORT)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 6 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Gavrillium (1/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 1 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 2 Ent., (0/3 Resources) (Radio Coverage)
Fortress-City Harren: 2 Ent., (0/? Resources) // 25% Control (Contested)
Ore: 5
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
Research Credit x1
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (EXPENSIVE).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (EXPENSIVE)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (EXPENSIVE)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (EXPENSIVE)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm Caelium Steel armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 18 knots/33kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. D-rings provide the ability to strap things securely into place. Moderately power-hungry, and very ambitious. 9 Ore, 3 Gavrillium, 4 Caelium, 3 Chemical Compounds. (NATIONAL EFFORT)
--ARA-1915NC-AAL/b "Nodens": A Neptune without the Gravity Deflectors. Otherwise there is no difference between the two. Costs 8 Ore, 4 Caelium, and 2 Gavrillium. (EXPENSIVE)
Aircraft
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (EXPENSIVE)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 6 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Gavrillium (1/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 1 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 2 Ent., (0/3 Resources) (Radio Coverage)
Savannah: 2 Ent., (?/? resources) // 10% Control (Contested)
Ore: 5
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
Research Credit x1
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (CHEAP).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (EXPENSIVE)
Avalanche Combat Engineering Kit: A full-steel shovel or entrenching tool designed for use with an Avalanche (or Collision) as well as a nifty canvas bag (with adjustable strap and excellent padding) that holds up to 6 10kg explosives which can be placed in a specially designed gavrillium-capped casing. Has a seven second fuse or can be set off manually with a pullcord. 8 Ore, 3 Gavrillium. (EXPENSIVE)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAV-15 'Apibaru' (Pattern B):An 8-wheeled, 2-propellered amphibious armored personnel carrier armed with an LLG-12 and open-turret LFG-13. Has a hexagonal cross-section and uses 35mm Caelium Steel armor plating. Can hit 60kph on land or 8 knots/15kph in calm waters. Can carry ten passengers and four crew. 7 Ore, 4 Gavrillium, and 5 Caelium. (VERY EXPENSIVE)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Year 1915 A.C. Cold Season, Combat Phase
Abberan Advancements
This season we have expanded Ore mining operations in the Woodlands. The North River Crossing has also seen Entrenchment pushed to Three(3) with a severe increase in concrete trenchworks, minefields, and barbed wire obstacles all watched over by fortified pillboxes in anticipation of a Salviosi assault.
Thanks to our additional Ore resource, we have received the following Armory adjustments:
The Icarus, Nodens, and Gendarme all become (EXPENSIVE).
Salviosi Successes
Proposal: AAV-15 'Apibaru' (Pattern B)
AAV-15 'Apibaru' (Pattern B):
These [REDACTED] certainly have some interesting ideas. The [REDACTED] is a revolutionary vehicle- fast, heavily armoured, and amphibious, it has the potential to change the face of war forever.
...is what I would have said, before the Abberans rolled out their own fast, heavily armoured vehicle. At least theirs isn't amphibious- but the face of war has still already been changed, making the [REDACTED] a much less revolutionary concept.
Anyway.
Unfortunately, we cannot create an exact replica- [REDACTED] is simply too far ahead of us in multiple fields. However, we can substitute many components with our own technology... and make some concessions to the existence of the Abberan's Gendarme.
First, we shall replace the engine with a GavEngine of equivalent output- not a problem, thanks to the [REDACTED] bizarre adherence to [REDACTED]. The transmission and gearing and suchlike will be simplified slightly, at the expense of somewhat lowering the top speed (whilst still leaving the Kerata in the dust, obviously). The metallurgy used to create the armour is of[REDACTED] we possess, but fortunately Caelium Steel is a decent substitute- we can (and will) even make it slightly thicker, given its lower weight. Structural components will be regular steel.
The turret... is not possessed of enough firepower to seriously threaten the Gendarme, which is where our most radical modification comes in. The [REDACTED]will be replaced by a 40mm LFG-13, modified to fit the turret. Even though the LFG is made of Caelium Steel, and we won't need the heavy carriage, it will still [REDACTED], so some modification may be necessary to balance things out- although we understand that the [REDACTED] have successfully made [REDACTED] doable. The coaxial machine gun will be replaced with an LGG.
Difficulty: Very Hard
Result: 6 (5+2+1-2) 7 (6+2+1-2) = Average
Our conversion of this foreign [REDACTED] went...surprisingly well considering our history with ground vehicles. We've managed to duplicate the shape and size of the original (or we're pretty sure, without an actual physical copy for comparison), including the interesting decision to use a "hexagonal cross-section" and sloped armor. Thanks to our access to Caelium Steel the armor is 35mm thick without severely impacting performance. The [REDACTED] engine was swapped out for one of our GavEngines, and an LGG-12 slotted in place of the coaxial gun. Most notably, the [REDACTED] is replaced by an open-top turret mounting an LFG-13 modified for the purpose [GM NOTE: Think something in the style of the German's Wirbelwind turret]. As a result of the additional burden and some willing sacrifices to certain mechanisms involved with the four pairs of wheels, an Apibaru can get to 60kph on land and, thanks to a pair of basic propellers, 8 knots or around 15kph in calm waters.
The LFG-13 and ammo storage cut into the actual transport space, knocking the original's troop transport capacity down slightly to ten passengers and four crew.
The Apibaru costs 7 Ore, 4 Gavrillium, and 5 Caelium, making it (VERY EXPENSIVE).
Proposal: Avalanche Combat Engineering Kit
Step one: Make shovel, except it's Avalanche-sized and made entirely out of steel. Step two, make a bag full of 10kg charges of non-Gavrillium-based (like our non-Gavrillium grenade) explosives with hand grenade timers, armed either like a hand grenade or using a long ripcord for detonating at a distance. Step three, take that same 10kg charge and then stick it in a steel casing with a Gavrillium cap bolted to one end. The explosion blows the cap off, but not before starting the melting process and stretching it into a concrete and armor-penetrating cone shape like a primitive HEAT charge that also melts anything it gets stuck in. Combined, these devices allow us to deploy combat engineers in Avalanche armor, fully capable of everything from major demolitions work on buildings or hardened positions (shaped charges are useful for blasting through thick concrete and regular explosives will destroy anything if you toss them inside first) to digging latrines. Oh, and trenches and foxholes and anything else you may need to dig out.
We expect to find lots of enemy fortifications in our way during our landings and will then find ourselves in open ground, in need of cover and construction capabilities, we hope this is enough to earn some extra investment from our generals.
Difficulty: Normal
Result: 3 (3+1+0) 8 (5+3+0) = Average
Step One: We made a full-steel Avalanche-sized shovel as well as our standard entrenching tool.
Step Two: We crafted 10kg explosive charges that can be primed and thrown with a seven second fuse or placed and detonated from a relatively safe distance with a ripcord spooled and paired with each explosive.
Step Three: Using principles gleaned from our FMJ/G rounds we've thrown charges into steel casings with one end capped in gavrillium. When the charge goes off the blast is more focused out of the gavrillium end, with the gavrillium cooking off and blasting outward as it rapidly turns molten, often melting what it's pointed at.
Step Four: We grabbed a big ol' canvas bag and can throw up to six of any combination of cased or unencased explosives into it. It has an adjustable strap meant to be thrown over the shoulder. The padding is amazing.
Avalanche Combat Engineers have to forego larger pieces of equipment (namely, the Senapang and LAMB) due to the bulk of the shovel and explosives.
The charges almost always work as intended, and the shovels and entrenching tools (equipped separately) are fairly sturdy.
The Avalanche Combat Engineering Kit costs 8 Ore and 3 Gavrillium, making it (EXPENSIVE).
CHAPTER FOUR: A FOCUSED EFFORT
Part One: The Price of A Kilometer
With the war expanding from a simple fight over a city into a multi-front conflict the soldiers still in Harren City were given the orders to hold their ground at all costs, a command they were very willing to fulfill. Streets were blocked by Gendarmes and their infantry support, using the cover of taller buildings when they could to avoid a bombardment from the increasingly numerous and problematic Charybdis fleet. Every intersection became a killzone, every alley a chokepoint, each building a fortress.
A few weeks into the season the Salviosi began increasingly probing the Abberan lines. While they began as nothing unusual, eventually raids were run that ended in the Salviosi destroying a strongpoint here or there with their new 'Avalanche' Combat Engineering Kit. Their explosives also gave the Avalanche soldiers the capability of destroying our Gendarmes quite handily should they be prepared for one. Eventually the probing stopped for a few days, and then...
Cool rains fell one midseason morning when the air filled with the crack of a Senapang followed by the death of an Abberan messenger unlucky enough to get caught crossing the street. A few minutes later a second soldier a block away was killed as he peered out of a window. For a few hours the Abberan lines were harassed by snipers in this manner before the barely audible hum of the Charybdises joined in. They passed over the infantry in search of relatively easy airborne prey, though not without firing shots at a few more exposed targets. Led by their Apibarus and Sleds, the Salviosi then launched their massed infantry offensive on the Abberan line.
Vehicles on both sides were of limited use for both sides as infantry was regularly equipped with weaponry capable of damaging enemy armor. The Gendarmes had a slightly easier time of it, needing only to hunker down and wait for the enemy to expose itself. The Sleds however served very well in setting up an immediate defense for any taken ground. While the enemy Power Armor keeps to small arms and melee weapons, their FMJ/G ammunition and strength-amplifying myomer give them more than enough ability to engage our Paladins and Crusaders at any range. Infantry from both sides is well-prepared for the close, brutal fighting the city has offered for the past couple years, and while nothing was added to the Abberan armory this season to aid in the ground war, one major thing changed. Our K-wool protection has increased survivability of our infantry, that is certain. During an attack an injured soldier is still often out of the fight, however when defending they don't need to worry about things like "keeping up" and "charging". As long as they can use a weapon they can hold ground, and the Salviosi had to come to terms with this. While the combat engineers and heavy weapons could freely fire on targets in the open, they needed to clear every building room-by-room and often with unarmored infantry. With a static defense in place this task became much more difficult, though the M3 frag grenades deployed by Salvios aided in the endeavor. With a Sickle in every squad and a Draco or Modea otherwise our infantry has much more overall firepower in enclosed spaces. The Salviosi had better control of the streets though, and kept constant pressure on the Abberans. Day by bloody day a building or two would fall to Salviosi hands, though not without an increasingly steeper cost in lives.
Things looked pretty good for the Abberan defense this season until two weeks into the push when Salvios launched a massed Perahudara assault. With total control of the skies, although vulnerable to most gunfire, their skyborne transports were able to drop infantry and Power Armor among our forces, on rooftops, and anywhere else they could slither their way into. While being inside one of those flying cans was definitely unenviable, it pulled attention from the front and allowed the enemy to progress while pinching the forces between the Salviosi line and the deployment of Perahudaras. Eventually the order to fall back was given to prevent a similar assault cutting off the whole of Abberan forces in Harren City. This was no retreat, however. The Abberan forces made the Salviosi pay for every step they took, Crusaders and jump-pack Nikes proving especially capable of harassing the Salviosi in this environment. Abberan forces suffer heavier losses this season than they have previously as a result of the orders to hold ground and being unable to do so. If it is of any consolation, the Salviosi are just as bloodied and exhausted.
It was a valiant effort, but ultimately the Salviosi were just able to best Abberan forces in the city, resulting in an Abberan Defeat! Abberan control of Harren City drops to 0%. Decide whether or not to keep the bridges intact as you pull back.
Part Two: The Cliffs of Abbera
The first hint of something wrong was the increased sighting of the floating metal observation balls the Salviosi deployed. They initially drew a bit of fire, if only for sport, before the Salviosi began to respond to the gunfire with distant strafing runs from Charybdises. Eventually a few observation posts reported enemy activity across the strait. Runners and radios relayed the message through the mountains of a coming assault which eventually does come in the form of Perahudaras and Apibarus supported by a large number of Charybdises. The amphibious craft directed themselves to the small shorelines where they could disgorge their troops - cliffs and narrow passes prevented the Apibarus from pushing very far into the mountains. The Perahudaras had an easier time of it, at least until trying to land. With combat generally restricted to basic infantry, the portability of the Abberan heavy weapons as well as their Nike armor and jump-pack, they were able to quickly position and reposition as necessary to fire upon invaders.
The Salviosi had a hard enough time as it was however, at least at first. With the Orleans capable of using it's main gun at will for the first time in the war, and in a theater where neither side was able to field many pieces on the ground, it was able to make an impact once more. Shells flew over mountains and into the strait as the Saliviosi were crossing, with a few lucky hits destroying some Apibarus before the airships were driven off. While defenses in the area were sparse, there was a Scythe, Sickle, or Halberd around seemingly every corner and riddling every mountainface. Perahudaras were readily filled with holes, their cargo of infantry suffering for the lack of armor plating. On the occasion that a Perahudara did manage to land, it wasn't long before the highly mobile Abberan infantry would pounce, repositioning their heavy weapons and using their Wickermen to provide cover in exposed passes and valleys. While Salvios once again controls the skies, their limited infantry capability hampered their invasion efforts in the area, resulting in the attack grinding to a halt. With Salvios needing to improvise cover from the elements while the Abberans have some sort of infrastructure (and lovely K-Wool), morale and effectiveness hastily drop as the invasion goes from one day of fighting to two, to five. Pockets of Salviosi infantry try to hold out, but ultimately they are forced to retreat, surrender, or die.
With the limited equipment able to be brought to bear in the North Peaks, our focus on improving our basic infantry has paid off greatly. The Salviosi invasion has failed, resulting in an Abberan Victory! Control of the North Peaks remains 100%.
Part Three: Traveling Abroad
Salvios knew what was coming. How could they not? Massive ships prepared to launch for the greatest amphibious invasion the world had seen. Patrolling aircraft in the distance definitely reported back what they saw, but the Salviosi were more interested in digging into their side of the strait here. Kingmakers and Caliburns joined the Neptune and accompanying Nodens ships in the responsibility of transporting men and material onto Salviosi lands.
They set off on a foggy morning, using the low clouds to provide cover from above. Built more for hovering over solid land than water, a couple of the small transport vehicles suffer malfunctions during the crossing and dooming more than a few soldiers to a frigid watery grave. Charybdises are forced to dividing their attention between the Orleans support raining artillery down on the Salviosi positions and the transports moving en masse below. Now however, the aircraft needed to deal with the 60mm guns on the Neptune and Nodens. While by no means perfect, they at least provide some level of threat and deterrence against the long-unopposed Salviosi craft. Even adding in fire from the Salviosi artillery and bunker guns, the crossing was going generally well.
Salvios had long expected an attack on this front, however. The beaches were overlooked by lines of trenches and bunkers. At least one GGG-12, LGG-12, or Senapang Var. S. kept watch over every centimeter of the half-kilometer between the waves and Salviosi defenses. Gunfire and explosions peppered the Abberan transports. A number of Scylla bunker guns managed to do some relatively minor damage to a few Nodens, and one was sunk with all hands on board after the deck was struck twice by Salviosi artillery and she cracked in half. The Neptune, followed by the battered Nodens ships, eventually opened their maws and let loose the mass of infantry and armor inside. Or at least it was hoped to be that easy. The front of the ships dropping open provided perfect targets for the Salviosi guns, with Gendarmes being struck by heavy weapons as they exited the ship, though those that weren't immediately disabled managed to make fair progress on the frozen clay and dirt of the beach. Infantry fared no better as the rapid-fire Salviosi weapons sprayed into the ships. Wickermen popped all along the beach providing ample cover, but still the approach was bloody and hard-fought.
Luckily the mass of hovering transports provided a great threat to the Salviosi lines, able to rapidly exploit weakpoints left by Orleans bombardment. Barbed wire and landmines did little to stop the movement of the hovercraft, and so they were able to bypass a majority of the obstacles that would have provided clearer chokepoints for the defenders. Though very costly, once again Abbera's highly mobile infantry allowed us to reposition at will, and do so with some pretty hefty weaponry. The Wickerman reared it's head again as a fairly effective means of clearing pillboxes - the cup launcher increasing their usefulness exponentially. Eventually a breakthrough was forced and pressure on the beach slowly lifted as the first line of trenches was secure.
Salviosi artillery seemed somewhat inconsistent, if not disorganized, and while it obviously had an impact, did not perform nearly as well as anticipated. That said, the fighting was very close, with our forces only managing to maintain a small foothold by the end of the season. Salviosi defenses are quite heavy, and may require a bit of dedication to get through. All things considered, it is still an Abberan Victory! Abbera now controls 10% of the Savannah.
----------------
This season we Lost Harren City, Repelled the North Peaks Attack, and Landed in the Savannah. You are now tasked with deciding once more whether or not to blow the bridges into Harren City. Overall our slight focus on improving our base infantryman paid off. Pulling forces originally meant for use in other sectors for our focused offensive did reduce manpower in those areas. Some say this turned the loss off Harren City from a probability to a certainty, but historians will only ever be able to speculate.
We have also received a request from the Alliance: the war has ground to a halt on all fronts, and some ideas are being formulated as to how to break the stalemate. Each nation has been tasked with a different option to work out, and yours is to make a vehicle, suit of armor, gun, set of equipment...something, but you are to put every ounce of effort into it possible. All costs will be covered by the Alliance's coffers. This is the free design for the National Effort you guys will be designing this turn. You also have your normal Design action.
While the loss of the city hurts, our victories elsewhere should not go ignored. We're on the enemy's turf, and they can't say the same. Congratulations.
RE: The Special Design
-It will be tasked with fighting a similar effort coming out of the Salviosi labs.
-If something is designed or revise that could directly upgrade this design, it will do so automatically unless otherwise requested.
-The design will always be a (NATIONAL EFFORT).
-Include whether or not it's meant to be an (OFFENSIVE) or (DEFENSIVE) design.
-Difficulty for this design will be reduced.
-Feel free to ask questions.
IT IS NOW THE DESIGN PHASE.
Ymir Hover Self Propelled Gun
The Ymir is a project in overcompensation and overkill.
A massive hover vehicle, working off of similar principles to the caliburn, the Ymir is designed to ferry around a very special gun.
This Hover Self propelled gun (Or HSPG as the bean counters have designated it) is designed to mount our massive Jotunn artillery piece.
The design staff feels that this should have a moment to sink in.
This massive Hovering vehicle has been created to make the massive Jotunn gun mobile, allowing it to support offensives, Bashing apart fortifications and reducing entire fronts into a frozen hellscape with its rime shells, making it easy pickings for our advancing troops.
To facilitate this purpose, the Jotunn has been equipped with a cealium Shell loader mechanism, This allows it to bypass the problem the current jotunn has, that being it reload speed, and increasing it to a firing speed only half that of the gorgon, despite being many times larger. Truly, a terrifying prospect for any enemy.
The fearsome recoil of the Jotunn requires a large amount of k-wool recoil Pads, similar to the Halberds, Except for the pads being more comparable to 150mm Cylinders, then the cloth pads that are inside of the halberd.
Combines with the gravity fields that hold the Ymir aloft, this allows it to fire without flying end over end, when it comes to a stop.
In order to allow the Ymir to move, a very powerful gravity Vein system is required, totaling six “Wings”. The alighted cealium inside of the Wings has been wrapped in a sleeve of D-Promethium, The wings are set far enough away and are kept ventilated well enough that the metal surrounding these D-promethium sleeves are saved from brittleness, and this extreme cooling seems to have caused the Alighted cealium to better Conduct energy, decreasing the amount of power required for the same effect compared to the regular aligned cealjum systems, This means that two generators of the ymir, can create a VERY powerful gravity field. This gravity field is fully capable of keeping the Ymir aloft, and moving at a decent clip when angled such. In addition, this powerful grav system will crush anything with the bad luck to be underneath it, This allows the Ymir to travel through dense woods, bringing down any trees in front of it with its metal hull and the powerful crashing gravity that is emitted.
Unlike the caliburn, the Ymir does not have any Gaps in the hull, allowing it to travel over water without the chance of short-circuiting before arrival.
The ability to support an offensive with the power of entire fronts worth of jotunn fire truly a fearsome ability, along with its ability to reposition, making it very difficult to attack with artillery in a counter-barrage.
The inclusion of a radio system, allows the YMIR to cordinate its fire for maximum effect in order to support the offensive and to better destroy enemy VIP's.
In order to help protect the Massive Hull of the Ymir, it has been equipped with 3 60mm turrets, two located near the nose of the Ymir and one located in the back, behind the Jotunn. These guns are similar to the ones use by the Noden and the Neptune, except for some changes to the firing mechanism. These gun barrels have been modified to be similar to the Halberd-B, Except instead of being a full lining of Aligned cealium inside the barrel, its is inside a set of twisting, spiraled inlays inside of the C-Null-Steel that makes up the barrel of the autocannon. When a shell is fired, the Gravity fields that are produced by these spiralling inlays are concentrated insto a spinning stream. This causes the Autocannon shell to spin furiously as it leave the barrel, Like an extreme version of rifling. This powerful spin, combed with the extra speed provided by the powerful spiraling gravity streams, cause the shell to a trike with many times more powerful, and fly much farther and accurately due to the centrifugal force imparted into the shell.
These all happen to increase the power of the 80 shells a minute that are fired from the Bangers (The nodens crew nickname for their 60mm guns) to a ludicrous level, making it a very deadly weapon.
