An Ancient Music
Sphere: Music
From the most ancient days, we have used a power none can comprehend. It lurks in distant corners of hostile areas, daring the adventurous to find it, to hoard it, to use it. Hunt those that hold it, man or beast, and steal it from them. Kill them if you must. Search for the plants and rip them up by the roots, steal what makes them special. Traverse ancient paths to secret springs, drink the water, see if something is there... for you.
For the few who do find something there for them and survive the trials, they find themselves rewarded. They find themselves with skins, and bones, and hairs, and fibers, or with fruit or water or meat. Those that use these pieces to make something find themselves able to use music in combination with that object to affect the world. Shaping the world around them, increasing their own abilities or the abilities of those around them, almost anything is possible given this music. They find themselves a faint echo of something greater when they do, hearing in their ears a faint ghost of a greater music in everything around them.
Stone age design:
Dog-sled (1): Frostgiant
Special resource
Ainulindale(1) : Frostgiant
Stone age design:
Dog-sled (2): Frostgiant TheRedwolf
Special resource
Ainulindale(1) : Frostgiant
Stone-age Tech - Catamaran:
The Embral peoples have their origins on the scattered islands of the tropical seas of the Old World. Archaeological evidence shows signs of habitation on Embrallia (a moderately sized island, formerly the capital of the Embral Empire, until it was moved to a more strategic location) as far back as 20,000 years ago; impressive, considering the distance between it and the mainland. It is believed that the Embral tribespeople built twin-hulled canoes to ferry themselves across the seas, possibly with rudimentary sails for when the wind was right. Similar vessels (although considerably more advanced) continue to be used by fishermen in less developed parts of the Embral Empire.
Naval technology has moved on in the millennia since the first catamaran washed up on the beaches of Embrallia, but their early seafaring experience has stuck with the Embral people through the ages.
Stone age design
Dog-sled (2): Frostgiant TheRedwolf
Catamaran: (1) NUKE9.13
Special resource
Ainulindale(1) : Frostgiant
No choice yet: (1) NUKE9.13
Songwood and the Singing Tree’s
Many legends have been told, about the singing tree’s in the history of Embral, to whom music has been sacred since long ago. Myth has been woven around the Embral minstrel, The tavern bard, and the kingly orchestra. In the old world, during the times of kings and queens, it was a well-known fact that it one wished to listen to the best music in the lands, one must hire one of the Embrals lot.
mythic their musical arts had been, the most legendary of the Embral were always said to possess an instrument carved from the wood of a singing tree.
Matching the deepest of oak and a luster to match even the shiniest of metals, The singing tree was a work of art even before one would watch its namesake singing. As the wind whistled through its long curved and hollowed branches miracles would take shape.
Fea fire, Earth-shaking, Rain summoned from the clearest of days and flames that could scorch even knightly armor. Some were even lucky enough to have found old injuries melded, and new flesh made hale and whole.
Music made upon an instrument of this miracle tree was said to hold amazing qualities, summoning up godly miracles at the sounds of such music.
These Legendary bards and their instruments gradually fading from history and into myth, as all things do.
But here, in this land. Were the suns are hot, the storms ferocious and the blood of the earth so close to the surface, in this sacred and desolated land, We have made a discovery.
A tree, that produces wonderful music, and miracles as the wind flows through its branches. Within the despoiled lands of salviosi we have discovered a singing tree, just a single one. For now. But they exist, just as the old myths say they do.
Whether the tree existed before the event 20 years ago, or the sundering of this land and the subsequent release of compounds, materials, and energies unseen for thousands of years has provoked its growth, we have discovered a singing tree.
Depending on the pitch, pattern, and tone of the sounds produced from an instrument made of songwood, different manifestation take place upon the world. A skilled bard might be able to switch from a song that at one minute invigorates those around him, strengthing their bodies before swiftly switching to a tavern shanty that is capable of manifesting flames to be rained upon the enemy. As the music created from the Songwood is made, The songwood seems to, Resonate and in turn the world around it resonates as well. While the Hows and the why's are still poorly understood, We known enough to see that it is the fabled source of our legendary musician's outlandish abilities.