These three turrets are not designed to be used as a primary weapon, merely to defend the Ymir from enemy attacks while it repositions are chance enemy sky patrols. These turrets are designed to fire at both ground target and sky targets, Making the Heavily armoured and armed Ymir and difficult prospect to both Pin down, and attack without taking severe casualties, without even factoring in abberans forces that can deploy to protect it.
To further facilitate this ability to self defend, The Ymir's main Jotunn gun has been designing to be full capable of traversing to -10 Degrees, allowing it to fire its monster of a gun at oncoming enemies that might think it an easy target up close.
To better facilitate it role as a fortification destroyer and offensive weapon, the ymir has been used as an excuse to create new shells for the jotunn and guns of similar caliber (when they exist).
The first is the HESHRP, Also known as High explosive shrapnel. This shell has been design with a timer detonator, a altitude detonator and an impact detonator due to its multiple purposes.
The shell is a large shrapnel bomb, design to explode and create A massive amount of deadly shrapnel from its lead body (Lead being a soft and dense metal is ideal for shrapnel, not to mention cheap). As one can guess, when a 420mm shrapnel shell detonates, it causes a large spread of flying debris. With it multitude of Detonators, it is foreseen that the HESHRP will see its uses as both a bard wire shredder, Anti-Infantry weapon and a weapon against the enemies perahudaras and Charybdis, which saw continued use this year. Hopefully, The explosive force of a 420mm shell and the Charybdis's own momentum will see that The shrapnel from the HESHRP will be able to puncture its armour, albeit this may be a long shot.
The second shell is the WHKM420mm, Which is essentially a massive shell, filled with upscaled Wickerman bomblets. When the timer inside the shell times off, the Cluster Munitions detonates, scattering hundreds of White phosphorus bombs around the area. This can be used to both Offensively burn the enemy alive, via its incendiary properties, as well as to create massive smokescreens to protect our forces, without relying on a thrown grenade to do so.
Emperor class battle armour.
The emperor class battle armour is designed to be GENERATIONs, ahead of normal armour production. Any attempt to mass produce such a suit would end in failure at this time.
In order for the suit to be used the knight in question, typically the kings right hand, Must partake in long period of intense modification, all so that they may serve the royal family to the best of their ability. Those Who undergo this process are considered to be royal by blood, and their family will receive many benefits that can come from such.
First, the Knight in question will be put on a special diet, consisting of a special set of cealium infused honey, K-wool Potions and a set of Surgeries.
The K-wool potions have been created using Royal K-wool, reserved for members of the royal family. These potions dissolve the k-wool strand, and when consumed, the human body takes the nutrients and minerals in the potion towards the muscles of the person in question. This causes their skin and muscles to take on a K-wool like-properties. Currently, with non- royal K-wool, these properties are merely being slightly less vulnerable to blunt impacts, However with royal k-wool involved in the creation of the potion, the person in question is capable of taking a pistol bullet from over 20 meters with nary a scratch.
The Cealium Honey inside of the body congregates at certain points along the spine, leaving deposits of cealium inside of the nervous tissue, noticeably repairing any current deficiencies. These deposits are inactive, as the human body does not produce enough power inside of the nervous system to activate it.
The surgeries create a set of sockets, were electrical signals are passed in and out through titanium coated copper wires.
All of this is in preparation for the Royal knight to be enclad inside of the Emperor class Knight armour. Without such, there is a 50/50 chance that the knight would die, and be unable to operate it in the first place.
The emperor armour stands 3 meters tall, and 2 meters wide at the shoulders and has been designed with enough armour to rival the hull of the nodens. Some would think that this would create a larg , heavy suit. However, the series of cealium crystals and tubes set through the armour allow it to both jump, run and move at a rate comparable to a well trained human.
The Cealium nodules inside of the knight designate are socketed into special outputs for the armour. The outputs are connected to a series of treated K-wool, that have been soaked in a special form of human cell. This cell, taken from the knight himself and afterbirth has been promoted to grow nervous tissue around the k-wool, strands.
When the k-wool is connected to the armour, and through the armour the knight themselves, it can be said that the K-wool acts like the knights own body, Transmitting electrical signals and returning them back.
When the knight is connected to his armour, He becomes the emperor class armour.
The emperor armour is equipped with a set of gravity veins along their finger tips, the elbow, knucles, their back and the bottom of their feet.
The veins on their back are simple, pointing in only one direction and are designed to allow the knight to make incredible leaps into the air, and propel himself at fast speeds without any surfaces to push off.
The veins in the sole of the boots are similar, with multiple small nodules pointing in hundreds of directions inlaid in the boot. As it cares not for the materiel in its way, the alighted cealium can easily be protected. The veins in the sole are pointed in many directions, allowing the knight to reorient the push in any direction needed to manipulate himself through the air. This can be done via thought because of the K-wool cealium nervous system , like learning a new limb. However, this takes much training because of the complexity involved. This would be a problem, however because of the emperors unique nature, it does not matter, allowing the pilot to master it. These boot veins can be used to push the suit in any direction, as well as to stick itself to a surface, allowing the wearer to walk on shear surfaces if necessary.
The hand veins are similar, all located inside of the fingertips. This are primarily used to correct and stabilize any flight path created buy the back veins and the bottom nodules, However, they can also be used as a climbing tool, allowing the Emperor class armour to stick to a sheer surface via their hands, and as a weapon, creating gravity fields inside of anything the knight is touching. This can be very dangerous for even a vehicle, as the gravity field cares not for the strength of the armour.
This hand veins can also be over charged, creating a similar effect to the neptunes gravity shielding in front of it, this allows the Emperor class armour to protect itself when forewarned, and can sometimes charge right through enemy fire.
The elbow gravity veins are not design to give a contant push, and are instead designed to quickly turn on, pushing the elbow forward very very very hard, before being turned off again. This is accomplished via the strange way that the alighed cealijm is inlaid. The alighed calium has been carved to be a set of spirals, almost dna like in appetence. When actavted, the gravity field from this entwined cealium spirals, clash and rapidly push the elbow forward. If used for a prolonged period of time, the researchers believe the alighted caealujm would break, but through short span use ,such as a punch, the lifespan is increased many times over.
The punch through by the elbow veins is capable of piercing the piece of a wreched nodens hull that was used for testing. Without the royal K-wool used in the suits construction, it is likely that the suits arm, the testing rig and the man inside would have been reduced to a twisted metal pulp.
The greaves of the Emperor class armour contains a set of strong springs, which allow the emperor class armour to build up a large amount of speed when ground bound, capable of running at speeds normally reserved for vehicles. These springs can be locked in place, so that the emperor class armour does not always bounce when they move, slowing them down to a more human pace.
The emperor class armour is built on top of a mechanical frame. In fact, it would be closer to say that the Emperor is piloted, instead of worn like normal knight armour. This frame is created from a very similar syetam as hydraulics, involved the expansion and contraction of a materiel causing the parts to move, creating force in excess of human capacity, without getting tired.
Unlike hydraulics, this frame has been created from cylinders of K-wool in place of hydraulic fluid. When this chemically treated K-wool is exposed to electricity, the K-wool Begins to Expand, and release stored kinetic energy in proportion to the strength of the signal. The opposite is true without the electrical stimulation, causing it to Shrink and absorb more kinetic energy.
This allows the frame, through the input provided by the nervous system cealium--iwool sockets and the power from the sparkpacks to move, push, pull and lift just like a hydraulics system, all the while being much more powerful, and faster to respond then a hydraulics system.
The K-wool nervous system allows the pilot to turn off and on power to any part of his suit, like moving a piece of their body. This allows reactions on par with human reactions, as though the armour and man are the same being.
The armour is protected by layers of Metal plating, very thick because fo the size of the frame and the armour allowing much more to be fitted on them the standard human body, and the K-wool used to protect the emperor class armour is the valuable Royal variety. In fact, according the to lead designer of the emperor, its likely that this one suit ate away at 10% of the royal stockpile, by itself.
In exchange, the Emperor class amour, could not just be able to be hit by a train and walk away, it would be then able to get up, and hit the train BACK hard enough to derail it.
If it wasn’t for the Royal k-wool Nodules inside of the suit and the under suit, as well as the k-wool infusion process they undergo, it is very likely that the strength of the armour throwing a gravity enhanced punch, would be enough to dent it.
As the Salviois like to taunt, the crusader and the Paladin aren’t really “powered”. The emperor is.
its is faster, stronger, and near indestructible. Piloted by the best knight in abberan and capable of flight. A guardian angel for the Royal family, and a angel of death for the enemy.
Couple designs fo rthe special units. The Emperor is current an extremly rough draft.
The Sky Tyrant is the world's first true sky battleship. It is almost 350 meters long and mounts several Jotunn cannons as it's main weapons in two triple barrelled turrets. These cannons utilise vast amounts of k-wool to stop the recoil from the cannon form affecting the ship. Similar to the Halberd the barrel of each cannon can slide back into the turret a distance, compressing gas as it does so. K-wool is used throughout the turret mechanism to protect it from its own recoil. Its reload mechanisms are considerably redone as the winch systems are replaced by a caelium hover sleds which can better handle and manoeuvre the heavy shells and thus speeding up the reload. The shells are loaded from an armoured magazine deeper in the ship and lifted into the turrets via the caelium sled. Once in the turret, the turret auto loader pushes the shell and its propellant into the cannon. The barrel and shells are upgraded with tech from the Halberd-b. The shell's outer casing is made from aligned Caelium and the barrel of the upgraded Jotunn uses C-null steel to stop the gravitational distortions. Two new shell types have been added; The first is the HESHRP, Also known as High explosive shrapnel. This shell has been designed with a timer detonator, a altitude detonator and an impact detonator due to its multiple purposes.
The shell is a large shrapnel bomb, design to explode and create A massive amount of deadly shrapnel from its lead body (Lead being a soft and dense metal is ideal for shrapnel, not to mention cheap). As one can guess, when a 420mm shrapnel shell detonates, it causes a large spread of flying debris. With it multitude of Detonators, it is foreseen that the HESHRP will see its uses as both a bard wire shredder, Anti-Infantry weapon and a weapon against the enemies perahudaras and Charybdis, which saw continued use this year. Hopefully, The explosive force of a 420mm shell and the Charybdis's own momentum will see that The shrapnel from the HESHRP will be able to puncture its armour, albeit this may be a long shot. The second shell is the WHKM420mm, Which is essentially a massive shell, filled with upscaled Wickerman bomblets. When the timer inside the shell times off, the Cluster Munitions detonates, scattering hundreds of White phosphorus bombs around the area. This can be used to both Offensively burn the enemy alive, via its incendiary properties, as well as to create massive smokescreens to protect our forces, without relying on a thrown grenade to do so. In addition to this the standard Rime rounds are modified with an altidude detonator allowing them to airburst. The flanks of the ship are protected by numerous turreted 60mm auto-cannons. These enclosed turrets are powered by electrical motors and have fast traversal. In addition to high explosive and ap shells these guns are provided flak shells for air defence. Additional auto-cannons are mounted on the underside and deck of the ship though in fewer numbers than the flank guns. The main cannon is supplemented by a battery of twelve Gorgon cannons for long range bombardment.
In terms of armour the Sky Tyrant's armour is extreme. It is encased in a 500mm composite of alternating layers of K-wool and c-steel. Except for the outer couple of layers which have d-promethium dust alloyed into normal steel. This causes the outer layers to be perpetually and preternaturally cold. This makes it extraordinarily difficult to melt through which is the standard method for defeating armour. In addition to this, the ship mounts extensive gravity deflection systems. Any incoming fire must defeat all these systems to stand any chance of harming the internals of this massive ship. The ship's superstructure is c-steel and is built to be very durable. There are extensive k-wool inserts inside the superstructure, this means impacts don't travel through the ship. It also counters some of the natural stress that a vessel of this size puts on its structure.
Normally operating radios requires long-range receivers to be close by but the Sky Tyrant has it's own radio system which can project radio coverage into areas where it is attacking. This way it can act as command and control for allied attacking forces. The ship houses a massive gyroscopic stabiliser. It's a series of interconnected rings that can move freely with a flywheel in the centre. The flywheel is spun up by an electrical motor and the conservation of angular momentum means that the energy in the flywheel counters any rocking of the ship. However, due to the size of the vessel, the stabiliser must also be fairly sizable to be relevant. Believing that the development and deployment of strike craft and interceptors to be an inevitablity the Sky Tyrant's designers have futureproofed the ship by adding an internal hanger. A pair of launch shutes can launch the aircraft out of the bottom of the ship. This keeps hull openings small and the interior of the launch shute is further armoured, this is backed up by an increased density of grav deflectors around the shute which repeal incoming fire. A caelium bouy is lowered from the flight shute. Returning fighters are to dock with the bouy or capture the cable that connects it to the ship, once that happens they can be whinched up into the hanger. Thick armoured doors protect the launch tubes when not in use. The power systems are impressive with numerous redundant caelium generators located throughout the ship backed up by enlarged capacitor banks to deal with grav deflector power drain. These generators feed the power-hungry flight rods. These flight rods are powdered caelium rods that are partially encased in null steel except for the underside of the rod. This focuses the effect and increases the lift efficiency allowing the ship a greater flight ceiling than you'd otherwise expect. They are dispersed throughout the ship's internals.
In terms of thrusters, the ship uses clusters of aligned caelium capped at one end by null steel to create propulsion. Using this the front, sides and back of the ship are covered in clusters of micro thrusters. The back of the ship has the densest coverage. This grants this behemoth surprising speed and manoeuvrability. It is perfectly capable of flying sideways and the staggering number of these thrusters means that even significant loses of them will not impede the ship much.
So here's my submission for the special design (It's an offensive one obviously). I'm not entirely happy with the lift and power systems on it though. They could do with being a lot crazier.
I was thinking this is a good time to incorporate c-railguns onto a design, personally.
C-Railgun turrets on the Ymir for anti-air protection? The big hull probably has the room. Material cost is not a concern here, just complexity.
If it didn't feel a bit too nuke like, I would repost the HADES for this contest. as is it feels a little too much like making a nuke.
EDIT: On the subject of the normal design, Here's the Odysseus
The Odysseus is a small craft, compared to the Orleans and the Gandiva. Measuring in at 5 meters long, the small witdh of the body compared to its length make the Odysseus look very similar to a crossbow bolt, down to even the small fletching like wings it posses and a deadly "tip"
The Odysseus is built to be the fastest and most maneuverable flyer in the sky, with a long crossbow bolt like body with their Fletching like wings located at the back third and stretching all the way to the tail.
These three fletching-like wings are designed with alighted cealium at their edges, like the system that pushes the Caliburn forward. When all three are activated, the craft moves forward at incredible speeds, approaching 152km/H or terminal velocities as our scientist know it. This should make the Odysseus 20km/H faster than the Charybdis.
By deactivated or activating the Aligned cealuim located at the butt of the craft and the tips of the wings, the pilot can turn the Odysseus, making it damn near dance through the sky.
Located at the tip of the ship is the only weapon it possesses, a 40mm automatic cannon that has been wrapped in K-wool to prevent its firing from tearing apart the ship from backlash due to its small frame. The shells of this 40mm autocannon have been modified to better preirce hard armor, via a tip made of tungsten cardide, with a much higher shock capacity than regular steel, as well as a steel jacket.
The Odysseus speed and maneuverability gifts it all the time in the world to line up the perfect shot on its target, at which point it will be child's play to take down the enemy while avoiding retaliation.
While it is capable of making attack runs on ground targets via diving, the Odysseus has one purpose. To hunt down and tear the charybiduous from the sky, dodging any return fire while tailing the ship before initiating a killing blow.
to facilitate this, an Orleans has been stripped off its gorgon, Making room for a pair of launchers for the Odysseus. These launchers, are basically a set of metal rail that the Odysseus wings and main body slot into.
When launching, the Odysseus pushing itself along these railing, launching from the ship. Orleans crewman keeps the rails covered and cleaned in between launches.
When the Odysseus is required to slow down to land, it will cut power to its Gravity propulsion, slowing itself down. Then, If that doesn't slow it down fast enough, the odyssues will deploy 6 small panels around the body of the ship. These panels contain aligned calcium pointing in the opposite direction of the nose of the ship, and when activated create a steady but weak gravity field that will help to slow the ship down, like a car brake.
Of course, the Odysseus eats A LOT of power and will burn through its magazine relatively quickly in a dogfight, even with the best shots possible. As such, the Odysseus has been designed to land on a Mother Orleans, carefully guiding itself back into the launcher mechanisms much wider receiving end with ease. During which the crew of the Orleans will replace the promethium rods, refill ammunition and other small maintenance issues.
These Mother Orleans are more convenient compared to a Landing strip due to their ability to match a frontline, But will still be some distance away from the front, never growing to close.
In the event of a Charybdis raid, it is estimated that they would need to combat both ships that are in progress of leaving the carriers, guarding the carriers and returning to the carriers. A proverbial kicking of the hornet's nest.
Design:
Odysseus interceptor (2): Frostgiant, Jerick
Pegasus Air Superiority Craft (1): TFF
National effort design:
Ymir (1) :Frostgiant
Sky Tyrant (1): Jerick
Not Sure yet (1): TFF
Use credit on special design
Yes (1): Jerick
No ():
Blow the Harren Bridges?
Yes (2): Doomblade, TFF
No (0):
Learning from the mistakes of the Icarus, the Pegasus aims to soar in the skies and not explode.
Keeping the teardrop shape of the Icarus, the Pegasus is shorter at 5.5 meters long. The Fuselage is predominantly aluminium, with C-Steel plates protecting key components. Positioned slightly forward of center is the cockpit, which features a K-wool resin reinforced glass bubble canopy for maximum visibility. Running under the pilot and to the nose of the aircraft is a 40mm autocannon derived from those on the Norden that fires Armor Piercing High Explosive rounds boosted with C-Steel jackets. It draws from a 70 round box situated behind the pilot. Mounted also in the nose is a single Scythe machine gun with a 400 round belt of tracers for sighting the main weapon of the craft.
To propel the craft through the air, a single set of swept wings are mounted in the middle of the fuselage, producing a wingspan of 8m at a 35 degree angle. Tucked in close where the wing begins are the power plants of the Pegasus. Each is a Promethium powered turbine with an independent generator. The fan construction will be made of C-Steel to keep weight down. Between the engines inside the fuselage is the generators necessary to power sub-components mentioned latter. The tail is expanded slightly from the Icarus to improve stability.
To ensure the craft is as maneuverable and speedy as possible, the following features will be included. The engines have the option of Spark Pack superchargers to increase performance or endurance. Caelium Powder Rods are embedded in the center of the fuselage to provide lift, as well as aligned cellium in three main areas: the fuselage, the wing tips, and the engines. Flaps and manuevering surfaces will be coated in Aligned Caelium
Together, this should create a high speed energy fighter that allows our pilots to achieve BEEG speeds. With the combination of weight reduction, gravitational lift/thrust, and Electric Turbines, the Pegasus is expected to approach 200 kmh in level flight, and able to sustain dive speeds exceeding that.
Goals of the Pegasus
-Cost is aimed at being Very Expensive, don't cut corners for cost.
-Speed is the focus over maneuverability
-Intended to have VTOL capability
After getting sleep, I am dropping the Icarus after discussion with FrostGiant and the voices in my head. The Pegasus should be a good amount simpler than the Icarus. As to why this over the Odysseus, my two concerns are speed and gun. As to speed, the mix of a mass reduction, actual propulsion and cealium should produce much greater speeds. Personally I feel a speed of around 200kmh is about right for this (assuming it functions) due to the combination of terminal velocity and turbines. As to gun, 10 rounds is simply way too little, and 60mm is too heavy. A 40mm will allow a craft to carry more ammo, weigh less and fire faster.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (EXPENSIVE)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm Caelium Steel armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 18 knots/33kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. D-rings provide the ability to strap things securely into place. Moderately power-hungry, and very ambitious. 9 Ore, 3 Gavrillium, 4 Caelium, 3 Chemical Compounds. (NATIONAL EFFORT)
--ARA-1915NC-AAL/b "Nodens": A Neptune without the Gravity Deflectors. Otherwise there is no difference between the two. Costs 8 Ore, 4 Caelium, and 2 Gavrillium. (EXPENSIVE)
Aircraft
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (EXPENSIVE)
Odysseus Class Interceptor: A metal dart originally meant to be a ground-breaking aircraft to provide Abbera aerial supremacy. Reliably hits the ground. Costs 6 Ore. (CHEAP)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 6 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ALS "Mother Orleans" Aircraft Launching Ship: An Orleans with the Gorgon replaced by a catapult launcher for a pair of Odysseus craft. Cost is tied to Odysseus deployment.
The Sky Tyrant: A 350m long skybourne battleship. Armament consists of 2x triple-barrelled 420mm gravitic Jotunn-based guns and 12x 155mm Gorgon-based guns, as well as dozens of 60mm autocannons. Utilizes HESHRP, WHKM420mm, and Rime shells as well as standard HE and AP for the smaller guns. 500mm K/C Composite and Cold Steel armor provides protection from enemy fire and produces a cloud around the ship and Gravitic Shield Projectors deflect many shots. Lift and propulsion systems give the ship a speed of 33 knots or 61km/h. A Radio suite provides (Radio Coverage) where deployed. ALWAYS A (NATIONAL EFFORT).