By cultivating this tree, taking clippings and seeds from it we shall be able to form a new source of the legendary song wood, said to have been the greatest treasure of our ancestors. Truly this endeavor will be quite profitable.
We must take this land for our own, even if it is just for the chance of more singing tree’s being present. if we must take it from the Pact and the inithar's expedition through conflict? So be it, let them learn first hand that not all music soothes the soul.
An Ancient Music
Sphere: Music
From our first days, we have sung, and danced, and made instruments. We have always known that music is important to the world---how could it not be? Everything has a song, and every song is part of the symphony of the world. With music, one can alter these fundamental songs, encourage them to do as you wish. For most of our history, the changes were unnoticeable, impossible to perceive. Our music was not great enough, then.
Then we discovered the Wells. Places where the music is stronger, where one who knows what to listen for can almost hear it. Search around, and you might find a cave, or a crevasse, or a deep lake. Near the bottom, you can find a place where the music is strong enough to be heard, to be understood....to be remembered. And once you know how to make this music, you know how to alter it, how to influence it.
And the Wells are rightly feared, for strange things happen to creatures that spend time so near to the music. You may find yourself facing a beast or plant that sings you into a deadly sleep, or something with a song that is indistinguishable from the shadows around you...
But for those who enter and leave alive, they will have sometimes have learned something.The Wells cannot teach everyone---indeed only one person can be there at a time, if they wish to learn something. And not everyone is right for it---most who enter will hear nothing, find nothing, learn nothing. But if you do hear the call, the music, the power, then you will know. Know how to listen, how to feel. With study, years of study to strengthen the skill and toughen the body and an infinity of patience with which to listen, one can master the song of something else. Songs of bone, of flesh, of leaf, bark, and root, of rock, of iron, of earth, of water. Songs of the air and the fire and everything else that can be seen and listened to.
Find the caves, hear the symphony, learn the songs. Alter the songs, and shape what you know, by drum, by horn, by voice. Shape it to your will if you have the strength and the skill.
Masters of Nature
We have long known of the music of the world. Early in our days, we could sometimes exploit it. Those who had survived the deadly trek to the Wells we knew often came back and listened to the songs of things they knew well---the animals they hunted or the food they grew. These Springsingers would grant their communities much greater harvests or bring in animals to be hunted or raised as livestock, long before our neighbors could ever see so much food. And so we grew even when they starved, our jealously-guarded power giving us great strength despite our few numbers and hostile environment.
Stone age design
Dog-sled (2): Frostgiant TheRedwolf
Catamaran: (1) NUKE9.13
Special resource
Ainulindale(0) :
No choice yet: (1) NUKE9.13
An Ancient music(1): Frostgiant
Stone age design
Dog-sled (2): Frostgiant TheRedwolf
Catamaran: (1) NUKE9.13
Masters of Nature: (1) Madman
Special resource
No choice yet: (1) NUKE9.13
An Ancient music: (2) Frostgiant, Madman
What about spear hurlers? If Stone Age? Gotbidea from the Bear Tribe novels. Basically a arm strap on one shot cross bow. Instead of bolts it’s spears and met to drop the big game. Issues though were personally injury and broken stuff. But flungbthem Spears Pretty Good.
Stone Age Design:
Dog-sled (2): Frostgiant TheRedwolf
Catamaran: (2) NUKE9.13, SC777
Masters of Nature: (1) Madman
Special Resource:
No choice yet: (1) NUKE9.13
An Ancient music: (3) Frostgiant, Madman, SC777
Quote from: Vœt bøxStone Age Design:
Dog-sled (2): Frostgiant TheRedwolf
Catamaran: (2) NUKE9.13, SC777
Masters of Nature: (1) Madman
Spear Hurlers: Tyrant Leviathan
Special Resource:
No choice yet: (1) NUKE9.13
An Ancient music: (3) Frostgiant, Madman, SC777
Xenomass: Tyrant Leviathan
Quote from: Vœt bøxStone Age Design:
Dog-sled (2): Frostgiant TheRedwolf
Catamaran: (3) NUKE9.13, SC777, TFF
Masters of Nature: (1) Madman
Spear Hurlers: Tyrant Leviathan
Special Resource:
No choice yet: (2) NUKE9.13, TFF
An Ancient music: (3) Frostgiant, Madman, SC777
Xenomass: Tyrant Leviathan
Stone Age Design:
Dog-sled (3): Frostgiant TheRedwolf, Madman
Catamaran: (3) NUKE9.13, SC777, TFF
Masters of Nature: (0)
Spear Hurlers: Tyrant Leviathan
Special Resource:
No choice yet: (2) NUKE9.13, TFF
An Ancient music: (3) Frostgiant, Madman, SC777
Xenomass: Tyrant Leviathan
Stone Age Design:
Dog-sled (3): Frostgiant TheRedwolf, Madman
Catamaran: (4) NUKE9.13, SC777, TFF, Jilladilla
Masters of Nature: (0)
Spear Hurlers: Tyrant Leviathan
Special Resource:
No choice yet: (2) NUKE9.13, TFF
An Ancient music: (4) Frostgiant, Madman, SC777, Jilladilla
Xenomass: Tyrant Leviathan
Stone Age Design:
Dog-sled (3): Frostgiant TheRedwolf, Madman
Catamaran: (3) SC777, TFF, Jilladilla
Masters of Nature: (1) NUKE9.13,
Spear Hurlers: (1) Tyrant Leviathan
Special Resource:
No choice yet: (1) TFF
An Ancient music: (5) Frostgiant, Madman, SC777, Jilladilla, NUKE9.13
Xenomass: (1) Tyrant Leviathan
Stone Age Design:
Dog-sled (2): Frostgiant TheRedwolf
Catamaran: (3) SC777, TFF, Jilladilla
Masters of Nature: (2) NUKE9.13, Madman
Spear Hurlers: (1) Tyrant Leviathan
Special Resource:
No choice yet: (1) TFF
An Ancient music: (5) Frostgiant, Madman, SC777, Jilladilla, NUKE9.13
Xenomass: (1) Tyrant Leviathan
Stone Age Design:
Dog-sled (1):TheRedwolf
Catamaran: (3) SC777, TFF, Jilladilla
Masters of Nature: (3) NUKE9.13, Madman,Frostgiant
Spear Hurlers: (1) Tyrant Leviathan
Special Resource:
No choice yet: (1) TFF
An Ancient music: (5) Frostgiant, Madman, SC777, Jilladilla, NUKE9.13
Xenomass: (1) Tyrant Leviathan
Stone Age Design:
Dog-sled (1):TheRedwolf
Catamaran: (2) TFF, Jilladilla
Masters of Nature: (4) NUKE9.13, Madman, Frostgiant, SC777
Spear Hurlers: (1) Tyrant Leviathan
Special Resource:
No choice yet: (1) TFF
An Ancient music: (5) Frostgiant, Madman, SC777, Jilladilla, NUKE9.13
Xenomass: (1) Tyrant Leviathan
Masters of Nature
We have long known of the music of the world. Early in our days, we could sometimes exploit it. Those who had survived the deadly trek to the Wells we knew often came back and listened to the songs of things they knew well---the animals they hunted or the food they grew. These Springsingers would grant their communities much greater harvests or bring in animals to be hunted or raised as livestock, long before our neighbors could ever see so much food. And so we grew even when they starved, our jealously-guarded power giving us great strength despite our few numbers and hostile environment.
An Ancient Music
Sphere: Music
From our first days, we have sung, and danced, and made instruments. We have always known that music is important to the world---how could it not be? Everything has a song, and every song is part of the symphony of the world. With music, one can alter these fundamental songs, encourage them to do as you wish. For most of our history, the changes were unnoticeable, impossible to perceive. Our music was not great enough, then.
Then we discovered the Wells. Places where the music is stronger, where one who knows what to listen for can almost hear it. Search around, and you might find a cave, or a crevasse, or a deep lake. Near the bottom, you can find a place where the music is strong enough to be heard, to be understood....to be remembered. And once you know how to make this music, you know how to alter it, how to influence it.