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Gavrillium (1/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 1 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 2 Ent., (0/3 Resources) (Radio Coverage)
Savannah: 2 Ent., (?/? resources) // 10% Control (Contested)
Ore: 5
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (CHEAP).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (EXPENSIVE)
Avalanche Combat Engineering Kit: A full-steel shovel or entrenching tool designed for use with an Avalanche (or Collision) as well as a nifty canvas bag (with adjustable strap and excellent padding) that holds up to 6 10kg explosives which can be placed in a specially designed gavrillium-capped casing. Has a seven second fuse or can be set off manually with a pullcord. 8 Ore, 3 Gavrillium. (EXPENSIVE)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAV-15 'Apibaru' (Pattern B):An 8-wheeled, 2-propellered amphibious armored personnel carrier armed with an LLG-12 and open-turret LFG-13. Has a hexagonal cross-section and uses 35mm Caelium Steel armor plating. Can hit 60kph on land or 8 knots/15kph in calm waters. Can carry ten passengers and four crew. 7 Ore, 4 Gavrillium, and 5 Caelium. (VERY EXPENSIVE)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Repentant AA truck
The faithful is a useful vehicle, held back by its old style of engine and wheels.
The repentant is modification on this chassis, replacing the Oil engine with a promethium electrical, Removing the wheels in favor of caliburn style gravity wings and removing the scythe mount, and hauling space in favor of something a little more deadly.
The repentant is designed as an AA truck, and has been designed with this in mind. It is not designed to be near the front lines of an assault, instead protecting hard points, convoys and artillery brigades from enemy air assaults. As such it does not posses anything in terms of armoring, remaing the relatively lightly constructed truck that it had begun as.
What the Repentant does posses is the abberan patented hover system, modified to deal with the pesky short circuit problem that the current model has and a 60mm autocannon in what used to be the cargo area, the electrical motors on the turret should allow it to keep enemy fliers in its sight with a fair tracking speed and K-wool ensures that the recoil of the gun firing does not rock the vehicle to much.
Without an interceptor, it has been decided to do the next best thing, and fill our territory with nothing but AA guns to ward off enemy’s seeking out Orleans and parahundas landing infantry’s for flanking attacks.
The repentant is capable of firing on the move while hovering, but to conserve precious promethium power rods, its has also been designed with a series of 6 “Legs” Which the repentant can rest on when moving is not required. This also allows it to land in rougher terrain, due to its belly being off the ground, unlike the kingmaker.
A series of suspensions and K-wool allows the Autocannon to turn, fire and pan around without so much as rocking the vehicle, let alone knock it over.
These legs are spring loaded, and during travel are folded up and locked into place by the crew of the repentant, before being released when the repentant is ready to land in another location. While this is done by hand, it is not considered a danger do o the Repentant not being an offensive design, and the legs will only see use when garrison duties are applied.
Project care package.
The infantry and knights aren’t in the best spot right now.
The enemy has taken the city, posses’ arms capable of cutting through their armour and they are now in the unenviable position of being required to assault enemy fortifications, while under enemy fire.
AS such it is the research divisions task to aid them as much as possiblem via many small upgrades to their gear.
The first of these upgrades is a general shoring up of the modeas inner mechanism, to improve reliability in the field. No one wants to spend hours crawling through the mud, only to find the rifles has quit on them before they can assault the enemy with it.
The second and third follow in a similar vein, updating the venerable (for abberan soldiers) modea rifle.
A new bayonet attachment, designed to slot in underneath the barrel of the weapon (Thus leaving it still capable of firing, if off balance) will help ensure that close quarters combat does not become a matter of who can pull out their knife first or who’s gun jams before the others. A useful addition for fighting in close combat, for the poor infantryman.
The last improvement for the modea rifle is a scope, similar to those that the slaviosi have for their infantry rifle. The scope is a minor modified binocular scope, designed to be attached and used for the modea.
Similarly, Another facet of the Infantry care package project is providing a similar scope to the Crew of the halberd, This should enable them to engage from farther distances, making them much less vulnerable to enemy return fire.
For the Noble knights of abberan, Who fight hard to preserve the rule of the king and keep law and order throughout the land, the nike, paladin and crusader armour will be undergoing a minor revision, changing the materiel from which the outer layers of their armour is made from.
The most vital pieces of armour will be replaced with Cold steel, recently created from the sky tyrant program. At a measly -5C, a couple of warm layers of extra clothing under the armour (Taken into account during fitting of course) along with their own body heat form fighting will be more then enough to keep them warm .
only the most important pieces of the armour will be replaced, to protect from lethal blows, while still keeping the price relatively cheap.
It is the hope of project care package, that these small changes to our infantry gear will make life much easier for the poor infantrymen who will be assaulting enemy fortifications in the savannah this year.
Filling in the rest.
The Odysseus is… lacking. Many things it is lacking but overall it can diplomatically be called lacking.
As such we will have to cut a few corners in order to get it flight ready in time to meet the enemy. This includes scrapping some of the newer ideas that the project had included and instead jury rigging in a complex system of design and components almost literally ripped off of other designs.
The Aligned cealium propulsion will instead be replaced by a similar node system as what currently drives the Sky Tyrant, with a majority of the nodes being placed at the back end of the wings and the back of the Odysseus, along with a series of nodes along the nose and main body. This will hopefully be rather simple to install given it is simply a rather small-scale version of the system already in use.
This will hopefully allow our Odysseus a rather fair amount of speed due to their minimalistic profiles and low mass, along with the ability to maneuver in any direction as needed.
Of course, as we are adding systems that require electricity to function, we will be adding a promethium generator to the hull. Many in the project felt that this is a "Duh" prospect, but some feel it needs to be explicitly outlined instead of being implied via the mere existence of systems requiring electricity.
The Upgraded 40mm auto cannon that the original design called for will instead be replaced with a pair of linked halberds, designed to fire in an alternating pattern, and being fed via internal reserve instead of a magazine.
These Halberds will be firing AP rounds similar to those used by the sky tyrants 60mm Auto cannons.
Speed will be the Odysseus armour, this is totally because of a design decision and not attention that would be put into armoring the craft instead being put into rigging up the Aligned cealium nodes. The Odysseus posses K-wool padding Near the nose of the Craft, and around various stress points in the metal hull. This is the sum of the armoring the Odysseus possessing.
The project is rather slap-dash, but the research team hopes that the Copy paste nature of this project will ensure a interceptor is able to take flight before the battle begins and the sky tyrant is deployed.
Project Lawn dart (Voyage Bombs)
The Odyssues, as it is , is nothing but an empty shell, capable of being dropped from the sky tyrants hangar chutes and from the deck of Orleans. Not the most useful Interceptor to grace the skies.
However, this empty metal shell can be made useful.
The long voyage bombs are filled with a very large amount of TNT explosives with a smattering of powdered promethium, and the nose has been sharpened and filled with concrete.
When dropped, the fuse (set before hand as a timer, with the height of the drop platform compared to the ground taken into consideration, +2 seconds) will ignite, and the Large, heavy, 5-meter long metal shell will begin to fall.
When it strikes the ground, it will travel a fair distance down, due to the sharp nose, small impact area and its very very heavy nature.
This makes the bomb absolutely perfect for striking underground tunnels and fortifications.
The bomb impacts the ground, sinks fair in and hopefully piercing any concrete fortifications, before the fuse runs out and the explosives within detonate.
Tunnels collapse, Underground bunkers turned to crypts and foxholes become nothing but another crater in the ground.
With the Sheer amount of TNT explosives and the Promethium powder mixed in, its no surprise that the force of this bomb is usually more then enough to collapse any underground bunker in on itself except for the most heavily fortified.
The long voyage bombs have been redefined as fortification solvers, and they do this job well.
The Wyrm project is an expention on our venerable whickerman grenade, which has been put to great use. In this project we have attempted to make varouis new explosive devices to provide our struggling infantry with.
The first of these is a simple, larger version of the whicker man. When this brick sized incendiary device is placed and the timer is set, this device will explode.
Possessing almost 3 times as much white phosphorus as the whicker man, in addition to powdered promethium to stoke the fires even more, the Lindwurm Charge is fully capable of melting metal and filling a building with thick, choking smoke in moments. The fire is very difficult to put out, being know to sometimes flair up again even after it has been smother in the rubble of a flame ruined building.
The next incendiary device created during the Wyrm project was the Hellwyrm incendiary mine.
After this device is set into the ground, it will be activated via a pressure plate.
The pressure plate is set to detonate when pressure similar to a human foot or more is applied to the plate, at which point the Hellwyrn will trigger.
First an explosive, shaped charge will detonate. This first shaped charge is small, but clears the ground off of the hellwyrm, while spraying debris into the air. Then, The incendiary explosives activate. Instead of white phosphorus, the Hellwyrm’s secondary explosion scatters a flammable gel (already burning due to the first and secondary explosions and the pilot flame inside the device), which sprays around the detonation area, and covers those nearby in burning, sticky death.
Normally, the amount of heat produced by the burning gel would not be enough to harm a human, or at least before they can smother it or swipe it off, however the gel also possess powder promethium suspended in the clear materiel.
The powdered promethium increase the heat of the burning gel many times over, and is more then able to set a human a blaze and cook them in their own cloths.
Based upon the gendarme chassis, the rumplestilskin could almost be considered to be a gendarme that have been assembled around a gun. Removing the Turret, Machine guns and increasing the height of the tank allows for the Rumplestilskin to be built around a rather large, 88mm High velocity gun, designed to destroy enemy hard points from absurd distances.
The rumplestiltskin main cannon is not mounted on a turret, instead being mounted directly inside of the tanks chassis, while this limits its ability to traverse, it increases lessens the amount of recoil present from the firing of the large gun, minimizing k-wool use.
The 88mm Cannon, from now on as the Goblin has been design to be the hunting rifle of tank cannons. Possessing a large rifle barrel, clocking in at 3.344 meters long the Goblin takes advantage of its long, rifled barrel to provide a much higher velocity shell, in addition to being more accurate.
This massive gun is design to destroy enemy gun emplacements and pillboxes, providing cover for an infantry offensive all the while being outside of the range of enemy retaliation.
The assault gun is in a place between an infantry crew served weapon and an artillery piece. Being smaller then an artillery piece, more protected then a crew served weapon and more mobile then either, the rumplestiltskin is used as a chisel to the hammer that is artillery.
Additionally, due to its quicker time on target, it is much easier to use the rumplestiltskin as an AT weapon when required.
Filling in the rest (http://www.bay12forums.com/smf/index.php?topic=171506.msg7936128#msg7936128) : (3) Kashyyk, Jerick, Frostgiant
Repentant AA truck (http://www.bay12forums.com/smf/index.php?topic=171506.msg7936128#msg7936128) (2) Jerick, Frostgiant
Powered Arms for Power Armours (Basic) (http://www.bay12forums.com/smf/index.php?topic=171506.msg7934619#msg7934619) : (1)
Kashyyk
Project carepackage (http://www.bay12forums.com/smf/index.php?topic=171506.msg7936128#msg7936128): ():
ort infantry needs a bit of love, and the AA truck will need to suffice instead of an interceptor.
EDIT: proof of cencept design for a gravity shield improvment.
Goliath Mobile Fortification
The goliath is a large vehicle, designed to act as a mobile shield for the forces advancing behind it during a assault on enemy fortifications.
The goliath is a similar size to the Gendarme, clocking in at 10 meters long, with a smaller set of tracks and a minimized engine. The Goliath also removes the main gun turret in exchange for a pair of machineguns.
The goliath has instead used the room created via the general shrinking of its internal components and the removal of its 40mm gun to instead mount a large set of promethium generators and capacitors.
These capacitors are used to take advantage of a unique interaction between aligned cealium and electromagnetic fields.
The stronger the magnetic field, the farther the Gravity fields forms from its point of origin.
This phenomenon allows us to create a gravity shield that is not in contact with the vehicles, being created 10mm in front of the nose of the Goliath. At the same time, the alighted cealium used in the design has been shaped so as to resemble a convex surface, with the grains alighted so as to be pointed forward from the convex area.
In practice, this causes the Goliath to create a large, convex gravity shield that stretches beyond the width of the MF.
This gravity shield stretches out 5 meters on either side, providing a large defensive surface for infantry and vehicles to cover behind the mobile fortification.
While vulnerable to artillery, this allows infantry and vehicles to advance protected from enemy fire towards fortifications, or protect the contents of a noden from enemy fire as they exit the hold, only taking up the same space as the gendarme in the hold.
When it reaches fornications, the Goliath acts as a hard point, with a pair of machine guns to protect itself.
Filling in the rest (http://www.bay12forums.com/smf/index.php?topic=171506.msg7936128#msg7936128) : (3) Kashyyk, Jerick, Frostgiant
Repentant AA truck (http://www.bay12forums.com/smf/index.php?topic=171506.msg7936128#msg7936128) (3) Jerick, Frostgiant, TFF
Powered Arms for Power Armours (Basic) (http://www.bay12forums.com/smf/index.php?topic=171506.msg7934619#msg7934619) : (1) Kashyyk
Project carepackage (http://www.bay12forums.com/smf/index.php?topic=171506.msg7936128#msg7936128): ():
Carepackage: Fox-Edition (http://www.bay12forums.com/smf/index.php?topic=171506.msg7936220#msg7936220) (1): TFF
Carepackage: Fox-Edition
The situation on the ground could be better, and we need to address this now while we still have the option beofre we get swamped by whatever they come up with next. SO. Lets begin withe Modea.
The Modea is ok, but we need better. To acomplish this, the first priority of the revision is to make it reliable. Strengthening of inner parts, double checking geometries so they don't snap, etc. This is the easy part and should cost no materials if we dd it even somewhere close to right. Second, replace its 12 round en-bloc internal magazine with a 25 round detachable box magazine. Third and finally for the Modea is to design a simple 2x to 4x magnification optic for close to medium range.
The final aspect of this revision is to deal with as best we can the lava bullets we keep dealing with. To deal with them, our infantry armor needs to be increased across the board. The best way to do this is, as suggested by frostgiant, add Cold Steel to the mix. Taking the development from the sky tyrant, this new material will replace the most critical pieces of armor of all infantry armors, and will be supplemented with k-wool impregnated chemical resin inserts to further increase protection by catching splatter, and insulate against the cold. They will also have normal wool covers to make sure no soldiers hands a re frozen to the plates by accident or stupidity. Along with addition of these new materials to existing platforms, k-wool impregnated chemical resin ballistic plates will be added to the standard uniform to further increase protection for soldiers in the field.
This combined should give us some greater bite at the infantry level, and finally get the Modea some love.
Details for paperwork: ARA Model-1911A becomes ARA Model-1916A, Up armoring is called ARA Model-1916 "Frostgiant" Armor Package.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP) (OBSOLETE)
--ARA Model-1916A "Medea" Self-Loading Rifle: An upgrade of the Modea swapping the 12-round en-bloc magazine with a 25-round detachable box and added 2x a magnification sight. Still suffers from occasional issues. Costs 2 Ore and 2 Wood. (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (EXPENSIVE)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling. Includes sunglasses for the intolerable Salviosi sun.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
--ARA Model-1916 "Frostgiant" Nike Upgrade Package: A Nike with the armor replaced with Cold Steel as well as pouches meant to hold plates made of a K-Wool/Chemical resin for additional protection past the armor. Cold. Costs 4 Ore, 2 Gavrillium, 5 K-Wool, and 3 Chemical Compounds. (VERY EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (EXPENSIVE)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm Caelium Steel armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 18 knots/33kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. D-rings provide the ability to strap things securely into place. Moderately power-hungry, and very ambitious. 9 Ore, 3 Gavrillium, 4 Caelium, 3 Chemical Compounds. (NATIONAL EFFORT)
--ARA-1915NC-AAL/b "Nodens": A Neptune without the Gravity Deflectors. Otherwise there is no difference between the two. Costs 8 Ore, 4 Caelium, and 2 Gavrillium. (EXPENSIVE)
Aircraft
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (EXPENSIVE)
Odysseus Class Interceptor: A metal dart originally meant to be a ground-breaking aircraft to provide Abbera aerial supremacy. Reliably hits the ground. Costs 6 Ore. (CHEAP)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 6 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ALS "Mother Orleans" Aircraft Launching Ship: An Orleans with the Gorgon replaced by a catapult launcher for a pair of Odysseus craft. Cost is tied to Odysseus deployment.
The Sky Tyrant: A 350m long skybourne battleship. Armament consists of 2x triple-barrelled 420mm gravitic Jotunn-based guns and 12x 155mm Gorgon-based guns, as well as dozens of 60mm autocannons. Utilizes HESHRP, WHKM420mm, and Rime shells as well as standard HE and AP for the smaller guns. 500mm K/C Composite and Cold Steel armor provides protection from enemy fire and produces a cloud around the ship and Gravitic Shield Projectors deflect many shots. Lift and propulsion systems give the ship a speed of 33 knots or 61km/h. A Radio suite provides (Radio Coverage) where deployed. ALWAYS A (NATIONAL EFFORT).
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Gavrillium (1/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 1 Ent., (0/3 Resources) // 100% Control
Plains: 1 Ent., (0/3 Resources)
North River Crossing: 2 Ent., (0/3 Resources) (Radio Coverage)
Savannah: 2 Ent., (?/? resources) // 10% Control (Contested)
Ore: 5
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 1
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (CHEAP).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (EXPENSIVE)
Avalanche Combat Engineering Kit: A full-steel shovel or entrenching tool designed for use with an Avalanche (or Collision) as well as a nifty canvas bag (with adjustable strap and excellent padding) that holds up to 6 10kg explosives which can be placed in a specially designed gavrillium-capped casing. Has a seven second fuse or can be set off manually with a pullcord. 8 Ore, 3 Gavrillium. (EXPENSIVE)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAV-15 'Apibaru' (Pattern B):An 8-wheeled, 2-propellered amphibious armored personnel carrier armed with an LLG-12 and open-turret LFG-13. Has a hexagonal cross-section and uses 35mm Caelium Steel armor plating. Can hit 60kph on land or 8 knots/15kph in calm waters. Can carry ten passengers and four crew. 7 Ore, 4 Gavrillium, and 5 Caelium. (VERY EXPENSIVE)
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP) (OBSOLETE)
--ARA Model-1916A "Medea" Self-Loading Rifle: An upgrade of the Modea swapping the 12-round en-bloc magazine with a 25-round detachable box and added 2x a magnification sight. Still suffers from occasional issues. Costs 2 Ore and 2 Wood. (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (CHEAP)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling. Includes sunglasses for the intolerable Salviosi sun.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
--ARA Model-1916 "Frostgiant" Nike Upgrade Package: A Nike with the armor replaced with Cold Steel as well as pouches meant to hold plates made of a K-Wool/Chemical resin for additional protection past the armor. Cold. Costs 4 Ore, 2 Gavrillium, 5 K-Wool, and 3 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (EXPENSIVE)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm Caelium Steel armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 18 knots/33kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. D-rings provide the ability to strap things securely into place. Moderately power-hungry, and very ambitious. 9 Ore, 3 Gavrillium, 4 Caelium, 3 Chemical Compounds. (VERY EXPENSIVE)
--ARA-1915NC-AAL/b "Nodens": A Neptune without the Gravity Deflectors. Otherwise there is no difference between the two. Costs 8 Ore, 4 Caelium, and 2 Gavrillium. (EXPENSIVE)
Aircraft..?
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (EXPENSIVE)
Odysseus Class Interceptor: A metal dart originally meant to be a ground-breaking aircraft to provide Abbera aerial supremacy. Reliably hits the ground. Costs 6 Ore. (CHEAP)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 6 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ALS "Mother Orleans" Aircraft Launching Ship: An Orleans with the Gorgon replaced by a catapult launcher for a pair of Odysseus craft. Cost is tied to Odysseus deployment.
The Sky Tyrant: A 350m long skybourne battleship. Armament consists of 2x triple-barrelled 420mm gravitic Jotunn-based guns and 12x 155mm Gorgon-based guns, as well as dozens of 60mm autocannons. Utilizes HESHRP, WHKM420mm, and Rime shells, as well as standard HE and AP for the smaller guns. 500mm K/C Composite and Cold Steel armor provides protection from enemy fire and produces a cloud around the ship and Gravitic Shield Projectors deflect many shots. Lift and propulsion systems give the ship a speed of 33 knots or 61km/h. A Radio suite provides (Radio Coverage) where deployed. IS CONSIDERED AN [OFFENSIVE DESIGN] AND IS ALWAYS A (NATIONAL EFFORT).
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Gavrillium, 1 Chemical Compounds (2/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 1 Ent., (0/3 Resources) // 100% Control (Radio Coverage)
Plains: 1 Ent., (0/3 Resources) // 100% Control
North River Crossing: 3 Ent., (0/3 Resources) (Radio Coverage)
Savannah: 2 Ent., (0/x resources) // 25% Control (Contested)
Ore: 5
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 2
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (CHEAP).