And the Wells are rightly feared, for strange things happen to creatures that spend time so near to the music. You may find yourself facing a beast or plant that sings you into a deadly sleep, or something with a song that is indistinguishable from the shadows around you...
But for those who enter and leave alive, they will have sometimes have learned something.The Wells cannot teach everyone---indeed only one person can be there at a time, if they wish to learn something. And not everyone is right for it---most who enter will hear nothing, find nothing, learn nothing. But if you do hear the call, the music, the power, then you will know. Know how to listen, how to feel. With study, years of study to strengthen the skill and toughen the body and an infinity of patience with which to listen, one can master the song of something else. Songs of bone, of flesh, of leaf, bark, and root, of rock, of iron, of earth, of water. Songs of the air and the fire and everything else that can be seen and listened to.
Find the caves, hear the symphony, learn the songs. Alter the songs, and shape what you know, by drum, by horn, by voice. Shape it to your will if you have the strength and the skill.
Wellwood flute.
A wooden flute made from Wellwood, it would be given to the scouts of the embral people. The great harvests and steady thrum of their drums would often attract neighboring villages, seeking plunder or discoverer the source of the flourishing jungle life. while lacking mighty warriors in comparison to their neighbors, the Embrace people posses two defenses that served to well protect their people for long into the future.
The first is the rampant growth undergone by the jungle surrounding the village. Without Harvest, The jungle would grow season after season from the beat of the wellwood drum, creating a maze of dense foliage and all the animals and predators that moved into the jungle to exploit such flourishing life. Every season the edge of the forest was required to be burned and slashed back, lest they devoured the field.
The second defense came in the form of woodsmen, equipped with wooden masks and wellwood flutes. When invaders would attempt to cross the dense forest, the Woodsmen would begin playing a haunting melody, just outside of sight of the men, constantly following them unseen. The early melody created by the flute would slowly begin to drive the raiders mad with fear, as every shadow look to be hiding a predator and their paranoia runs rampant.
Such panic would quickly lead to the death or retreat of the hunting party, as they either fell prey to the jungle or fled.
In order to protect themselves from the panic that they can quickly create through the melody of the flute, The scouts harvest bee's wax and fill their ears with it when preparing to begin their duties. The wax deafens the scouts, and while it's not enough to render them immune to the music it lessens the panic-inducing song enough to bring it down to merely an eerie feeling, made more manageable by knowing the source of the said feeling lies with the flute in their hands.
This method of defense would establish a reputation of "Evil forest spirits" inside of the jungles, who possessed wooden faces for the few to have seen them.
Wellwood Flute: (1) NUKE9.13
Wellwood Flute: (2) NUKE9.13, DGR
Wellwood Flute: (3) NUKE9.13, DGR, Jilladilla
Wellwood Flute: (4) NUKE9.13, DGR, Jilladilla, Frostgiant
Wellwood Flute: (4) NUKE9.13, DGR, Jilladilla, Frostgiant, SC777
A wooden flute made from Wellwood, it would be given to the scouts of the embral people. The great harvests and steady thrum of their drums would often attract neighboring villages, seeking plunder or discoverer the source of the flourishing jungle life. while lacking mighty warriors in comparison to their neighbors, the Embrace people posses two defenses that served to well protect their people for long into the future.
The first is the rampant growth undergone by the jungle surrounding the village. Without Harvest, The jungle would grow season after season from the beat of the wellwood drum, creating a maze of dense foliage and all the animals and predators that moved into the jungle to exploit such flourishing life. Every season the edge of the forest was required to be burned and slashed back, lest they devoured the field.
The second defense came in the form of woodsmen, equipped with wooden masks and wellwood flutes. When invaders would attempt to cross the dense forest, the Woodsmen would begin playing a haunting melody, just outside of sight of the men, constantly following them unseen. The early melody created by the flute would slowly begin to drive the raiders mad with fear, as every shadow look to be hiding a predator and their paranoia runs rampant.
Such panic would quickly lead to the death or retreat of the hunting party, as they either fell prey to the jungle or fled.
In order to protect themselves from the panic that they can quickly create through the melody of the flute, The scouts harvest bee's wax and fill their ears with it when preparing to begin their duties. The wax deafens the scouts, and while it's not enough to render them immune to the music it lessens the panic-inducing song enough to bring it down to merely an eerie feeling, made more manageable by knowing the source of the said feeling lies with the flute in their hands.
This method of defense would establish a reputation of "Evil forest spirits" inside of the jungles, who possessed wooden faces for the few to have seen them.
The Sau-Cihare
Historians have long debated the cause of the Embral people's victory over the Samnite Empire. It is, after all, universally agreed that the Samnite legions, rich with experience and equipped with well-made iron arms and armour, could not lose in open battle to the loosely-organised, inexperienced, and bronze-wielding warriors of Embrallia. The consensus amongst non-Embralish historians is that it was not anything the Embral people did, but rather an internal collapse within the Samnite Empire that happened to coincide with the Samnite-Embral Wars. This explains why the Samnite legions were consistently short on supplies, and made many strategic blunders, as the civil war siphoned away resources and capable commanders. That there is no other evidence for this supposed civil war is generally ignored.
Embralish historians claim that the Embral people's long history of ambush warfare allowed them to whittle down Samnite numbers and sap their morale, without having to face the enemy on the field. According to them, the Embral people had unwittingly built up a society that was uniquely capable of facing such an invasion, and trained in precisely the sort of unconventional warfare that the Samnites were weak to.
Fringe historians, generally ignored even amongst Embralish scholars, ramble about a secret society that ruled Embrallia from the shadows even before the invasion, and was able to quickly bring together the divided people, before using their skills at espionage and sabotage to cripple the Samnite war machine at every turn. They claim that this organisation, the Sau-Cihare (Hundred Faces in ancient Embralish) were preternaturally skilled at disguise and stealth, as well as being master manipulators after subtly steering the course of Embrallia for centuries. They go on to claim that the Sau-Cihare never disbanded, and continue to influence the politics of the Embral Empire to this day. This is, of course, preposterous.
-An Introduction to the Samnite-Embral Wars
---
The mythical Sau-Cihare would initiate new members by having them spend three nights in a Well. This would either result in babbling insanity, in which case the unfortunate candidate would be quietly disposed of, or 'endarkenment', whereby the fledgling member would come to understand that nothing was truly real, that all the world was malleable to a greater or lesser extent, except for one, permanent, unchangeable thing: the Darkness. This was not, to be clear, some sort of 'evil' philosophy, though it did lead to a degree of moral relativism that at times resulted in the Sau-Cihare doing whatever was necessary to achieve their goals, no matter the cost.
Understanding that all was malleable, even themselves, made the Sau-Cihare masters of disguise and infiltration, as they could become someone else in their own minds- they would not consider themselves to be wearing a disguise, and thus displayed not a hint of nervousness or uncertainty (It also helped that they were quite capable of creating wigs and applying makeup to provide a physical reinforcement to their mental transformation). This combined with a carefully honed gift for tongues ensured that a Sau-Cihare agent could be caught, identified, escape, and then return the next day without being recognised.
By the time the Samnite Empire invaded Embrallia, the Sau-Cihare already had dozens of agents scattered throughout every aspect of Samnite society. These served as informants, allowing the Sau-Cihare to coordinate a response to the invasion that perfectly anticipated the enemy's every move. Chieftans who considered surrendering or cooperating with the invaders suffered unfortunate accidents, and were replaced by more staunch proponents of resistance. But perhaps most importantly, when the Samnites built their forts in Embralish territory, the Sau-Cihare were able to infiltrate their walls with relative ease, where they were capable of destroying supplies, poisoning wells, assassinating commanders, and eventually- once the garrison was diminished and demoralised- opening the gates to Embralish warriors.