--GGG-12P Portable Gatling Gun: A GGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 3 Caelium and 4 Gavrillium. (CHEAP).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
----LGG-12P Portable Light Gatling Gun: An LGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 2 Caelium, and 2 Gavrillium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (EXPENSIVE)
Avalanche Combat Engineering Kit: A full-steel shovel or entrenching tool designed for use with an Avalanche (or Collision) as well as a nifty canvas bag (with adjustable strap and excellent padding) that holds up to 6 10kg explosives which can be placed in a specially designed gavrillium-capped casing. Has a seven second fuse or can be set off manually with a pullcord. The explosives can be replaced by four Gavrillium Mines.8 Ore, 3 Gavrillium. (EXPENSIVE)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers. Uses a Caelium Steel helmet with glorious padding.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAV-15 'Apibaru' (Pattern B): An 8-wheeled, 2-propellered amphibious armored personnel carrier armed with an LLG-12 and open-turret LFG-13. Has a hexagonal cross-section and uses 35mm Caelium Steel armor plating. Can hit 60kph on land or 8 knots/15kph in calm waters. Can carry ten passengers and four crew. 7 Ore, 4 Gavrillium, and 5 Caelium. (EXPENSIVE)
MLS-16 "Tectonic": A bipedal 6m tall Mechanized Lifting Suit with three crew. Covered in 100mm armor with 200mm plating on a lot of the left side. Uses two twin-linked SMG-12a's, three GGG-12s, and Caelium Steel fingers to grasp and utilized a special-made 105mm "rifle" as well as large explosive charges. Has a cardboard head manned by men of paper. ALWAYS A (NATIONAL EFFORT).
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Gavrillium Mines: Landmines based off of the M2 Dispersion Grenade. Can have a pressure or magnetic trigger. Will be deployed in sectors with at least One Entrenchment.
Salviosi Jacks: A hard-to-destroy trio of steel I-Beams riveted together and meant to deny enemy vehicles access to areas or funnel enemy forces, among other things. Will be deployed in sectors with at least One Entrenchment.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
“Hover Assault gun”
The Gretchin is basically an oversized gun and armour mounted on a floating turret.
Possessing a similar set of gravity propulsiuons systems as the caliburn, the repentant and the sky tyrant, the gretchin is designed as a hover vehicle and is designed as a hover mobile, armored and arm support weapon to infantry assaults.
Mounting an oversized gun, coming in at 105mm almost half of the Gretchen’s overall length is a gun barrel, with the 105mm gun possessing a massive, rifled barrel to increase accuracy and strength of its launched shell.
This gun is built directly into the chassis, and has been built with a large amount of k-wool recoil dampeners, in order to prevent the Gretchen from being sent flying from the guns firing,
The 105mm gun is not mounted in a turret, and is, in fact, unable to turn independent of the vehicle. However, unlike a tracked vehicle in which this would be a large disadvantage, the Hover nature of the Gretchen means this is barely a concern, with the whole vehicle being able to turn of the spot quickly, and change gun traversal via changing the height at which the pointed. The gravity system has been modified to allow for this. In a very real way, the Gretchin is not a vehicle with a gun, but a turret capable of moving and aiming independently of a vehicle.
Shells provided for the Gretchen included HE, Miniaturized HESHRP and AP rounds similar to those mounted by the autocannons.
This means that the gravity system in the Gretchen has undergone refinement, aiming to decrease any amount of unnessecay sway and increase its ability to stop on a dime if needed.
The Gretchen, when faced from the front is shaped like an axe head, with the exception of the gun barrel appearing midway up the top surface. The armour has been molded around the gun barrel, due to a lack of any need for the gun barrel to traverse, allowing us to thicken the armor around it and retain the sloped surface instead of compromising the surface.
The front section of the Gretchen clocks in at a ridiculous 300mm of k-wool composite armor. This is purely materials, not included the effective thickness that must be added due to the heavily sloped nature of the gun. Shooting at the Gretchen from the front is almost a fool’s mission unless they are lucky enough to strike the gun barrel and aiming periscope.
The sides and back of the Gretchen, and not as heavily armored, due to a lack of any real need for them to be, only mounting a paltry 35mm on those three sides. This helps to save on material and weight.
The Gretchen is intended to be used to support infantry assaults, Using its oversized guns to take out any hard points, vehicles and crew mounted weapons without fear of reprisal due to its heavy armour and long range.
Here's an assault gun that I had typed up before the design phase.
EDIT: Basic corvvete, can modifiy armament.
Based off of recent advances from the sky tyrant and the venerable Orleans, the Barragan has been designed as a replacement on the front lines for the Orleans.
The barragan is completely enclosed, instead of possessing the open top deck that the Orleans posses, in addition to replacing the Orleans lift and propulsion system to a down sized version based on the sky tyrant.
This will allow the barragan to strafe sideways with ease, climb dive and generally maneuver rather well for a 45 Meter long ship.
it is also designed to be much faster, due to the strong Promethium power supply, and the Alighted celaium nodes on the ship, it is expected that the barragan will be able to pursue the Charybdis,
The primary change form the Orleans is the implementation of cold steel layer k/c armour, similar to the sky tyrant, clocking in at 250mm thick. This provides protection to the ship from enemy fire hopefully up to the Scylla cannon.
The barragan posses a total of 6 60mm autocannon turrets, which have been modified with the original double-barreled design and a corresponding increase in RPM, so further make the approach of the barragan a rather dangerous thing for any enemy aircraft, let along for those on the ground.
These turrets are places around the ship is 2 “triangles” with 1 being up top and the remaining two being on opposite sides of the bottom. The nature of the barragans hull, being slimmer at the tip and wider at the aft, ensures that all turrets are capable of target a target in front of the barragan, While any attempt to come in from a flank will be met with the fire of 4 60mm guns.
In addition, a further 8 machinegun “blisters” are present, being small armored turrets that allow to machine guns to open fire with tracer rounds at ariel and ground targets, better-marking enemies for the autocannon gunners and ground AA forces.
The inner working of the barragan are heated, to increase the maximum altitude of the ship and make the crew more comfortable.
The Hecatoncheires is a “mortar”, and infantry small crew weapon designed to lob shells in an arc towards enemy positions at low muzzle velocity's, like a small infantry based artillery piece.
This concept is very similar to our rifles currently existing cup launchers and their grenades.
The Hecatoncheires is, in its most basic form, a tube mounted onto a bipod and attached to a heavy base plate with k-wool shock absorbing insets on the bottom.
When in transport, the heavy base plate can be detached from the Barrel and bipod before The barrel and the base plate are placed into cealium carrying cases, allowing the transport of this heavy weapon around the battlefield in an infantry crew sized package.
The Hecatoncheires uses a set of shells, similar to artillery shells except for a smaller weight and payload. These shells weight in at 105mm’s with a smaller explosive charge due to a lower expected range of engagement, allowing them to fire these large munitions in exchange for a low muzzle velocity compared to field guns.
It is expected that a fully crewed Hecatoncheires will reach of rate of around 10-15 shells fires in a minute.
The shells provided to the crew of the Hecatoncheries include HE, WHCKMN420mm, Rime, and HSHRP. This is to provide the Hecatoncheires a flexible tactical role, being able to bombard enemy fortifications, clear infantry, cover offensives or area denial.
The low caliber of the Hecatonchiers and its infantry crew nature should allow it to be used in city warfare, and its compartmentalize nature allows the crew to break up the barrel, tripod, base plate and shells between then allowing easy transport just like a scythe or halberd.
(Based on the 10_cm_Nebelwerfer_35 for reference)
We have a material with cold propierties. When we get to the desert, we can attempt to abuse this for our armored troops. Warm if we line our tanks and armored troopers with the incindiery material, and light it. This is a good idea. Trust me.
So we have an incindiery grenade. Make an airburst incindiery shell out of it. Gas? We have incindiery shells, why do we need gas? It'll help with counterbattery and otherwise, as you don't need to aim as much with an airburst shell, and incindiery stuff sticks to things.
This is a less important one, but important for organization. Remodel all man portable AT weapons as anti-material weapons, and instruct the soldiers into firing at emplacements and cover with them.
Now for actual designs. We don't have a 50mm or 80mm cannon. Means it'll either be a two for, or I'll be making an 155mm SPG. Hrrm. One's disgusting, let's go with that one.
Stick a gorgon in a metal box, about 9 meters long, and 3 meters wide. The front armor should be 60mm, sloped at about 30 degrees, with the cannon having extra armor at the turret, getting to about 90mm. Side armor should be 50mm. In it, should be a gavrillium engine that powers both a Caelium lift. It's doable, the tank should weigh ~40-50 tons without Caelium. I (kind of) did the math. I'm banking on the ability for our suspendium caelium to save us 10 tons and make it ~30 tons, and for our Gavrillium engine to power it. Suspension? What's that? Also, add in some sheep wool to the steel. Let's make it use more resources, why not.
An 80mm field gun. It uses current ammo technology. At the base, there should be a screw. You open it up, and then you shove the ammo into a breach. It'll slide in, and then a locking mechanism will lock it in. Then, reinsert the screw, and fire. This should improve fire rate, I hope. After this, I'll try and make an autoloader version... Oh yeah, the gun should be rated to angle up to 75 degrees, and down to -15 degrees on a crankshaft. Last thing, teach the operators projectile motion and the use of plunging fire upon targets they can't see but know are probably there by radio. Actual last thing. Obviously I don't know how good it is, so sights will be made to it's tested ranging specifications. Okay, fine, add a small shield about 1 meter wide and 2 meter tall, worth about 15mm armor. I couldn't resist the shield for protection against shrapnel.
Create a small caelium propelled device about 4 meters wide, and 2 meters high that propels a 30mm steel wall. It should travel side ways, so the back is facing down. When it is to be deployed, it is rotated up so the engines are at back, and then planted in the ground. The engines are removed, and two supports are deployed to hold it up, and it should be able to soak up bullets at the least. If needed, we'll up armor it latter, but I don't expect the supports hold against anything like artillery anyways. Also, there will be two 167 cm high (~5ft 6in) windows and two 91 cm (3 ft) high that can be opened, so the infantry can fire out of. They use plugs on hinges to fill the window. There will be slots for mounting machine guns onto the wall. If it works, I'll push a 6 meter variant latter. It's mainly to make the everyday soldier able to better engineer. Oh yeah, make the wall K-Sheep steel.
I thought the autocannon was for AA, and mounted on a truck, and not really an artillery piece. I can do better AA.
Floating mines. They'd be about a meter in circumference, hollow spheres that you can fill with anything. For now, we'll just fill them with HE. They go off when something rams into them by a switch that triggers when the sphere's compartment is compromised.
I'd fill these with floating napalm, but I don't think we have that yet.
A giant shotgun that can be mounted onto our aircraft. It uses the same design as medea, but upscaled to 100mm. It fires both case and slug.
A giant shotgun that can be mounted onto our aircraft. It uses the same design as scythe, but upscaled to 100mm. It fires both case and slug.
For mines, we'll want something that either detects them or destroys them safely, preferably the latter.
The idea is that you throw this grenade, and all the mines in the blast radius explosion. Sadly, the current only two ways I know how to do this is by exceeding pressure, and by blowing up the mines with something explosive. I picked the latter. It's a grenade that is full of citric acid. Pieces of D-Gavrillium are scattered on the ground all over the deployment area, and then the grenade is thrown so it spreads citric acid all over the place in it's radius of explosion. Mines gone?
Last thing, I'd like to find out if we could directly cause gavrillium to explode.
I have no idea how big the shotgun should be. I'll put it to 100mm
K. Fighter time.
So, we're going simple stutzer. We're adding a caelleum engine onto the thing, and it's going to be designed with a Nevermind we already have that. Neat. So anyways, add Aligned Caelium to the hull. I was going to try and cancel only part of the anti gravity so it balanced out the forces, but whatever. Don't reinvent the wheel. Then, take the sheep wool and put a 30mm layer around the plane. It'll be a prop plane, we're not at super coal jet power yet, although that's after we make the coal go boom. Add on two 30mms to the front. Make a device to measure the rate at which the propeller spins, and synchronize the gun with the propellers. Good enough for some kind of interupter gear. You know what? Mount the gun on the bottom of the airplane. Wing length. Hrrm. 5 meters? Actual length? 8 meters? I'm actually guessing here. Wings will have flaps, of course, because I have the power of foresight. Up for down and down for up, or something like that. It's also a monoplane, because we have good engines, and light weight armor. OH yeah. The engine uses gavrillium power. Last thing, there should be mounting for some torpedos and bombs, possibly full of whatever you need. Possibly not. I'm not making them, I'm just making the mountings.
So you just take off the mountings from the deployable wall, and attatch an adhesive to it, and yeah, done. It is for lifting things that are hard to lift. If there is no adhesive, then use magnets.
Also, we need an adhesive.
We need superglue, for uh... surgery. It also needs a solvent, just so Jon Arbuckle can unstick his finger out of his nose 50 years later in '66.
Well, that's posting at 7 am after a full night up. Cool.
I'm adding a biplane, because apparently those are still useful.
It's made out of wood, covered in that sheep wool. Two 20mm cannons built into the frame, but with interrupter gears because the propellor is bigger than the machine. It has a machine gunner who fires a 15 machine gun. It's designed for stealth operations, because you can reliably fly where nobody sees you, and is a night bomber, but can also be used as pretty much anything. I'm not doing diameters. Just copy the fairey swordfish from WW2. Should be incredibly spammy and cheap. This one will include the gravity generator idea I wanted to make. Pretty much, you point gravity by combining caelium with caelium null to increase, well everything. Also you can make an engine using this effect. It should be able to land on our Orleans and possibly the Sky Tyrant, but we're not testing that unless the math checks out.
Take the anti-grav machine, apply a null field around it to contain it to a wheel powering a piston, and apply alternating current. Alternatively just switch the power on and off repeatedly. Either should work, but the latter actually makes sense.
Year 1916 A.C. Cold Season, Design Phase
Proposal: Barragan Attack Corvette
Based off of recent advances from the sky tyrant and the venerable Orleans, the Barragan has been designed as a replacement on the front lines for the Orleans.
The barragan is completely enclosed, instead of possessing the open top deck that the Orleans posses, in addition to replacing the Orleans lift and propulsion system to a down sized version based on the sky tyrant.
This will allow the barragan to strafe sideways with ease, climb dive and generally maneuver rather well for a 45 Meter long ship.
it is also designed to be much faster, due to the strong Promethium power supply, and the Alighted celaium nodes on the ship, it is expected that the barragan will be able to pursue the Charybdis,
The primary change form the Orleans is the implementation of cold steel layer k/c armour, similar to the sky tyrant, clocking in at 250mm thick. This provides protection to the ship from enemy fire hopefully up to the Scylla cannon.
The barragan posses a total of 6 60mm autocannon turrets, which have been modified with the original double-barreled design and a corresponding increase in RPM, so further make the approach of the barragan a rather dangerous thing for any enemy aircraft, let along for those on the ground.
These turrets are places around the ship is 2 “triangles” with 1 being up top and the remaining two being on opposite sides of the bottom. The nature of the barragans hull, being slimmer at the tip and wider at the aft, ensures that all turrets are capable of target a target in front of the barragan, While any attempt to come in from a flank will be met with the fire of 4 60mm guns.
In addition, a further 8 machinegun “blisters” are present, being small armored turrets that allow to machine guns to open fire with tracer rounds at ariel and ground targets, better-marking enemies for the autocannon gunners and ground AA forces.
The inner working of the barragan are heated, to increase the maximum altitude of the ship and make the crew more comfortable.
Difficulty: Theoretical
Result: 2 (3+2-3) = Utter Failure
Some day we will look back at this and laugh. Maybe somewhere right now someone is. But not us. First it was the aircraft that only exploded, then it was the glorified dart. Now we have managed to turn another ambitious project into a nightmare. This time it was discovered that members of our development team were requisitioning Interdimensional Communications time to privately...chat with some of their Moskurgian counterparts. As a result, the entire division's budget was severely reduced this season. With limited access to resources, we were only able to produce small number of tiny plastic figurines based on what the Barragan should have looked like.
They were produced in limited amounts and should make a fine collector's item. (VERY EXPENSIVE)
----------------
We've voiced our disappointment. Luckily for you we're in good spirits, and a new opportunity has arisen! Our people are interested in dimensionally foreign cultures. Find a song from an alternate reality that you think best fits the Abberan image! Once you do so we'll grant you access to an Espionage Credit. Remember to continue discussing the decision regarding The Sky Tyrant.
IT IS NOW THE REVISION PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP) (OBSOLETE)
--ARA Model-1916A "Medea" Self-Loading Rifle: An upgrade of the Modea swapping the 12-round en-bloc magazine with a 25-round detachable box and added 2x a magnification sight. Still suffers from occasional issues. Costs 2 Ore and 2 Wood. (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (CHEAP)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling. Includes sunglasses for the intolerable Salviosi sun.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
--ARA Model-1916 "Frostgiant" Nike Upgrade Package: A Nike with the armor replaced with Cold Steel as well as pouches meant to hold plates made of a K-Wool/Chemical resin for additional protection past the armor. Cold. Costs 4 Ore, 2 Gavrillium, 5 K-Wool, and 3 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (EXPENSIVE)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm Caelium Steel armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 18 knots/33kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. D-rings provide the ability to strap things securely into place. Moderately power-hungry, and very ambitious. 9 Ore, 3 Gavrillium, 4 Caelium, 3 Chemical Compounds. (VERY EXPENSIVE)
--ARA-1915NC-AAL/b "Nodens": A Neptune without the Gravity Deflectors. Otherwise there is no difference between the two. Costs 8 Ore, 4 Caelium, and 2 Gavrillium. (EXPENSIVE)
Aircraft..?
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (EXPENSIVE)
Odysseus Class Interceptor: A metal dart originally meant to be a ground-breaking aircraft to provide Abbera aerial supremacy. Reliably hits the ground. Costs 6 Ore. (CHEAP)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 6 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 6 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ALS "Mother Orleans" Aircraft Launching Ship: An Orleans with the Gorgon replaced by a catapult launcher for a pair of Odysseus craft. Cost is tied to Odysseus deployment.
The Sky Tyrant: A 350m long skybourne battleship. Armament consists of 2x triple-barrelled 420mm gravitic Jotunn-based guns and 12x 155mm Gorgon-based guns, as well as dozens of 60mm autocannons. Utilizes HESHRP, WHKM420mm, and Rime shells, as well as standard HE and AP for the smaller guns. 500mm K/C Composite and Cold Steel armor provides protection from enemy fire and produces a cloud around the ship and Gravitic Shield Projectors deflect many shots. Lift and propulsion systems give the ship a speed of 33 knots or 61km/h. A Radio suite provides (Radio Coverage) where deployed. IS CONSIDERED AN [OFFENSIVE DESIGN] AND IS ALWAYS A (NATIONAL EFFORT).
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Miscellaneous
Tiny Plastic Barragan: This is a tiny plastic Barragan Attack Corvette. It's got a lot of tiny places for tiny guns, and would probably be quite fearsome if you were also tiny. The bottom of the base reads "Series 2, 4/64 (R)". (VERY EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Gavrillium, 1 Chemical Compounds (2/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 1 Ent., (0/3 Resources) // 100% Control (Radio Coverage)
Plains: 1 Ent., (0/3 Resources) // 100% Control
North River Crossing: 3 Ent., (0/3 Resources) (Radio Coverage)
Savannah: 2 Ent., (0/x resources) // 25% Control (Contested)
Ore: 5
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 2
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (CHEAP).
--GGG-12P Portable Gatling Gun: A GGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 3 Caelium and 4 Gavrillium. (CHEAP).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
----LGG-12P Portable Light Gatling Gun: An LGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 2 Caelium, and 2 Gavrillium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (EXPENSIVE)
Avalanche Combat Engineering Kit: A full-steel shovel or entrenching tool designed for use with an Avalanche (or Collision) as well as a nifty canvas bag (with adjustable strap and excellent padding) that holds up to 6 10kg explosives which can be placed in a specially designed gavrillium-capped casing. Has a seven second fuse or can be set off manually with a pullcord. The explosives can be replaced by four Gavrillium Mines.8 Ore, 3 Gavrillium. (EXPENSIVE)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers. Uses a Caelium Steel helmet with glorious padding.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAV-15 'Apibaru' (Pattern B): An 8-wheeled, 2-propellered amphibious armored personnel carrier armed with an LLG-12 and open-turret LFG-13. Has a hexagonal cross-section and uses 35mm Caelium Steel armor plating. Can hit 60kph on land or 8 knots/15kph in calm waters. Can carry ten passengers and four crew. 7 Ore, 4 Gavrillium, and 5 Caelium. (EXPENSIVE)
MLS-16 "Tectonic": A bipedal 6m tall Mechanized Lifting Suit with three crew. Covered in 100mm armor with 200mm plating on a lot of the left side. Uses two twin-linked SMG-12a's, three GGG-12s, and Caelium Steel fingers to grasp and utilized a special-made 105mm "rifle" as well as large explosive charges. Has a cardboard head manned by men of paper. ALWAYS A (NATIONAL EFFORT).
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Gavrillium Mines: Landmines based off of the M2 Dispersion Grenade. Can have a pressure or magnetic trigger. Will be deployed in sectors with at least One Entrenchment.
Salviosi Jacks: A hard-to-destroy trio of steel I-Beams riveted together and meant to deny enemy vehicles access to areas or funnel enemy forces, among other things. Will be deployed in sectors with at least One Entrenchment.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
RSN 1916-COR/ASS “St. Thaddeus”
The St. Thaddeus is a simple revision to the underwhelming St. Marie. We Believe by replacing it’s 40mm tank cannons with double-mounted 60mm AA turrets ( being electrically driven and having two gunshields, .5 meter along the barrel of each other.) , halving it’s scythe mountings, closing up unnecessary openings, gutting it's turbines for aligned caelium nodes, and replacing it’s venerable gavgenerators with more modern versions.
We can greatly improve it’s effectiveness as an sky ship destroyer and increase it’s top speed to 30/45 km/h. potentially nullifying the only advantage the Salvios have over us. We're also adding a radio to all Orleans variants because we never did that apparently. all orleans variants will be given the upgrades listed previosly. though their speed may vary.
(scouting from LSGs guarded by Charybdises, as well as the charybdises 105mm cannon.)(I've added a bunch of stuff to it, starting to feel the name choice was prophetic.)
Year 1916 A.C. Cold Season, Revision Phase
Proposal: RSN 1916-COR/ASS “St. Thaddeus”
The St. Thaddeus is a simple revision to the underwhelming St. Marie. We Believe by replacing it’s 40mm tank cannons with double-mounted 60mm AA turrets ( being electrically driven and having two gunshields, .5 meter along the barrel of each other.) , halving it’s scythe mountings, closing up unnecessary openings, gutting it's turbines for aligned caelium nodes, and replacing it’s venerable gavgenerators with more modern versions.
We can greatly improve it’s effectiveness as an sky ship destroyer and increase it’s top speed to 30/45 km/h. potentially nullifying the only advantage the Salvios have over us. We're also adding a radio to all Orleans variants because we never did that apparently. all orleans variants will be given the upgrades listed previosly. though their speed may vary.
Difficulty: Hard
Result: 6 (4+3-1) = Average
The St. Thaddeus itself is a fairly simple refit of the St. Marie. The greatest difficulty comes from the change in propulsion system, but our experience in the field of gravitic manipulation and propulsion aided immensely. As a result, we have turned the St. Marie from an embarrassment to a reliable part of the Abberan armory. She flies at up to 55km/h, has improved mobility, upgraded double-barrel 60mm firepower, and a radio suite. We also added radio systems to our other airships, which we probably could have done years ago and greatly decreased losses during the slaughter of the Charybdis Scourge, but let's not think about them or their wailing mothers.
We had our work cut out for us this season, and the refit of our whole fleet's propulsion was too daunting a task to tackle this time around.
The St. Thaddeus winds up costing 7 Ore, 5 Caelium, 2 Gavrillium, 2 Kinetic Sheep, and 3 Chemical Compounds, making it (VERY EXPENSIVE). All other Orleans-class ships and subtypes gain 1 Ore in cost due to the radio suites.
----------------
The addition and update to our air fleet is very much welcome. Now it's time for you to choose a Sector to Fortify, assign a Resource Node, create and decide on a strategy, make a decision in regard to The Sky Tyrant, as well as select an interdimensional piece of music that you think best fits the Abberan image. Not too much on your plate, I ho---
BREAKING NEWS
A small group of Salviosi were captured on our side of the crossing to Harren. Thanks in part to our efforts to fortify the area though their scouting mission didn't go to plan. One of them broke almost immediately upon interrogation. He informed us that the Mountain suits serve a purpose after all, something we've never thought to question, having never seen them on the battlefield.
They're responsible for construction. Specifically, their nature allows them to fully fortify a Sector by using a Revision, as well as increases max. Entrenchment to Four(4). They were working in Harren, and had instructions to try to build a crossing onto our lands.
This is one hell of a development. Act upon it as you see fit.
IT IS NOW THE STRATEGY PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP) (OBSOLETE)
--ARA Model-1916A "Medea" Self-Loading Rifle: An upgrade of the Modea swapping the 12-round en-bloc magazine with a 25-round detachable box and added 2x a magnification sight. Still suffers from occasional issues. Costs 2 Ore and 2 Wood. (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to Paladin deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (CHEAP)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling. Includes sunglasses for the intolerable Salviosi sun.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (EXPENSIVE)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
--ARA Model-1916 "Frostgiant" Nike Upgrade Package: A Nike with the armor replaced with Cold Steel as well as pouches meant to hold plates made of a K-Wool/Chemical resin for additional protection past the armor. Cold. Costs 4 Ore, 2 Gavrillium, 5 K-Wool, and 3 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (EXPENSIVE)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm Caelium Steel armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 18 knots/33kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. D-rings provide the ability to strap things securely into place. Moderately power-hungry, and very ambitious. 9 Ore, 3 Gavrillium, 4 Caelium, 3 Chemical Compounds. (VERY EXPENSIVE)
--ARA-1915NC-AAL/b "Nodens": A Neptune without the Gravity Deflectors. Otherwise there is no difference between the two. Costs 8 Ore, 4 Caelium, and 2 Gavrillium. (EXPENSIVE)
Aircraft..?
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (EXPENSIVE)
Odysseus Class Interceptor: A metal dart originally meant to be a ground-breaking aircraft to provide Abbera aerial supremacy. Reliably hits the ground. Costs 6 Ore. (CHEAP)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 7 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 7 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
----RSN 1916-COR/ASS “St. Thaddeus”: A St. Marie with updated Aligned Caelium propulsion, a radio system, and the 40mm cannons replaced with double-barrel 60mm autocannons. Can reach 55km/h. 7 Ore, 5 Caelium, 2 Gavrillium, 2 Kinetic Sheep, and 3 Chemical Compounds. (EXPENSIVE)
--RSN 1913-COR/ALS "Mother Orleans" Aircraft Launching Ship: An Orleans with the Gorgon replaced by a catapult launcher for a pair of Odysseus craft. Cost is tied to Odysseus deployment, but cannot be cheaper than the Orleans.
The Sky Tyrant: A 350m long skybourne battleship. Armament consists of 2x triple-barrelled 420mm gravitic Jotunn-based guns and 12x 155mm Gorgon-based guns, as well as dozens of 60mm autocannons. Utilizes HESHRP, WHKM420mm, and Rime shells, as well as standard HE and AP for the smaller guns. 500mm K/C Composite and Cold Steel armor provides protection from enemy fire and produces a cloud around the ship and Gravitic Shield Projectors deflect many shots. Lift and propulsion systems give the ship a speed of 33 knots or 61km/h. A Radio suite provides (Radio Coverage) where deployed. IS CONSIDERED AN [OFFENSIVE DESIGN] AND IS ALWAYS A (NATIONAL EFFORT).
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Miscellaneous
Tiny Plastic Barragan: This is a tiny plastic Barragan Attack Corvette. It's got a lot of tiny places for tiny guns, and would probably be quite fearsome if you were also tiny. The bottom of the base reads "Series 2, 4/64 (R)". (VERY EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 2 Kinetic Sheep, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Ore, 1 Gavrillium, 1 Chemical Compounds (3/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 1 Ent., (0/3 Resources) // 100% Control (Radio Coverage)
Plains: 1 Ent., (0/3 Resources) // 100% Control
North River Crossing: 3 Ent., (0/3 Resources) (Radio Coverage)
Savannah: 2 Ent., (0/x resources) // 25% Control (Contested)
Ore: 6
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 2
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (CHEAP).
--GGG-12P Portable Gatling Gun: A GGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 3 Caelium and 4 Gavrillium. (CHEAP).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
----LGG-12P Portable Light Gatling Gun: An LGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 2 Caelium, and 2 Gavrillium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (EXPENSIVE)
Avalanche Combat Engineering Kit: A full-steel shovel or entrenching tool designed for use with an Avalanche (or Collision) as well as a nifty canvas bag (with adjustable strap and excellent padding) that holds up to 6 10kg explosives which can be placed in a specially designed gavrillium-capped casing. Has a seven second fuse or can be set off manually with a pullcord. The explosives can be replaced by four Gavrillium Mines.8 Ore, 3 Gavrillium. (EXPENSIVE)
BSU: The Berani standard uniform is made of light cotton dyed khaki. A wide brim steel helmet offers some protection, and leather patches on the elbows and knees provide a level of comfort and protection when kneeling or leaning on something. The uniform has a large number of pockets, belts, and satchels made of cotton webbing in order to carry large amounts of equipment such as ammo and grenades. Entrenching tools are provided to all soldiers. Uses a Caelium Steel helmet with glorious padding.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAV-15 'Apibaru' (Pattern B): An 8-wheeled, 2-propellered amphibious armored personnel carrier armed with an LLG-12 and open-turret LFG-13. Has a hexagonal cross-section and uses 35mm Caelium Steel armor plating. Can hit 60kph on land or 8 knots/15kph in calm waters. Can carry ten passengers and four crew. 7 Ore, 4 Gavrillium, and 5 Caelium. (EXPENSIVE)
MLS-16 "Tectonic": A bipedal 6m tall Mechanized Lifting Suit with three crew. Covered in 100mm armor with 200mm plating on a lot of the left side. Uses two twin-linked SMG-12a's, three GGG-12s, and Caelium Steel fingers to grasp and utilized a special-made 105mm "rifle" as well as large explosive charges. Has a cardboard head manned by men of paper. ALWAYS A (NATIONAL EFFORT).
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Gavrillium Mines: Landmines based off of the M2 Dispersion Grenade. Can have a pressure or magnetic trigger. Will be deployed in sectors with at least One Entrenchment.
Salviosi Jacks: A hard-to-destroy trio of steel I-Beams riveted together and meant to deny enemy vehicles access to areas or funnel enemy forces, among other things. Will be deployed in sectors with at least One Entrenchment.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Resource
caelium to snowcapped mountains (4): m1895, Jerick, Kashyyk, TFF
Fortify
fortify North Peaks (3): m1895, Jerick, Kashyyk
Fortify plains (1): TFF
Attack
push Savanna (3):Jerick, m1895, Kashyyk
Attack South Peaks from North Peaks (3):Jerick, m1895, Kashyyk
Double Push savanna (1): TFF
Music
Two Steps From Hell - Victory (1): Kashyyk
Freiheit Gleichheit Brüderlichkeit ():
Hail to the King - A7X ():
Not Ready to Die - A7X ():
Panzerlied - German Army ():
Ghost Division - Sabaton ():
1812 overture ():
Go Big or Go Extinct - Pacific Rim (2):Jerick, m1895
Long Live Independence - Crippled Black Phoenix (2): Doomblade, TFF
Sending Away the Sky Tyrant
Yes (2):Jerick, Kashyyk
No (2): Doomblade, TFF
Use Fox's Argument (1): TFF
Engineer Fox’s Proposal to Allied Nations for Keeping the Sky Tyrant in the Field Against Salvois Pig Dogs aka EFPANKSTFASPD
I personally feel that there are three key points that support the Sky Tyrant staying under direct Abberan control.
We are in a prisoners Dilemma with the salvois to some extent. We either both keep them on this continent, both send them off to the mainlands wars, or one of us does. If we both keep them, nothing changes. This is acceptable. If both of us send them, the overall situation abroad may change, either in our favor or against us. This is chance. If one of send and the other does not, the nation that sent it will suffer while. IN this case we do not want to have sent it.
Now on to why this matters. If we maintain the Sky Tyrant here, it will punish the Salvosi if they do not, and maintain the status quo if they do not. Also, they will expect us to keep it, which will force them to keep theirs, and quite possibly go against their allies by doing so. If we keep the SKy Tyrant for the time being, it forces the Salvosi Tectonic from getting involved in the mainlands war.
If we are able to keep the Sky Tyrant, we will be able to make further gains against the Salvosi, and shorten the length of the war on our front, as well as reduce the capability of them to develop and export weapons to their allies.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP) (OBSOLETE)
--ARA Model-1916A "Medea" Self-Loading Rifle: An upgrade of the Modea swapping the 12-round en-bloc magazine with a 25-round detachable box and added 2x a magnification sight. Still suffers from occasional issues. Costs 2 Ore and 2 Wood. (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to SparkPack deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (CHEAP)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling. Includes sunglasses for the intolerable Salviosi sun.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (CHEAP)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
--ARA Model-1916 "Frostgiant" Nike Upgrade Package: A Nike with the armor replaced with Cold Steel as well as pouches meant to hold plates made of a K-Wool/Chemical resin for additional protection past the armor. Cold. Costs 4 Ore, 2 Gavrillium, 5 K-Wool, and 3 Chemical Compounds. (VERY EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (EXPENSIVE)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm Caelium Steel armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 18 knots/33kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. D-rings provide the ability to strap things securely into place. Moderately power-hungry, and very ambitious. 9 Ore, 3 Gavrillium, 4 Caelium, 3 Chemical Compounds. (VERY EXPENSIVE)
--ARA-1915NC-AAL/b "Nodens": A Neptune without the Gravity Deflectors. Otherwise there is no difference between the two. Costs 8 Ore, 4 Caelium, and 2 Gavrillium. (EXPENSIVE)
Aircraft..?
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (EXPENSIVE)
Odysseus Class Interceptor: A metal dart originally meant to be a ground-breaking aircraft to provide Abbera aerial supremacy. Reliably hits the ground. Costs 6 Ore. (CHEAP)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 7 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 7 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
----RSN 1916-COR/ASS “St. Thaddeus”: A St. Marie with updated Aligned Caelium propulsion, a radio system, and the 40mm cannons replaced with double-barrel 60mm autocannons. Can reach 55km/h. 7 Ore, 5 Caelium, 2 Gavrillium, 2 Kinetic Sheep, and 3 Chemical Compounds. (EXPENSIVE)
--RSN 1913-COR/ALS "Mother Orleans" Aircraft Launching Ship: An Orleans with the Gorgon replaced by a catapult launcher for a pair of Odysseus craft. Cost is tied to Odysseus deployment, but cannot be cheaper than the Orleans.
The Sky Tyrant: A 350m long skybourne battleship. Armament consists of 2x triple-barrelled 420mm gravitic Jotunn-based guns and 12x 155mm Gorgon-based guns, as well as dozens of 60mm autocannons. Utilizes HESHRP, WHKM420mm, and Rime shells, as well as standard HE and AP for the smaller guns. 500mm K/C Composite and Cold Steel armor provides protection from enemy fire and produces a cloud around the ship and Gravitic Shield Projectors deflect many shots. Lift and propulsion systems give the ship a speed of 33 knots or 61km/h. A Radio suite provides (Radio Coverage) where deployed. IS CONSIDERED AN [OFFENSIVE DESIGN] AND IS ALWAYS A (NATIONAL EFFORT).
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Miscellaneous
Tiny Plastic Barragan: This is a tiny plastic Barragan Attack Corvette. It's got a lot of tiny places for tiny guns, and would probably be quite fearsome if you were also tiny. The bottom of the base reads "Series 2, 4/64 (R)". (VERY EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 2 Kinetic Sheep, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Ore, 1 Gavrillium, 1 Chemical Compounds (3/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., (0/3 Resources) // 100% Control
North Peaks: 1 Ent., (0/3 Resources) // 100% Control (Radio Coverage)
Plains: 1 Ent., (0/3 Resources) // 100% Control
North River Crossing: 3 Ent., (0/3 Resources) (Radio Coverage)
Savannah: 2 Ent., (0/x resources) // 25% Control (Contested)
Ore: 6
Oil: 2
Wood: 2
Caelium: 3
Abberan Kinetic Sheep: 2
Chemical Compounds: 2
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (CHEAP).
--GGG-12P Portable Gatling Gun: A GGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 3 Caelium and 4 Gavrillium. (CHEAP).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
----LGG-12P Portable Light Gatling Gun: An LGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 2 Caelium, and 2 Gavrillium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (CHEAP)
Avalanche Combat Engineering Kit: A full-steel shovel or entrenching tool designed for use with an Avalanche (or Collision) as well as a nifty canvas bag (with adjustable strap and excellent padding) that holds up to 6 10kg explosives which can be placed in a specially designed gavrillium-capped casing. Has a seven second fuse or can be set off manually with a pullcord. The explosives can be replaced by four Gavrillium Mines.8 Ore, 3 Gavrillium. (EXPENSIVE)
BSU Exoskeletal Combat Rig: The Berani standard uniform is made of light cotton dyed khaki and a metal exoskeleton. The legs utilize myomer to increase the wearer's speed and jumping ability. Has a 4mm Caelium Steel chest plate. The top half of the exoskeleton has a number of clips and straps used to attach equipment. Entrenching tools are provided to all soldiers. Uses a Caelium Steel helmet with glorious padding.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAV-15 'Apibaru' (Pattern B): An 8-wheeled, 2-propellered amphibious armored personnel carrier armed with an LLG-12 and open-turret LFG-13. Has a hexagonal cross-section and uses 35mm Caelium Steel armor plating. Can hit 60kph on land or 8 knots/15kph in calm waters. Can carry ten passengers and four crew. 7 Ore, 4 Gavrillium, and 5 Caelium. (EXPENSIVE)
MLS-16 "Tectonic": A bipedal 6m tall Mechanized Lifting Suit with three crew. Covered in 100mm armor with 200mm plating on a lot of the left side. Uses two twin-linked SMG-12a's, three GGG-12s, and Caelium Steel fingers to grasp and utilized a special-made 105mm "rifle" as well as large explosive charges. Has a cardboard head manned by men of paper. ALWAYS A (NATIONAL EFFORT).
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Gavrillium Mines: Landmines based off of the M2 Dispersion Grenade. Can have a pressure or magnetic trigger. Will be deployed in sectors with at least One Entrenchment.
Salviosi Jacks: A hard-to-destroy trio of steel I-Beams riveted together and meant to deny enemy vehicles access to areas or funnel enemy forces, among other things. Will be deployed in sectors with at least One Entrenchment.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
The Pernach is meant to act as a breakthrough vehicle for our mainline troops, acting in conjunction with Mobile infantry and air support. Its body is a rectangle slightly larger and wider than the Gendarme. It mounts a modified Gorgon downsized to 105 mm in a casmate with 30 degrees of traverse to either side, elevation of 15 degrees, depression of 8 degrees. A muzzle break is added to help reduce the recoil of the main gun. The main gun is offset of the center-line of the vehicle to the right and capable of firing HE, Wickerman and Rime shells. It also mounts 2 Scythe machine guns, one in the hull and one mounted on the top of the tank accessible by the commander through a commander's cupola.
It is powered by an expanded version of the Gendermanes engine, which is further improved by chemically treating the Promethium to increase its electrical output. Oil is also used as lubricants to ensure the engine runs at peak efficiency. The engine is mounted at the rear of the tank. The tracks are relatively wide to ensure good performance across rough terrain.
It has a crew of a commander, gunner, loader and driver. The commander's cupola has 360 degree vision, can be entered/exited through, and is mounted offset left of the main gun. The gunner sits in front and to the right of the commander and has a simple 4x optic for aiming the gun. Behind and to the right of the gunner is the loader who has a 5 round ready rack + storage spread around him totaling 45 rounds. The driver is in the direct front of the commander. Behind the commander, a courier man radio is mounted. Beyond the commanders hatch, there is a hatch on the rear of the crew compartment for the gunner, a second hatch on the roof for the loader, and a hatch on the front of the tank for the driver.
It has 60 mm of cold steel armor at the front, angled at 50 degrees with an additional 20 mm of C-steel armor separated on mounts by 7 cm of air. The gun mantlet of casmeate is 60mm of rounded C-Steel with On the sides there is 55 mm of armor (half of which is cold steel, the rest is C-steel) angled at 70 degrees with another 10 mm of slat armor covering the sides and the upper portion of the tracks. The rear has 45 mm of C-Steel. The roof of the vehicle has different levels of armor, with towards the front being 25 mm of C-Steel, while at the rear only being 20mm
On the inside of the hull, a K-wool spall liner is added to help protect against fragmentation, as well as head wounds from hitting the hull. Mounted on the front of the hull. along with the slat armor, is a mine clearing dozer blade that runs along the surface of the ground.
Year 1917 A.C. Hot Season, Design Phase
Proposal: MHT-17 "Vanguard" Medium Hovertank
The vanguard is a caelium powered hover tank that is slightly larger than the Gendarme. It has a turret mounting a 100mm cannon and a coaxial scythe. This cannon borrows the recoil system from the Gorgon and adds k-wool padding to further reduce recoil. It has a variety of shells that can be fired including Rime, HE, Wickerman and AT. The turret has a built-in coincidence range finder and 2x optic for the gunner. The turret is turned by an electric motor allowing fast rotation. It is propelled by a number of aligned caelium thrusters, with a few on the sides allowing the tank to have more freedom of movement. Mounted on the front is a T shaped piece of metal. This piece of metal can be unfastened by a bolt and replaced easily in the field. Its purpose is to trigger enemy anti-tank mines early. At the back of the tank, there are force projectors similar to those that are used in deflection shields but are significantly weaker. These uniformly push down on the ground as the tank passes over it, triggering anti-personnel mines as it passes. The tank mounts a courier man radio to stay in contact with friendly forces. (Edit)The tank also has a sprayer system that can spray a mist of anti-rime agent. Since anti-rime agent is neither flammable or toxic it is safe to mount the tanks for it externally, saving on the already limited internal space of the vehicle.
In terms of armour, it has sloped armour with the following composition; an outer layer of 30mm cold steel, and then 6 layers each comprised of 1mm k-wool and 19mm of c-steel, all of this has a thin inner anti-spalling layer of k-wool. There is additional slat armour on top of that aimed at reducing the effectiveness of their ammunition. It's about 7mm. The rear of the tank is weaker in and has 10mm less cold steel.
Difficulty: Theoretical
Result: 9 (6+6-3) = Above Average
The Gendarme has proven it's worth, but it's becoming increasingly apparent that it is a foreign design. Using what we've learned of armored landships we've created our own Vanguard.