The Samnites were- quite deliberately- allowed to delve deep into Embrallia before the counterattack begun. By the time they realised what was happening, entire legions found themselves cut off from supplies, deep within hostile territory, with commanders dropping like flies. Forts fell like dominoes, and with an unstoppable momentum, the now seasoned Embralish warriors, armed with the weapons of their fallen enemies, pushed into Samnite territory. Long-since subjugated people suddenly arose in rebellion, their discontent having been carefully stoked by Sau-Cihare agents, and joined the Embralish advance. City after city fell, their gates opened from within, their leaders found dead in the streets.
Their success surprised even the Sau-Cihare- perhaps it is true that the Samnites had grown complacent, too trusting, too vulnerable, or perhaps the concept of spies was simply so foreign to them that they did not realise what was happening. Whatever the case may be, the facts are thus: Embralish troops sacked Samnium, and whilst the Samnite Empire did not collapse overnight, the defeat spelled the beginning of the end for them and their hegemony, and the beginning of the beginning for the Embral Empire, which claimed swathes of Samnite territory in the ensuing peace. The Sau-Cihare, so instrumental in the victory, received no praise, were not recorded in the history books, but quietly retreated into the shadows once more, to guide the Embral people through this new phase of their development.
Bronze age design
Sau-Chiare (1): Frostgiant
Bronze age designAlright then.
Sau-Cihare (note spelling)(2): Frostgiant, NUKE9.13
Bronze age design
Sau-Cihare (2): Frostgiant, NUKE9.13, Jilladilla
Bronze age design
Sau-Cihare (4): Frostgiant, NUKE9.13, Jilladilla, DGR
Historians have long debated the cause of the Embral people's victory over the Samnite Empire. It is, after all, universally agreed that the Samnite legions, rich with experience and equipped with well-made iron arms and armour, could not lose in open battle to the loosely-organised, inexperienced, and bronze-wielding warriors of Embrallia. The consensus amongst non-Embralish historians is that it was not anything the Embral people did, but rather an internal collapse within the Samnite Empire that happened to coincide with the Samnite-Embral Wars. This explains why the Samnite legions were consistently short on supplies, and made many strategic blunders, as the civil war siphoned away resources and capable commanders. That there is no other evidence for this supposed civil war is generally ignored.
Embralish historians claim that the Embral people's long history of ambush warfare allowed them to whittle down Samnite numbers and sap their morale, without having to face the enemy on the field. According to them, the Embral people had unwittingly built up a society that was uniquely capable of facing such an invasion, and trained in precisely the sort of unconventional warfare that the Samnites were weak to.
Fringe historians, generally ignored even amongst Embralish scholars, ramble about a secret society that ruled Embrallia from the shadows even before the invasion, and was able to quickly bring together the divided people, before using their skills at espionage and sabotage to cripple the Samnite war machine at every turn. They claim that this organisation, the Sau-Cihare (Hundred Faces in ancient Embralish) were preternaturally skilled at disguise and stealth, as well as being master manipulators after subtly steering the course of Embrallia for centuries. They go on to claim that the Sau-Cihare never disbanded, and continue to influence the politics of the Embral Empire to this day. This is, of course, preposterous.
-An Introduction to the Samnite-Embral Wars
---
The mythical Sau-Cihare would initiate new members by having them spend three nights in a Well. This would either result in babbling insanity, in which case the unfortunate candidate would be quietly disposed of, or 'endarkenment', whereby the fledgling member would come to understand that nothing was truly real, that all the world was malleable to a greater or lesser extent, except for one, permanent, unchangeable thing: the Darkness. This was not, to be clear, some sort of 'evil' philosophy, though it did lead to a degree of moral relativism that at times resulted in the Sau-Cihare doing whatever was necessary to achieve their goals, no matter the cost.
Understanding that all was malleable, even themselves, made the Sau-Cihare masters of disguise and infiltration, as they could become someone else in their own minds- they would not consider themselves to be wearing a disguise, and thus displayed not a hint of nervousness or uncertainty (It also helped that they were quite capable of creating wigs and applying makeup to provide a physical reinforcement to their mental transformation). This combined with a carefully honed gift for tongues ensured that a Sau-Cihare agent could be caught, identified, escape, and then return the next day without being recognised.