The body of the Vanguard was fairly simple to come up with - we've been using hovertrucks for years, so making a tank hover took a simple adjustment of numbers. While the 120mm KC Composite, additional 30mm Cold Steel armor (20mm in the back), and 7mm armor slats over the more vital areas of the tank are certainly heavy, we've created powerful, compact enough systems to manage to get it to hover without making it unnecessarily massive, but just so when under a combat load. A loosely-attached T-bar that can be pinned into a slot at the front of the tank works to trigger magnetic mines at a safe distance ahead of the Vanguard. There is a series of small gravitic projectors at the back of the tank, but they aren't too effective, instead forcing the rear of the Vanguard upwards by a few centimeters and kicking up dirt behind them. Notably though, when the projectors are disabled and the tank drops back to it's normal height it receives a small burst of forward momentum. Observers note a low screeching emanating from the vehicle while the projectors are active, but it's nothing more than light interference between the tank's gravity fields. The Vanguard can reach speeds of 30km/h.
The turret contains a 100mm gun hand-loaded with a wide variety of our different munitions, giving it a lot of flexibility at the front but little ability to maintain a consistent specific engagement type. The Vanguard can attain a rate of 8-10 rounds fired per minute. The kick of the gun is a little more powerful than the K-wool can compensate for, so four landing struts were added to the bottom of the tank to give it the ability to stabilize itself.
External tanks and sprayers outside the tank can be triggered to disperse a mist of chemicals around the tank (currently Citric acid for D-Gavrillium neutralization), but are vulnerable to small arms fire and shrapnel.
A radio allows the Vanguard to coordinate with one another as well as nearby forces.
While this "medium" tank performs fairly well, a relay switch responsible for the transmission of power to the forward gravitic drives often malfunctions. Design of the Vanguard means a crewman must exit the tank and make the repairs at the rear of the vehicle while exposed to the enemy. This is complicated further by the need to work around the Cold Steel plating and poor positioning of the relay.
The Vanguard is a sizeable vehicle at sizeable cost at 10 Ore, 5 Caelium, 5 Gavrillium, 4 Kinetic Sheep, and 3 Chemical Compounds, making it (Theoretical) and something we are unwilling to risk on the field at this point.
----------------
You've come up with a fantastic concept. It's time to decide to improve upon it further or alter something else. [I also think I forgot to add your espionage credit into the spoiler for the song last turn, lemme fix dat].
IT IS NOW THE REVISION PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP) (OBSOLETE)
--ARA Model-1916A "Medea" Self-Loading Rifle: An upgrade of the Modea swapping the 12-round en-bloc magazine with a 25-round detachable box and added 2x a magnification sight. Still suffers from occasional issues. Costs 2 Ore and 2 Wood. (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to SparkPack deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (CHEAP)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling. Includes sunglasses for the intolerable Salviosi sun.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (CHEAP)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
--ARA Model-1916 "Frostgiant" Nike Upgrade Package: A Nike with the armor replaced with Cold Steel as well as pouches meant to hold plates made of a K-Wool/Chemical resin for additional protection past the armor. Cold. Costs 4 Ore, 2 Gavrillium, 5 K-Wool, and 3 Chemical Compounds. (VERY EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
--"Repentant" AA Truck: A Faithful converted into a hovertruck, with it's cargo capacity replaced with a 60mm autocannon. Can reach 67 km.h and has six support struts for bracing. Costs 5 Ore, 3 Gavrillium, 3 Caelium, 3 K-Wool, and 2 Chemical Compounds. (CHEAP)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA-1917MP-MHT "Vanguard": A hovering tank with a 100mm cannon, covered in 120mm of a K/C Armor Composite and 30mm of additional Cold Steel armor plating (20mm rear) and possessing armor slats over the tank's more vital areas. Uses a T-bar to trigger magnetic mines and a rear gravitic array to try to detonate pressure-sensitive mines but instead performs the gravitic-equivalent of a "burn-out" the rich kids do nowadays with their cars. Utilizes Rime, Wickerman, HE, and AP rounds. Fires 8-10 RPM and reaches 30 km/h. Has stabilizing struts and a power transmittting issue that requires intensive work for an exposed crewman. Utilizes a spray system for citric acid dispersal. 10 Ore, 5 Gavrillium, 5 Caelium, 4 Kinetic Sheep, and 3 Chemical Compounds. (THEORETICAL)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm Caelium Steel armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 18 knots/33kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. D-rings provide the ability to strap things securely into place. Moderately power-hungry, and very ambitious. 9 Ore, 3 Gavrillium, 4 Caelium, 3 Chemical Compounds. (VERY EXPENSIVE)
--ARA-1915NC-AAL/b "Nodens": A Neptune without the Gravity Deflectors. Otherwise there is no difference between the two. Costs 8 Ore, 4 Caelium, and 2 Gavrillium. (EXPENSIVE)
Aircraft..?
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (EXPENSIVE)
Odysseus Class Interceptor: A metal dart originally meant to be a ground-breaking aircraft to provide Abbera aerial supremacy. Reliably hits the ground. Costs 6 Ore. (CHEAP)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 7 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 7 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
----RSN 1916-COR/ASS “St. Thaddeus”: A St. Marie with updated Aligned Caelium propulsion, a radio system, and the 40mm cannons replaced with double-barrel 60mm autocannons. Can reach 55km/h. 7 Ore, 5 Caelium, 2 Gavrillium, 2 Kinetic Sheep, and 3 Chemical Compounds. (EXPENSIVE)
--RSN 1913-COR/ALS "Mother Orleans" Aircraft Launching Ship: An Orleans with the Gorgon replaced by a catapult launcher for a pair of Odysseus craft. Cost is tied to Odysseus deployment, but cannot be cheaper than the Orleans.
The Sky Tyrant: A 350m long skybourne battleship. Armament consists of 2x triple-barrelled 420mm gravitic Jotunn-based guns and 12x 155mm Gorgon-based guns, as well as dozens of 60mm autocannons. Utilizes HESHRP, WHKM420mm, and Rime shells, as well as standard HE and AP for the smaller guns. 500mm K/C Composite and Cold Steel armor provides protection from enemy fire and produces a cloud around the ship and Gravitic Shield Projectors deflect many shots. Lift and propulsion systems give the ship a speed of 33 knots or 61km/h. A Radio suite provides (Radio Coverage) where deployed. IS CONSIDERED AN [OFFENSIVE DESIGN] AND IS ALWAYS A (NATIONAL EFFORT).
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Miscellaneous
Tiny Plastic Barragan: This is a tiny plastic Barragan Attack Corvette. It's got a lot of tiny places for tiny guns, and would probably be quite fearsome if you were also tiny. The bottom of the base reads "Series 2, 4/64 (R)". (VERY EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 2 Kinetic Sheep, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Ore, 1 Gavrillium, 1 Chemical Compounds (3/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., 1 Caelium (1/3 Resources) // 100% Control
North Peaks: 2 Ent., (0/3 Resources) // 100% Control (Radio Coverage)
Plains: 1 Ent., (0/3 Resources) // 100% Control
North River Crossing: 3 Ent., (0/3 Resources) (Radio Coverage)
Savannah: 2 Ent., (0/x resources) // 15% Control (Contested)
Ore: 6
Oil: 2
Wood: 2
Caelium: 4
Abberan Kinetic Sheep: 2
Chemical Compounds: 2
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
T2 "Breaker" Tank - Converted to Gendarme
Espionage Credit x1
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (CHEAP).
--GGG-12P Portable Gatling Gun: A GGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 3 Caelium and 4 Gavrillium. (CHEAP).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
----LGG-12P Portable Light Gatling Gun: An LGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 2 Caelium, and 2 Gavrillium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (CHEAP)
Avalanche Combat Engineering Kit: A full-steel shovel or entrenching tool designed for use with an Avalanche (or Collision) as well as a nifty canvas bag (with adjustable strap and excellent padding) that holds up to 6 10kg explosives which can be placed in a specially designed gavrillium-capped casing. Has a seven second fuse or can be set off manually with a pullcord. The explosives can be replaced by four Gavrillium Mines.8 Ore, 3 Gavrillium. (EXPENSIVE)
BSU Exoskeletal Combat Rig: The Berani standard uniform is made of light cotton dyed khaki and a metal exoskeleton. The legs utilize myomer to increase the wearer's speed and jumping ability. Has a 4mm Caelium Steel chest plate. The top half of the exoskeleton has a number of clips and straps used to attach equipment. Entrenching tools are provided to all soldiers. Uses a Caelium Steel helmet with glorious padding.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAV-15 'Apibaru' (Pattern B): An 8-wheeled, 2-propellered amphibious armored personnel carrier armed with an LLG-12 and open-turret LFG-13. Has a hexagonal cross-section and uses 35mm Caelium Steel armor plating. Can hit 60kph on land or 8 knots/15kph in calm waters. Can carry ten passengers and four crew. 7 Ore, 4 Gavrillium, and 5 Caelium. (EXPENSIVE)
MLS-16 "Tectonic": A bipedal 6m tall Mechanized Lifting Suit with three crew. Covered in 100mm armor with 200mm plating on a lot of the left side. Uses two twin-linked SMG-12a's, three GGG-12s, and Caelium Steel fingers to grasp and utilized a special-made 105mm "rifle" as well as large explosive charges. Has a cardboard head manned by men of paper. ALWAYS A (NATIONAL EFFORT).
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Gavrillium Mines: Landmines based off of the M2 Dispersion Grenade. Can have a pressure or magnetic trigger. Will be deployed in sectors with at least One Entrenchment.
Salviosi Jacks: A hard-to-destroy trio of steel I-Beams riveted together and meant to deny enemy vehicles access to areas or funnel enemy forces, among other things. Will be deployed in sectors with at least One Entrenchment.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Year 1917 A.C. Hot Season, Revision Phase
Proposal: ARA-1917-TKW Anointer
The Caliburn will soon become quite cheap, so we've decided to make an upgrade to it. by firstly adding a 19mm C-steel 1mm K-wool armor layer to it, and adding 5mm detachable spaced armor on top of that. next on the list is chemically enhancing the gavgenerator which we believe will bring the the top speed up to a sprightly 55 km/h even with the added armor; thereafter, we intend to replace the
scythe mount with a proper turret, with the same armoring as the rest of the craft, and a 40mm autocannon using the gendarmes cannon as a basis (or if we must, just use the Gendarmes cannon.) and a coaxial scythe. as well as all that 5cm tall "skids" will be attached to the bottom, allowing an Anointer to land on the ground and be fastened to a Neptune or Nodens D-rings.
The two variants of this design are the engineering variant, mounting a citric acid sprayer, adding the Vanguard's T-bar, and replacing four seats with tool and demo storage, and the medical variant, trading 6 seats for medical and surgical storage (with prom-cauterizers and k-wool/wood splints.) and including a mounting to attach a stretcher. (the stretcher will have three straps equidistant of eachother.)
Difficulty: Impossible
Result: 0 (5+3-8) = Utter Failure
Your queen stands before you, her personal guards creating an intimidating barrier between your liege and ARES.
"This is not a game!" her voice, more powerful than her stature lets on, cows each of the engineers, "You repeatedly squander our nation's resources, money, and time! Your lofty dreams bring forth too many failures and have directly resulted in the loss of many Abberan lives. We are at war. The world is at war. Yet you occupy yourselves with playthings!"
She punctuates her statement by ripping a Tiny Plastic Barragan from a nearby desk and launching it across the room, striking an engineer's mouth and splitting his lip. The queen steps up to the central worktable where the current project's schematics are spread about.
"And I assume this is your latest failure?" she asks as her eyes analyze the blueprints. Her gaze alone tells you she comprehends what she's looking at. After a few quiet minutes she lets out a laugh that chills everyone in the room.
"You expected to make all of this work in such a short time? A secondary project!? There is at least a hard year's worth of modifications and testing proposed here. Over tripling the Caliburn's armor and modifying the engines for even greater performance with the increased weight. And the armor is just the start! You actually figured it wise to replace a machine gun with a 40mm autocannon and divide the work among two variants of this 'variant'. It's practically a new vehicle even before two different versions of it were proposed! Anointer? Disappointer, more like."
The queens gaze studies each of you, "Was anything accomplished this year?"
One engineer steps forward and speaks, his voice wavering as his eyes remain locked on a particularly used-looking buttspike on a Draco a guard is holding.
"M-my queen," he stammers, "Our work with Prometheum-"
The back of the queens hand lashes out not unlike a snake and strikes the engineer across the face, who stumbles back against the wall.
"Is there anyone here who isn't blinded by this wholly unique 'ARES' mindset?" she roars angrily before spitting on the floor.
Another engineer steps forward, "We think our experimentation with Gavrillium and Chemical Compounds has led to the discovery of how the Salviosi produce Gavrillium-U."
"You mean the shit the Salviosi have been throwing at us everywhere, all the time?" the queen's voice was little more than a growl.
"Yes," the response was meek, and answered by the queen pulling a foreign sidearm from her belt and putting a bullet between his eyes. The guards raised their guns and prevented the rest of the engineers from daring to move a muscle.
"I've half a mind to shoot you all for treason. The fact that the whole of ARES isn't slumped against that wall is a mercy. We risk losing everything, and if my gentle coercion hasn't fixed your issues yet, perhaps the threat of exile or death will. Get back to fucking work and make sure our men aren't left to die in that pocket or else there'll be all sorts of hell to pay."
The ARA-1917-TKW Anointer cost (1 Engineer's Life), making it (HORRIBLY EXPENSIVE).
You did discover the process to treat and create Gavrillium-U. This specially treated gavrillium rapidly heats into a molten blob when an explosive force is applied. So there's that.
----------------
You heard your queen. Deploy the Sky Tyrant, entrench a sector, assign a resource, and designate two tactics this turn (seems like more fitting terminology with the strategy phase changes). And please, for the love of the gods, listen to the analogue for MoP the Queen or else this war will soon be lost.
IT IS NOW THE STRATEGY PHASE.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP) (OBSOLETE)
--ARA Model-1916A "Medea" Self-Loading Rifle: An upgrade of the Modea swapping the 12-round en-bloc magazine with a 25-round detachable box and added 2x a magnification sight. Still suffers from occasional issues. Costs 2 Ore and 2 Wood. (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to SparkPack deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (CHEAP)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling. Includes sunglasses for the intolerable Salviosi sun.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (CHEAP)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
--ARA Model-1916 "Frostgiant" Nike Upgrade Package: A Nike with the armor replaced with Cold Steel as well as pouches meant to hold plates made of a K-Wool/Chemical resin for additional protection past the armor. Cold. Costs 4 Ore, 2 Gavrillium, 5 K-Wool, and 3 Chemical Compounds. (VERY EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
--"Repentant" AA Truck: A Faithful converted into a hovertruck, with it's cargo capacity replaced with a 60mm autocannon. Can reach 67 km.h and has six support struts for bracing. Costs 5 Ore, 3 Gavrillium, 3 Caelium, 3 K-Wool, and 2 Chemical Compounds. (CHEAP)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (EXPENSIVE)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA-1917MP-MHT "Vanguard": A hovering tank with a 100mm cannon, covered in 120mm of a K/C Armor Composite and 30mm of additional Cold Steel armor plating (20mm rear) and possessing armor slats over the tank's more vital areas. Uses a T-bar to trigger magnetic mines and a rear gravitic array to try to detonate pressure-sensitive mines but instead performs the gravitic-equivalent of a "burn-out" the rich kids do nowadays with their cars. Utilizes Rime, Wickerman, HE, and AP rounds. Fires 8-10 RPM and reaches 30 km/h. Has stabilizing struts and a power transmittting issue that requires intensive work for an exposed crewman. Utilizes a spray system for citric acid dispersal. 10 Ore, 5 Gavrillium, 5 Caelium, 4 Kinetic Sheep, and 3 Chemical Compounds. (THEORETICAL)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm Caelium Steel armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 18 knots/33kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. D-rings provide the ability to strap things securely into place. Moderately power-hungry, and very ambitious. 9 Ore, 3 Gavrillium, 4 Caelium, 3 Chemical Compounds. (VERY EXPENSIVE)
--ARA-1915NC-AAL/b "Nodens": A Neptune without the Gravity Deflectors. Otherwise there is no difference between the two. Costs 8 Ore, 4 Caelium, and 2 Gavrillium. (EXPENSIVE)
Aircraft..?
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (EXPENSIVE)
Odysseus Class Interceptor: A metal dart originally meant to be a ground-breaking aircraft to provide Abbera aerial supremacy. Reliably hits the ground. Costs 6 Ore. (CHEAP)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 7 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 7 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
----RSN 1916-COR/ASS “St. Thaddeus”: A St. Marie with updated Aligned Caelium propulsion, a radio system, and the 40mm cannons replaced with double-barrel 60mm autocannons. Can reach 55km/h. 7 Ore, 5 Caelium, 2 Gavrillium, 2 Kinetic Sheep, and 3 Chemical Compounds. (EXPENSIVE)
--RSN 1913-COR/ALS "Mother Orleans" Aircraft Launching Ship: An Orleans with the Gorgon replaced by a catapult launcher for a pair of Odysseus craft. Cost is tied to Odysseus deployment, but cannot be cheaper than the Orleans.
The Sky Tyrant: A 350m long skybourne battleship. Armament consists of 2x triple-barrelled 420mm gravitic Jotunn-based guns and 12x 155mm Gorgon-based guns, as well as dozens of 60mm autocannons. Utilizes HESHRP, WHKM420mm, and Rime shells, as well as standard HE and AP for the smaller guns. 500mm K/C Composite and Cold Steel armor provides protection from enemy fire and produces a cloud around the ship and Gravitic Shield Projectors deflect many shots. Lift and propulsion systems give the ship a speed of 33 knots or 61km/h. A Radio suite provides (Radio Coverage) where deployed. IS CONSIDERED AN [OFFENSIVE DESIGN] AND IS ALWAYS A (NATIONAL EFFORT).
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Miscellaneous
Tiny Plastic Barragan: This is a tiny plastic Barragan Attack Corvette. It's got a lot of tiny places for tiny guns, and would probably be quite fearsome if you were also tiny. The bottom of the base reads "Series 2, 4/64 (R)". (VERY EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 2 Kinetic Sheep, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Ore, 1 Gavrillium, 1 Chemical Compounds (3/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., 1 Caelium (1/3 Resources) // 100% Control
North Peaks: 2 Ent., (0/3 Resources) // 100% Control (Radio Coverage)
Plains: 1 Ent., (0/3 Resources) // 100% Control
North River Crossing: 3 Ent., (0/3 Resources) (Radio Coverage)
Savannah: 2 Ent., (0/x resources) // 15% Control (Contested)
Ore: 6
Oil: 2
Wood: 2
Caelium: 4
Abberan Kinetic Sheep: 2
Chemical Compounds: 2
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
T2 "Breaker" Tank - Converted to Gendarme
Espionage Credit x1
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (CHEAP).
--GGG-12P Portable Gatling Gun: A GGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 3 Caelium and 4 Gavrillium. (CHEAP).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
----LGG-12P Portable Light Gatling Gun: An LGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 2 Caelium, and 2 Gavrillium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (CHEAP)
Avalanche Combat Engineering Kit: A full-steel shovel or entrenching tool designed for use with an Avalanche (or Collision) as well as a nifty canvas bag (with adjustable strap and excellent padding) that holds up to 6 10kg explosives which can be placed in a specially designed gavrillium-capped casing. Has a seven second fuse or can be set off manually with a pullcord. The explosives can be replaced by four Gavrillium Mines.8 Ore, 3 Gavrillium. (EXPENSIVE)
BSU Exoskeletal Combat Rig: The Berani standard uniform is made of light cotton dyed khaki and a metal exoskeleton. The legs utilize myomer to increase the wearer's speed and jumping ability. Has a 4mm Caelium Steel chest plate. The top half of the exoskeleton has a number of clips and straps used to attach equipment. Entrenching tools are provided to all soldiers. Uses a Caelium Steel helmet with glorious padding.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAV-15 'Apibaru' (Pattern B): An 8-wheeled, 2-propellered amphibious armored personnel carrier armed with an LLG-12 and open-turret LFG-13. Has a hexagonal cross-section and uses 35mm Caelium Steel armor plating. Can hit 60kph on land or 8 knots/15kph in calm waters. Can carry ten passengers and four crew. 7 Ore, 4 Gavrillium, and 5 Caelium. (EXPENSIVE)
MLS-16 "Tectonic": A bipedal 6m tall Mechanized Lifting Suit with three crew. Covered in 100mm armor with 200mm plating on a lot of the left side. Uses two twin-linked SMG-12a's, three GGG-12s, and Caelium Steel fingers to grasp and utilized a special-made 105mm "rifle" as well as large explosive charges. Has a cardboard head manned by men of paper. ALWAYS A (NATIONAL EFFORT).
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Gavrillium Mines: Landmines based off of the M2 Dispersion Grenade. Can have a pressure or magnetic trigger. Will be deployed in sectors with at least One Entrenchment.
Salviosi Jacks: A hard-to-destroy trio of steel I-Beams riveted together and meant to deny enemy vehicles access to areas or funnel enemy forces, among other things. Will be deployed in sectors with at least One Entrenchment.
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Infantry
ARA Model-1911A "Modea" Self-Loading Rifle: The first Self-Loading Rifle to see combat, the "Modea" is 4.5 kg and a meter in length. It fires 7.92x57mm rounds fed into the weapon by a 12-round en bloc magazine. It has variable sights and is effective to 400 meters. She's packs a punch but suffers from unreliable internal components. The end of the barrel is lightly threaded to allow attachment of a cup launcher. Costs 2 Ore and 2 Wood (CHEAP) (OBSOLETE)
--ARA Model-1916A "Medea" Self-Loading Rifle: An upgrade of the Modea swapping the 12-round en-bloc magazine with a 25-round detachable box and added 2x a magnification sight. Still suffers from occasional issues. Costs 2 Ore and 2 Wood. (CHEAP)
ARA Model-1911C "Draco" Trench Gun: A 4kg, 80-cm long 12-gauge semiautomatic shotgun. Only jams on on occasion, and the butt spike breaks off after a handful of uses. Costs 2 Wood and 2 Ore. (CHEAP)
ARA Model-1912MG "Scythe" Heavy Machine Gun: Utilizes the same 7.92x57mm rounds used by the "Modea". Fires 80-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, and rounds are effective out to 2km, but is somewhat inaccurate. Carried around in weight-negating cases. Costs 5 Ore and 3 Caelium. (CHEAP)
--ARA Model-1912PMG "Sickle" Personal Machine Gun: A lightened version of the Scythe meant for use with Paladin Superheavy Armor. The carrying case is replaced with two crystals embedded in the weapon itself. Has a pistol grip, vertical grip near the barrel, and a deployable bipod. Has reduced range and accuracy compared to the Scythe, but not by much. Costs 4 Ore, 3 Caelium. (CHEAP), but usage is tied to SparkPack deployment.
ARA Model-1911APG "Wickerman" Incendiary Grenade: A 15-cm long White Phosphorus grenade. The grenade has 15m area of effect, an 8 second fuse, and a dud has never been encountered. Costs 1 Ore and 1 Chemical Compounds. (CHEAP)
ARA Model-1913AT Anti-Tank Rifle "Halberd": A 40mm anti-tank rifle made of Caelium Steel and lightened by a Caelium core. The Aligned Caelium rounds make the weapon very unreliable, but it can kill an armored target at 800m when it hits. K-Wool inserts and padding nearly negate the kick of the weapon, and a bipod helps support it. Has a 2-man crew, one of which is responsible for keeping and maintaining the SparkPack. Costs 4 Ore, 3 Caelium, 3 Gavrilium, and 3 Kinetic Sheep. (CHEAP)
--ARA Model-1913AT-B Anti-Tank Rifle "Halberd-B": A heavily modified Halberd using C-Null Steel to calm the gravitational maelstrom within the weapon. Has a range of 1km at 800 m/s. The SparkPack capacitor is drained within 25 shots, so another SparkPack is carried around as a backup. Costs 4 Ore, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep, and 2 Chemical Compounds. (CHEAP)
ARA Model-1911ART "Gorgon": A standard, reliable piece of 155mm artillery. The round and a bag of propellant are sealed using an interrupted screw breach, and the weapon can fire effectively out to 10km. Uses a hydraulic system to manage recoil. Costs 5 Ore. (CHEAP)
ARA Model-1913ART "Jotunn": A massive 420mm cannon capable of firing HE shells and the new Depleted Gavrilium-based Rime Shell out to 10km. The 900kg shells take up to 7 minutes to load and fire, but are devastating on impact. Makes use of a winch system to lift the huge shells. Calls for Ore and Gavrilium. (CHEAP)
Uniforms for the Massed Infantry v1.1: The Abberan uniform consists of cotton undergarments, a grey gabardine wool pants and jacket with light K-Wool reinforcement, and a collarless cotton button-up shirt. The jacket has multiple convenient pockets and a foldable collar. Super snazzy jacket buttons hold an image of a crown, and a dark blue crown on the shoulders is used to identify allegiance. Comes with a leather belt, gloves, and boots. Binoculars are handed out as necessary. Holsters and ammo pouches have flaps on top to keep out the weather. Padded steel helmets and rubber filtration masks are standard issue (with citric filters being uncommon among standard troops), as are water-resistant canvas backpacks used to hold the soldier's basic kit. The helmet can be strapped to the back of the pack while traveling. Includes sunglasses for the intolerable Salviosi sun.
ARA Model-1912ARM "Paladin" Superheavy Armor: Thick shaped plates of armor attached to an exoskeleton with a soldier strapped inside. The plates of armor have a coating of Powdered Caelium negating part of the effects of gravity on them. As a result, the 50kg suit only weighs 15kg for the purposes of the force needed to move it. Plates can be dislodged by gunfire and "powered down" to normal weight, though improvements to the frame and cabling have reduced this occurrence drastically. A battery in the back has a life of one hour before needing to be replaced by one of two "Squires" assigned to assist the "Paladin". A green-yellow glow can be seen through small spaces in the armor. Costs 7 Ore and 4 Caelium. (CHEAP)
--ARA Model-1912ARM-B "Crusader" Superheavy Armor: A normal Paladin modified to use a SparkPack as it's primary source of power. Can remain powered for a week at a time, though it can be kept running for as long as possible with occasional replacement of the Gavrilium crystals in the SparkPack. Utilizes an insulated D-Gavrillium crystal to cool the armor, with excess cool air vented out the back creating a misty cloak. Has a pair of Caelium Tubes in the chestplate that, when activated by a protected forearm switch, allow the Crusader to leap up to 3 meters and across 9 meters. Costs 5 Ore, 5 Caelium, 4 Gavrilium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA Model-1913ARM "Nike" Shocktrooper Armor: K-Wool clothing covered by metal armor and a leather overcoat. The facemask has a threaded port for a filter. Can be equipped with a specially-designed backpack that has a SparkPack and two wings housing Aligned Caelium rods capped with C-Null Steel. Users can leap great distances using the pack, but must be very careful. Without JumpPack: 4 Ore, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP) With JumpPack: 5 Ore, 2 Gavrillium, 2 Caelium, 3 Kinetic Sheep, 2 Chemical Compounds. (EXPENSIVE)
--ARA Model-1916 "Frostgiant" Nike Upgrade Package: A Nike with the armor replaced with Cold Steel as well as pouches meant to hold plates made of a K-Wool/Chemical resin for additional protection past the armor. Cold. Costs 4 Ore, 2 Gavrillium, 5 K-Wool, and 3 Chemical Compounds. (EXPENSIVE)
Ground Vehicles
ARA-1912MP-T "Faithful": A reliable 4-wheeled truck with a closed cab and covered bed. Can sit eight men and equipment, though up to twelve can be crammed in if the Scythe mounted on a truss behind the cab goes unmanned. Has a top speed of 25km/h. Costs 3 Ore and 4 Oil. (EXPENSIVE)
--"Repentant" AA Truck: A Faithful converted into a hovertruck, with it's cargo capacity replaced with a 60mm autocannon. Can reach 67 km.h and has six support struts for bracing. Costs 5 Ore, 3 Gavrillium, 3 Caelium, 3 K-Wool, and 2 Chemical Compounds. (CHEAP)
ARA-1912MP-APC "Kingmaker": A hovering troop transport utilizing a Gavrilium Generator for power. Holds 12 men plus Driver, Passenger, and Scythe Gunner. Armor is 2-4mm thick, providing some protection. Turbine motors on the bottom of the Kingmaker are susceptible to damage, and the vehicle controls like a boat, drifting slowly to a stop unless the Caelium is powered down. This makes dismounting a choice between damaging the belly of the craft (where everything important is housed) or risking ankles. Loads slow her down, but it can reach 30km/h when empty. The Generator is protected by a K-Wool shroud. Costs 4 Ore, 3 Gavrilium, 3 Caelium, and 1 Kinetic Sheep. (CHEAP)
--ARA-1912MP-APC-B "Caliburn": A Kingmaker utilizing Aligned Caelium and C-Null Steel nodes installed on the sides at the front and back for propulsion. Has up to 10mm armor, adds a K-Wool layer and K-Wool-reinforced resin for added protection. Controls much better than the Kingmaker and has a higher top speed of 40 km/h. Costs 5 Ore, 4 Gavrillium, 4 Caelium, 3 Kinetic Sheep, and 1 Chemical Compounds. (CHEAP)
ARA-1914MP-HT "Gendarme": A heavily protected boxy vehicle covered in 35mm armor and utilizing a 40mm cannon on a rotating turret. Has two Scythes - one coaxial and one pintle-mounted. Can hit top speeds of 45km/h and runs reliably. Has some K-Wool protecting the ammo an engine. It is equipped with a CourierMan and has a crew of five. 8 Ore, 4 Gavrillium, and 2 Kinetic Sheep. (EXPENSIVE)
ARA-1917MP-MHT "Vanguard": A hovering tank with a 100mm cannon, covered in 120mm of a K/C Armor Composite and 30mm of additional Cold Steel armor plating (20mm rear) and possessing armor slats over the tank's more vital areas. Uses a T-bar to trigger magnetic mines and a rear gravitic array to try to detonate pressure-sensitive mines but instead performs the gravitic-equivalent of a "burn-out" the rich kids do nowadays with their cars. Utilizes Rime, Wickerman, HE, and AP rounds. Fires 8-10 RPM and reaches 30 km/h. Has stabilizing struts and a power transmitting issue that requires intensive work for an exposed crewman. Utilizes a spray system for citric acid dispersal. 10 Ore, 5 Gavrillium, 5 Caelium, 4 Kinetic Sheep, and 3 Chemical Compounds. (NATIONAL EFFORT)
Navy
ARA-1915NC-AAL "Neptune": A nearly 100m long transport vessel covered in 100mm Caelium Steel armor - 150 on the Conning Tower and front hatch. Utilizes a system of Aligned Caelium nodes to deflect incoming fire. Can reach 18 knots/33kph. Also comes equipped with a pair of new 60mm autocannons capable of firing at 80RPM. D-rings provide the ability to strap things securely into place. Moderately power-hungry, and very ambitious. 9 Ore, 3 Gavrillium, 4 Caelium, 3 Chemical Compounds. (VERY EXPENSIVE)
--ARA-1915NC-AAL/b "Nodens": A Neptune without the Gravity Deflectors. Otherwise there is no difference between the two. Costs 8 Ore, 4 Caelium, and 2 Gavrillium. (EXPENSIVE)
Aircraft..?
RSN 1914-CSF "Icarus" Combat Superiority Fighter: A teardrop shaped fuselage with biplane configuration wings that brings tears to it's designer's eyes, insomuch as it is an absolute failure. Flies and explodes with equal ferocity. Costs 6 Ore, 2 Wood, 4 Caelium, 4 Gavrillium, 3 Kinetic Sheep. (CHEAP)
Odysseus Class Interceptor: A metal dart originally meant to be a ground-breaking aircraft to provide Abbera aerial supremacy. Reliably hits the ground. Costs 6 Ore. (CHEAP)
RSN 1913-COR "Orleans" Sky Corvette: A lumbering flying five-winged behemoth armed with 6 Scythes and a Gorgon. Requires one of two GavGenerators to provide the central Caelium crystal crystals enough power to fly. The bottom is armored fairly well, and can travel up to 25km/h. Vital sections have an extra layer of K-Wool sandwiched between the armor plates and the frame. The crew is protected from the harsh elements thanks to being provided with Winter Gear. Utilizes Caelium Steel to reduce power requirements while maintaining endurance. Fins have been added to improve stability. Costs 7 Ore, 3 Caelium, 2 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
--RSN 1913-COR/ASS "St. Marie" Sky Corvette: A relatively simple modification of the Orleans that sees the Gorgon replaced with a 40mm turreted cannon mounted on the bow and stern of the ship. Costs 7 Ore, 3 Caelium, 2 Gavrillium, and 2 Kinetic Sheep. (CHEAP)
----RSN 1916-COR/ASS “St. Thaddeus”: A St. Marie with updated Aligned Caelium propulsion, a radio system, and the 40mm cannons replaced with double-barrel 60mm autocannons. Can reach 55km/h. 7 Ore, 5 Caelium, 2 Gavrillium, 2 Kinetic Sheep, and 3 Chemical Compounds. (EXPENSIVE)
--RSN 1913-COR/ALS "Mother Orleans" Aircraft Launching Ship: An Orleans with the Gorgon replaced by a catapult launcher for a pair of Odysseus craft. Cost is tied to Odysseus deployment, but cannot be cheaper than the Orleans.
RSN-1917 "Argo" Tactical Aircraft: A disc-shaped aircraft with no discernible front, a top-mounted 100mm cannon, and a bottom-mounted 40mm autocannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 8 Ore, 5 Gavrillium, and 3 Caelium. (EXPENSIVE) [complex]
The Sky Tyrant: A 350m long skybourne battleship. Armament consists of 2x triple-barrelled 420mm gravitic Jotunn-based guns and 12x 155mm Gorgon-based guns, as well as dozens of 60mm autocannons. Utilizes HESHRP, WHKM420mm, and Rime shells, as well as standard HE and AP for the smaller guns. 500mm K/C Composite and Cold Steel armor provides protection from enemy fire and produces a cloud around the ship and Gravitic Shield Projectors deflect many shots. Lift and propulsion systems give the ship a speed of 33 knots or 61km/h. A Radio suite provides (Radio Coverage) where deployed. IS CONSIDERED AN [OFFENSIVE DESIGN] AND IS ALWAYS A (NATIONAL EFFORT).
Support
ARA Moddel-1912RAD "CourierMan" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication. Costs 6 Ore. (CHEAP)
Miscellaneous
Tiny Plastic Barragan: This is a tiny plastic Barragan Attack Corvette. It's got a lot of tiny places for tiny guns, and would probably be quite fearsome if you were also tiny. The bottom of the base reads "Series 2, 4/64 (R)". (VERY EXPENSIVE)
Components
Gavrilium Generator: A generator that uses pressure to induce a piezoelectric response in Gavrilium rods. Can replace conventional engines in most cases where power must be provided. Negates oil cost related to powering a design, but adds a slightly reduced cost in Gavrilium.
ARA Model-1913GEN "SparkPack": A 12kg Gavrilium Generator housed in a 40cm long, 22.5cm diameter cylinder. Has two capacitors housed inside. It can be connected to any compatible piece of equipment to provide either the required or an extra boost of power. The SparkPack is deployed as auxiliary equipment based on it's cost. Costs 2 Ore, 3 Gavrilium, and 2 Kinetic Sheep. (CHEAP)
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Caelium Powder: When powered, Caelium Powder lifts the coated object by acting as a counter to the pull of gravity. The strength of "lift" is directly proportional to the amount of energy applied.
Caelium Powder Rods: Powdered Caelium suspended in a conductive fluid and powered much like a mercury lamp (fluorescent bulb in todayspeek) in order to provide lift. Slightly more efficient than regular Caelium Powder.
Pure Caelium Crystal: When powered, creates a weight-negating field containing and within the attached object. Will neutralize up to 65kg.
Aligned Caelium: A mixture of Caelium and grain-aligned metal that creates a gravitational "push" at either end of the metal when supplied with power.
Caelium-Null: A powder created from heavily treated Caelium that absorbs and negates the gravitational effects caused by Caelium.
C-Null Steel: Steel combined with Caelium-Null much like Caelium Steel. Can be used to insulate against the effects Caelium has on gravitational fields.
D-Gavrillium: Depleted Gavrillium is a cripplingly cold material that is neutralized in a small burst of heat when citric acid is applied.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Specialty Resources
Caelium: A green crystalline supermaterial that we currently know reacts with an electrical current to suspend itself in the air at a level related to the amount of power flowing through it. Providing current to a Caelium Powder coating will reduce weight of the metal it is attached to, while a pure crystal form of Caelium is capable of creating an object with an internal field capable of negating up to 65kg of weight when powered.
Chemical Compounds: Chemical Compounds have a variety of potential uses in combat, and so facilities must be dedicated to the production of the compounds we require.
Gavrilium: An element that can be burned to produce energy much like coal, but with greater energy output. Light pressure forces a piezoelectric response.
Abberan Royal Kinetic Sheep: Sheep whose wool is capable of dispersing kinetic energy across it's surface. Higher-grade wool is able to dissipate a larger amount of force.
Abbera: 3 Ent., 2 Ore, 2 Oil, 2 Wood, 2 Caelium, 2 Kinetic Sheep, 1 Gavrillium // 100% Control (Radio Coverage), (Transdimensional Communications)
Coniferous Forest: 2 Ent., 2 Ore, 1 Gavrillium // 100% Control (Radio Coverage)
Wooded Mountains: 0 Ent., 1 Ore, 1 Caelium, 1 Chemical Compounds // 100% Control
Woodlands: 0 Ent., 1 Ore, 1 Gavrillium, 1 Chemical Compounds (3/3 Resources) // 100% Control
Farmland: 1 Ent., (0/3 Resources) // 100% Control
Swamps: 0 Ent., (0/3 Resources) // 100% Control
Snow-Capped Mountains: 0 Ent., 1 Caelium, 1 Kinetic Sheep (2/3 Resources) // 100% Control
North Peaks: 3 Ent., (0/3 Resources) // 100% Control (Radio Coverage)
Plains: 1 Ent., (0/3 Resources) // 100% Control
North River Crossing: 3 Ent., (0/3 Resources) (Radio Coverage)
Savannah: 2 Ent., (0/x resources) // 10% Control (Contested)
Ore: 6
Oil: 2
Wood: 2
Caelium: 4
Abberan Kinetic Sheep: 3
Chemical Compounds: 2
Gavrillium: 3
Radio Coverage: Radio Coverage improves the ability to effectively defend a sector based on efficacy of the design.
Improved Survivability: Our soldiers become more effective over time thanks to some form of standardized protection.
Transdimensional Communications: We can communicate with nations from different times and spaces.
Moskurgian Alliance: Thanks to the sharing of info with our ally our infantry have become fiercer combatants.
T2 "Breaker" Tank - Converted to Gendarme
Infantry
Senapang Pattern Rifle: A 110 cm, 4 kg dark wood masterpiece. 7.7mm rounds are fed via 5-round stripper clip into the 10-round internal magazine, which can also be loaded with rounds individually. It has an adjustable rear sight with 100 meter increments. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort, extremely dependable and reliable. The Senapang outclasses many rifles of our time. Costs 2 Ore and 2 Wood. (CHEAP)
--Senapang Pattern Rifle (Var.S): A Senapang with an 8x scope, providing effective fire to 1km though shots can fly as far as 4km if you don't care about actually hitting your target reliably. Each squad has one Designated Marksman with a Var.S. Costs 2 Ore and 2 Wood. (CHEAP)
SMG-12 Sub-Machine Gun: Essentially a low-powered hand-cranked personal Gatling Gun fired from the hip and fed 10mm pistol rounds through a box magazine under the weapon. Difficult to aim, as there is a crank mounted on top of the thing. Occasionally fails to load chambers, resulting in the nickname "The Stuttergun". Still, it's a big step in personal automatic firearms. Costs 4 Ore and 2 Wood. (OBSOLETE)
--SMG-12a Sub-Machine Gun: Replaces the crank system with an open bolt blowback system, with the added benefit that it can actually be aimed. Rate of fire drops but reliability increases. Costs 3 Ore and 2 Wood. (CHEAP)
M2 Dispersion Grenade: A fantastic incendiary weapon. Effectively a canister on a stick that explodes in a burst of heat and molten metal. The sudden burst of wilting heat causes intense burns out to three meters while the flying molten Gavrillium can inflict serious wounds out to ten. Costs 1 Ore and 1 Gavrillium. (CHEAP)
M3 Fragmentation Grenade: A fragmentation grenade built from the knowledge of our previous grenades. Lethal within a 5m radius, debilitating within 15, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore (CHEAP)
GGG-12 Gavrillium Gatling Gun: A tri-barrel gatling gun that uses a small GavEngine to rotate the barrels. Fires up to 600 rpm with a range up to 2200m thanks to the 7.7G rounds which use a GavPowder load. A heat sink helps provide equilibrium between the heat caused by the Gavpowder load and the freezing caused by the depletion of Gavrillium rods in the engine. Uses a dial to adjust rate of fire. Effective and reliable. Costs 5 Ore and 4 Gavrillium, making it (CHEAP).
--GGG-12P Portable Gatling Gun: A GGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 3 Caelium and 4 Gavrillium. (CHEAP).
--LGG-12 Light Gatling Gun: A GGG-12 without the Gavpowder. Range drops to 1500m but Rate of Fire is increased to a possible 1200 RPM. Is also much lighter, allowing it to be redeployed very easily by a crew. Can also be deployed with a small artillery carriage. Costs 4 Ore and 2 Gavrilium. (CHEAP)
----LGG-12P Portable Light Gatling Gun: An LGG-12 made of Caelium Steel and utilizing a pair of handles to make it easy to handle for a suit of Power Armor. Costs 2 Ore, 2 Caelium, and 2 Gavrillium. (CHEAP)
LFG-13 Light Field Gun: A 40mm direct-fire gun which utilizes HE and Gavrillium Rounds. Capable of firing out to 1100m. Made of Caelium Steel and easily maneuvered by the crew. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
GA1 Cannon: A 150mm piece of artillery that uses a mixture of cordite and powdered Gavrillium to fire rounds fairly accurately to six kilometers but potentially out to nine if accuracy isn't really a factor. The barrel warps from extended use so teams are asked to restrict themselves to six rounds at a time before needing to cool for an extended period. Costs 5 Ore and 3 Gavrillium. (CHEAP)
--GA1B Cannon: By modifying the powder, barrel, and alloy used in the GA1's construction, the GA1B can fire 5 rounds a minute accurately up to 10km. The use of Chemical Compounds in the powder formula complicates things. Costs 4 Ore, 2 Gavrillium, and 1 Chemical Compounds. (CHEAP)
GBC-13 Gavrillium Bunker Cannon "Scylla": A 105mm cannon utilizing HE and solid shot with bunkers using GavGenerators designed to aid in cooling of the weapon and powering of the bunker. Utilizes the same altered GavPowder and metal alloys the GA1b does. Can be fired out to 10/15km. Costs Ore, Gavrillium, and Chemical Compounds. (EXPENSIVE)
MMW-15 "LAMB": A 2-2.5m long pollaxe designed for use with the Avalanche based on some equipment "donated" by a local museum. Simple, sturdy, and reliable. Too heavy for standard infantry to use effectively, but they can certainly try. 3 Ore, 1 Wood (CHEAP)
"Mountain" Myomer Lifting Kit: A reinforced canvas suit with cords of myomer muscle running across it powered by a small GavEngine in the back. Allows users to lift 250kg. Sees most of it's use in a support role and not on the front line. 2 Gavrillium, 2 Myomer. (CHEAP)
--"Avalanche" Armored Lifting Suit: A modified Mountain with greater mobility, combat effectiveness, and 20-25mm Caelium Steel Plate armor for protection. Sees a 10% drop in lifting power and soldiers complain about extended shifts, but otherwise the Avalanche has no glaring issues. 5 Ore, 2 Gavrillium, 3 Caelium, 2 Myomer. (CHEAP)
----"Collision" Modified Armored Lifting Suit: A further-modified Avalanche built to make use of the ALS-15M "Impact" Avalanche Booster System. It can "leap" forward, backward, upward, or to the sides at up to 16m/s. The system carries a small risk of injury but allows much greater temporary mobility on the field. The armor is built around the Impact system to keep it protected. Has a lance rest meant for the LAMB. The wearer tends to get banged up and they often complain of heat the within the suit. 6 Ore, 2 Gavrillium, 6 Caelium, and 2 Myomer. (CHEAP)
Avalanche Combat Engineering Kit: A full-steel shovel or entrenching tool designed for use with an Avalanche (or Collision) as well as a nifty canvas bag (with adjustable strap and excellent padding) that holds up to 6 10kg explosives which can be placed in a specially designed gavrillium-capped casing. Has a seven second fuse or can be set off manually with a pullcord. The explosives can be replaced by four Gavrillium Mines.8 Ore, 3 Gavrillium. (EXPENSIVE)
BSU Exoskeletal Combat Rig: The Berani standard uniform is made of light cotton dyed khaki and a metal exoskeleton. The legs utilize myomer to increase the wearer's speed and jumping ability. Has a 4mm Caelium Steel chest plate. The top half of the exoskeleton has a number of clips and straps used to attach equipment. Entrenching tools are provided to all soldiers. Uses a Caelium Steel helmet with glorious padding.
Ground Vehicles (I guess?)
Transport Sled: A small platform used primarily to transport our machine guns and artillery, though it can aid in the general moving of supplies. Costs 2 Ore, 2 Gavrillium, and 1 Caelium. (CHEAP)
Armored Sled: A mobile man-driven armored firing platform utilizing Caelium Steel with a mounted G3-12 or LGG-12 that requires two men to maneuver from within. Can carry four additional passengers. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP) (OBSOLETE)
--Roofed Sled: An Armored Sled with a retractable roof assembly installed. The armored slats are guided by chains in a pair of rails that hook over the top of the Armored Sled from the rear. It's controlled by a lever powered by the on-board GavEngine to reduce time and energy needed to raise and retract the roof. Costs 4 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
ArC-12b "Kerata" Armored Car: A barely-functional troop carrier that acts as little more than mobile cover, and can be outran by a soldier on foot. Bounces wildly when going over uneven ground. Has been unofficially dubbed Errata. Costs 5 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAV-15 'Apibaru' (Pattern B): An 8-wheeled, 2-propellered amphibious armored personnel carrier armed with an LLG-12 and open-turret LFG-13. Has a hexagonal cross-section and uses 35mm Caelium Steel armor plating. Can hit 60kph on land or 8 knots/15kph in calm waters. Can carry ten passengers and four crew. 7 Ore, 4 Gavrillium, and 5 Caelium. (EXPENSIVE)
MLS-16 "Tectonic": A bipedal 6m tall Mechanized Lifting Suit with three crew. Covered in 100mm armor with 200mm plating on a lot of the left side. Uses two twin-linked SMG-12a's, three GGG-12s, and Caelium Steel fingers to grasp and utilized a special-made 105mm "rifle" as well as large explosive charges. Has a cardboard head manned by men of paper. ALWAYS A (NATIONAL EFFORT).
Aircraft
LEA-13 Lifting Engine Aircraft: A metal sphere containing a Gavrillium/Gravite engine attached to a basket to propel itself skyward. Meant for use as an observation platform, though swaying can make the job difficult. Definitely would never use a lawn chair. Costs 3 Ore, 2 Gavrillium, and 2 Caelium. (CHEAP)
AAS-13 "Perahudara" Assault Airship: An easy and simple airship to control. Has a pair of LLG-13s. Very poorly armored, but is at least capable of carrying it's cargo of 20 soldiers. Can hit top speeds of 25km/h 3 Ore, 4 Caelium, 2 Gavrillium. (CHEAP)
ASC-14a "Charybdis" Tactical Aircraft : A disc-shaped aircraft with no discernible front, a top-mounted Scylla turret, and a bottom-mounted 40mm cannon. Very reliable. Protected by 55mm bottom armor and 40mm top armor and can get to 130km/h while maintaining maneuverability. Costs 6 Ore, 4 Gavrillium, 3 Caelium, and 2 Myomer. (CHEAP)
Support
VTR-12 "Ceramah" Radio: Cumbersome wireless communications equipment with a range of 1.5km. A step in the right direction for reliable long-range communication.
Gavrillium Mines: Landmines based off of the M2 Dispersion Grenade. Can have a pressure or magnetic trigger. Will be deployed in sectors with at least One Entrenchment.
Salviosi Jacks: A hard-to-destroy trio of steel I-Beams riveted together and meant to deny enemy vehicles access to areas or funnel enemy forces, among other things. Will be deployed in sectors with at least One Entrenchment.
Ambrosia Gel: A gel made with Ambrosia extracted from the Nymph Rose and made usable. Sterilizes, numbs, and seals off wounds. Costs 2 Nymph Rose. (CHEAP)
Components
Gavrillium Engine: An engine run by extracting electromagnetic energy from Gavrillium rods and converting it to mechanical energy. Much more powerful and cost efficient than standard combustion engines. The engine's only flaw is overcooling in very cold environments as the rods freeze as their stored energy depletes, seizing the engine and shutting it down. The Depleted Gavrillium rods must be handled with proper protective equipment. Glows blue. Adds 1 Ore to the price of the base vehicle design and converts Oil cost into 1/2 the cost in Gavrillium
ALS-15M "Impact" Avalanche Booster System: A series of MiniGrav Engines meant to give the Avalanche Power Armor increased bursts of mobility. It does it's job, but at increased risk to the wearer. It quickly draws power from the capacitors hooked up to it allowing only 2 to 3 seconds of use, and requires up to half an hour of recharging through the suit's engine. Adds 3 Caelium and 1 Ore to the base cost of the design.
MiniGrav Engines: A classification of increasingly smaller Gravity Engines (football-sized and smaller) that have a cost based on purpose in the design.
Gavrillium-U: Specially treated Gavrillium that, when explosive force is applied, rapidly heats into a molten blob.
Full Metal Jacket Gavrillium Munitions: Ammunition that uses the peculiar reaction of Gavrillium-U to an explosive force within a copper casing to cause devastating armor penetration ability at closer range and is more effective in an anti-infantry role past that. It manages this by piercing armor at close range with a jet of pressurized molten Gav-U as the round mushrooms and becomes a burning glob as it travels.
GavPowder: A mixture of cordite and Gavrillium-U that provides a boost to muzzle velocity and range of weapons, at the cost of reliability due to overheating.
Caelium Foil: When applied to a surface and powered the Caelium foil lifts the object it is attached to based on the amount of power being diverted into it.
Caelium Steel: A Caelium-Steel alloy weighs half as much as similar volumes of steel without losing durability. Designs utilizing Caelium Steel adds 1/2 the cost of Ore in Caelium for any cost associated with the replaced steel.
Gravite: A uniquely structured piece of Caelium which can create a gravitational field to pull itself in the direction of it's Dominant side.
Ambrosia: Nectar extracted from the Nymph Rose. Deadly when ingested untreated, freezing allows it to aid in healing at a cellular level.
RGL-17 Rifle Grenade Launcher: Less a grenade launcher, and more a modification applicable to our grenades. Fits a cap and tail on the grenade. A specialized cartridge fires the grenade and triggers a 14 second and impact fuse. Tail and stabilizers are often left affixed to the barrel while the rest of the grenade goes flying off. Unreliable, unpredictable, and currently only "safely" usable with the M3. Adds 2 Ore and 1 Chemical Compounds to the base grenade cost. [M3RG=(CHEAP)]
The war is coming to an end, and with the reports coming from synval theirs a good chance the world might be coming to an end with it. AS such a flurry of activities is taking place, in order to finish and mobilize an idea, constantly pushed back due to resource shortages and projected project difficulties, even to the extent that the abberan team had decided to sit on it.
With the salviosi war coming to a grinding halt, and the possibilities of an outside threat, it has become a matter of grave importance, to protect king and country as bets as possible in these shifting and trying times.
The Praetor Knight armour. Less a suit of worn armour and more of a piloted Mechanical frame, similar to those produced by salviosi (and boy did that truly rankle the boys who had initially put the praetor to paper when they had deployed a mechanical walker frame first)
Standing 5 meters tall, equipped with hundreds of complicated subcomponents, it is likely that the preator would be a janky, slow mess. In capable of being controlled in a concise enough manner to be relevant, if not for an experimental procedure undergone via the Knights of the realm in order to bear this new armour.
Cealium, ingested into the body and suffused into the nervous system. These crystal particles inside of the knights body allows them to interface with other cealium systems, turning them into circuits and nerves smaller then the eye can see.
Through these new cealium nerves, the pilot interfaces with his suit of armour. The praetor is not worn. The praetor is the knight for as long as they are interfaced. Every movement taken, every action demanded by the preator is carried out as smoothly as though the knight in question was but stretching his own body.
To match the miracle of a control system, the praetor possess inherent capabilities beyond any suit of armour created to date. Starting from the outer shell, the preator is protected by Cold iron, capable of deflecting heat at an astounding rate, which pairing the metal’s string nature with a royal K-wool Dampening system, allows the praetor to walk through torrents of gun fire, Flames and even the detonation of an artillery round. Thermal energy cannot touch the machine with the temperature immune outer shell of cold iron and kinetic energy can do no more due to the abundance of royal K-wool inside of the suit.
The legs of the Praetor are designed with a series of springs, hydraulics and Kinetic Horn amplifiers, created via chemically treating the horns of K-Sheep in a chemical bath. Together, this allows the praetor suit to move at incredible speeds, survive falls from high drops and make incredible leaps.
Without mention, the strike of a leg capable of moving the preator at such high speeds has every chance of shattering even ship plating.
Without the K-wool compensators present inside of the chassis, it is likely the leech mechanism would shatter after a single step, as the kinetic energy turned the leg into the equivalent of a tank striking the ground at high speeds.
With the various kinetic dampeners present in the Preator armour, it is fully possible for the knightly suit to drop from the deck of a Orleans class vessel and not only survive but be fully capable for combat as well. This should also hold true for the launch bays present in the sky tyrant, originally meant for the Odysseus.
This will enable the deployment of praetor Knights anywhere our airforces can reach, literally falling from the sky on top of the enemies fortified position, bypassing enemy mines, tank traps and other fortifications.
Present inside of the praetor armors arms are two, different subsystem paired along with the powerful metal rending fists and sheering fingers the praetor already possess. One subsystem is a powerful Gravity shield, designed to be emitted from the forearm, allowing the protection of the preator and those who stand behind it. With its powerful legs, K-wool dampeners and powerful generators, the Shield is not the crippling mechanism is could be on certain vessels. Instead, the powerful gravity phenomenon finds new life as a protection for the preator to close to its preferred field of play, close range, albeit the cost of this powerful defensive weapon is lowered mobility due toe the requirement to properly brace oneself with the ground and posture.
The shield itself is a deadly tool, with the edge of the anomaly fully capable of being used like the bludgeoning edge of a shield or the main portion of the gravity shielding providing its nature as a deadly tool.
The other arm I connected to a series of pressurized tanks, containing a Slurry mixture of a container fluid, and Rime. Small hose on the arm allows the Praetor to create a deadly spray of this thick, sticky gellish fluid and rime, which as one could expect is rather deadly, quickly causing frostbite and tissue damage as well as hypothermia in exposed infantry and causing serve brittleness and sometime even straight out shattering in metallic vehicles as the metal grows cold and begins to quickly contract due to the deathly cold powder promethium and gel mix.
The arms of the praetor are fully capable of picking up, lifting and even throwing. A dangerous thing when one witnesses a tank trap turned into a flying instrument of death as thrown by a praetor. Anything of suffiecnt weight and size is a possible weapon in the praetor’s powerful hands, from stones to burned out vehicle carcasses to the remains of fortifications.
Along the praetors back sits the massive power generators the feed the hungry suit, similar to those mounted on the sky tyrant in form and function, if not size. Nestled close to this armored generator are three small bomb lobbers, meant to through Rime, Whickerman and Fragmentation explosives in an arc, completely clearing the gravity shield when deployed.
This enables the praetor to create its own smokescreen, clear out infantry positions and suppress enemy fire teams for the advance of foot soldiers.
The suits own armamaents, are rather crude, due to the focus being primarly focused upon the creation of the suit of armour and its subsystems themselves.
These armaments range from a cold iron shield, to supplement or replace the granitic one as the knight prefers, typically mounted on the opposite arm as the gravity emitter to prevent interference, Blades and axes meant for tearing through enemy heavy armour and fortifications through sheer brute force, along with more conventional armaments,
Like the ThunderHalberd, which is incredibly similar to a scaled up halberd cannon, with the addition of a blade to the underside of the barrel. However, a Gravity AT rifle scaled for a 5 meter tall Knight is still quite the formidable weapon, even without the lavish care that was placed upon the suit itself.
Another option is the Stormbringers, a single barreled autocannon designed for the 5 meter tall mech, and is used similarly to an assault rifle be the massive mechanical chivalrous construct, In all honesty, it is merely a 40mm autocannon similar to those commonly mounted by our forces, however while wielded by a 5 meter tall juggernaught of destruction like the preator, such thing cannot be underestimated.
finally, There is also the DragonSlayer, a massive shotgun like weapon designed to be equipped with shot the size of baseball and slugs enough to tear into tanks. Again, in all honesty it is an oversized draco, But I would like to see those on the business end of the massive weapon complain.
The preator armour is designed to become the go to equipment for the Knight of abbera, replacing the paladin and crusader armour to be handed down to squires, and particularly skilled peasants. Taking advantage of their overwhelming speed, Blistering offensive and near unkillable nature, the preator armour is meant to become the new knights of the modern era, acting as the Hammer of the new era like the Knightly Calvary charges did of old.
Frostgiant's plan is to spend every single minute that he has creating Preator armor, And getting every single knight and noble outfitted with a working model of the armor, He will have no time to do anything else. Everything he has will be given to the creation of this golden army of knights. Blood, sweat, tears and even bone marrow if he finds it so necessary. The preator armor will become a reality, this will be his final gasp upon this plane, a creation so grand that people will look upon this golden Knight for years to come and see the glory that is Abberan and his final work upon this mortal plan. He has no time to contribute anything else, For everything will be given to the armor. For the king and his noble knights.
I finally did the thing. This is what Peak Abberan looks like.
Seeing the direction of the war and the world over time, Engineer Fox began developing various methods of flights for military purposes, continually revising them as new technologies where revealed and designs tested. The first attempted was the Icarus. Not BEEG enough. A few personal prototypes fared not much better, as well as the unfortunate result of the Odysseus. Not BEEG enough. But what now begins to be completed will be BEEG enough.
The Sky Tyrant was only the Start. What takes shape in workshops across Abbera and Salvosi, in underground warehouses in Harren and in The Fantastic Foxes office aims to be the pinnacle of aeronautic engineering.
Larger than the Sky Tyrant at 500m long, the *Unfettered Spirit* encompasses an exhaustive list of weapons, technologies and features. The hull is shaped similarly to the SKy Tyrant but comes to a sharper point at the front, which reinforced in case of the situation necessitating emergency docking. Its armor is comprised of layers of K/C Composite armor and Cold Steel, ranging from 200mm thick to 725mm thick. Supplementing its conventional armor is a distributed system of gravatic shield generators to help soften incoming blows. Though it is heavily armored, its armament is even more overwhelming. The hull is centered around a single (unfortunately) scaled down version of Engineer Jericks MBRDC, which has additional recoil absorption mechanisms and roughly 25 rounds of ammunition. Along the outside of the hull there are 5 2x420mm Gravatic Cannons taken from the Sky Tyrant as well as 12 single 100m turrets taken from the vanguard and 20 40mm Autocannons for Anti Air turrets. Mounted as broadsides on each side in sets 8 are newly developed Gorgon Dumb Fire Rockets, which are stabalized Icarus fuselages fitted with more explosives and high intensity gravatic thrusters launched from Odysessus launch rams. They are fired in salvos to make up for their inherent inaccuracy.
Moving beyond its armor and armament, the ship also houses features. First of these is a small hangar to launch and recover Achilles craft developed by Engineer M1895. Additional features include a medical ward for treating the wounded, a boosted version of the Sky Tyrants radio system to help coordinate with the Engineers on both sides. Finally, distributed throughout the ship are K wool and C steel reinforced escape pods to allow rapid evacuation of the ship in the event of needing to detonate the ship.
The ship is propelled by a series of gravillium engines with the main engine core in the center of the sip and heavily reinforced. The engines are designed to output more thrust per kg of ship mass relative to the sky tyrant, aiming for a speed of around 75 knots or higher. With the main engine core, reserve gravillium is stored, as well as a large mass of citric acid in case of needing to detonate the ship.
Dead, I am not. Yoda Noises.
>Praetor Armor is neat, but would give the operators, like, super cancer. Bioelectricity is a thing, and the minor gravitational anomalies the crystals create would create some really nasty tumors. Couldn't we just have a NASA Snoopy Cap that reads brainwaves, with some hydraulics and simple circuitry?
>Achilles is neat, although a bit overarmed as well, drop the scythes?
>Moon Breaker is the single most Abberan thing devised. I'd ridicule it for sheer absurdity if not for the fact that there may or may not be giant alien spaceships/skyships coming in soon. Bombardment capability might also be useful. Depending on roll quality, we may run into the problem that giant cannons IRL like Big Bertha or Schwerer Gustav ran into, that the firing warps the barrel over time to that the gun caliber is always increasing and rebarreling is eventually needed.
>Plasma Rifle really needs some explanation as to where we'd be getting the plasma from. Tesla's globe things create some really cold, non weapon-suited plasma, and I don't think we've invented fusion yet. Also needs explanation for everything else.
>K-Wool Facemask is better suited as part of a helmet design.
>Unfettered Spirit sounds utterly ridiculous and I love it. CAS forever, CAS always.
>Harren Supply/Defense Network. It's logistical support. Who'd complain about logistics?
>Tank Killer. Sniper Rifles are nice, though if we don't have to worry about costs, an extended magazine could be nice.
>Minotaur is good. No complaints over a better shotgun.
My idea, hmm...
Dimensional rifts have been known to our Government ever since the easily-forgotten alliance with Moskurg. In the time between then and now, physicists have made great advances into the understanding of our universe. The fabric of everything is usually a hardy material, though with sufficient energy--or in existing points of weakness--holes can be created. It is theorized that the interdimensional invaders use some method of breaking through this medium to enter our plane. Yet, as the theory goes, if something can be broken, then it can also be reinforced.
The theories of a certain Doctor Nicholas Holzfäller indicate that the physical world reflects upon the immaterial, and direct manipulation can be accomplished through particular stimuli. For example, experiments with Caelium show that contrary to previous thought, Caelium is not attracted to the planetary magnetic field, but rather, exerts force in order to neutralize the gravitational well of the planet upon this immaterial plane. Given that apparently, the very existence of our planet creates a weak point for these invaders to punch through, Holzfäller has worked tirelessly to find a way to artificially strengthen this immaterium, or as he calls it, Subspace.
With the breakdown of barriers between Abbera and Salvios, a new world of apparatus had been opened up, and thus allowed Dr. Holzfäller to prototype his theories. The Salviosi long ago had discovered how to use electromagnetism to extract energy from Prome Gavrillium, yet only Holzfäller made the connection to apply similar principles to Caelium. When a device built from a lifting core surrounded by a ring of electromagnets was brought near one of the discovered interdimensional portals, it began to weaken, and nearly closed before shutdown of the device. Further study revealed that the magnetic fields and low-frequency radio waves generated by the device had a supportive effect on Subspace.
This supportive effect could theoretically strengthen the barriers between worlds so as to prevent incursions. Depending on coverage, either totally blocking entrance, or increasing energy requirements for travel. Proposals to enlarge the design have come in from Holzfäller's team. They recommend the construction of such cores either on 15 meter poles, so as to defend military installations, and the construction of portable units in trailers that can be taken by an army on the march.