By the time the Samnite Empire invaded Embrallia, the Sau-Cihare already had dozens of agents scattered throughout every aspect of Samnite society. These served as informants, allowing the Sau-Cihare to coordinate a response to the invasion that perfectly anticipated the enemy's every move. Chieftans who considered surrendering or cooperating with the invaders suffered unfortunate accidents, and were replaced by more staunch proponents of resistance. But perhaps most importantly, when the Samnites built their forts in Embralish territory, the Sau-Cihare were able to infiltrate their walls with relative ease, where they were capable of destroying supplies, poisoning wells, assassinating commanders, and eventually- once the garrison was diminished and demoralised- opening the gates to Embralish warriors.
The Samnites were- quite deliberately- allowed to delve deep into Embrallia before the counterattack begun. By the time they realised what was happening, entire legions found themselves cut off from supplies, deep within hostile territory, with commanders dropping like flies. Forts fell like dominoes, and with an unstoppable momentum, the now seasoned Embralish warriors, armed with the weapons of their fallen enemies, pushed into Samnite territory. Long-since subjugated people suddenly arose in rebellion, their discontent having been carefully stoked by Sau-Cihare agents, and joined the Embralish advance. City after city fell, their gates opened from within, their leaders found dead in the streets.
Their success surprised even the Sau-Cihare- perhaps it is true that the Samnites had grown complacent, too trusting, too vulnerable, or perhaps the concept of spies was simply so foreign to them that they did not realise what was happening. Whatever the case may be, the facts are thus: Embralish troops sacked Samnium, and whilst the Samnite Empire did not collapse overnight, the defeat spelled the beginning of the end for them and their hegemony, and the beginning of the beginning for the Embral Empire, which claimed swathes of Samnite territory in the ensuing peace. The Sau-Cihare, so instrumental in the victory, received no praise, were not recorded in the history books, but quietly retreated into the shadows once more, to guide the Embral people through this new phase of their development.
Water-driven Wellwood Drum
When Ancient Music was discovered, it was believed that only the creator of the instrument, who had faced the trials of a Well, could play it. It soon turned out that anyone could play them with the correct training. Later, it was discovered that it was even possible to have an instrument 'play itself', if set up correctly. In fact, in some cases this turned out to be more effective.
Wellwood Drums were the foundation of Embralish prosperity, but as farms expanded and labour specialised, having people play the drums became less practical. Some flirted with slaves as a way of manning drums, but slave takers & traders tended to have extraordinarily poor life expectancies for some reason, and so an alternative solution was devised. Waterwheels, initially adopted to drive millstones, were adapted to power a rudimentary array of pulleys and levers that would rhythmically strike at massive drums- too big for a human to play, they covered a larger area, and the mechanical precision improved performance over the at times irregular human-operated drums.
To ensure a steady supply of water to drive drum-wheels, dams and channels were built to regulate waterflow, which incidentally helped improve irrigation.
The culmination of this hydraulic expertise was the Flooded Citadel, a towering stone monument to Embralish prosperity. Rising almost 40 meters over the de-facto capital of Embrallia, the step-pyramid shaped structure featured a complex system of interlocking cisterns, pumps, and waterwheels, which pulled water from the Nadi River to the top of the structure, from whence it cascaded down through a series of channels, driving more waterwheels as it went, which in turn powered a variety of instruments. By adjusting floodgates, the masters of the Citadel could direct the flow to different wheels at different speeds, allowing for complex melodies to be played that could be heard for miles around.
Unfortunately, the Flooded Citadel was irreparably damaged by a catastrophic earthquake less than a century after its construction. The same earthquake redirected the Nadi River, dooming the city around it as well. Modern day archaeologists have uncovered what they believe to be the foundation of the Citadel, but disagree as to whether it actually lived up to the stories told of it.
Water-driven Wellwood Drum: (1) SC777
Water-driven Wellwood Drum: (2) SC777, NUKE9.13
Water-driven Wellwood Drum: (3) SC777, NUKE9.13, Max
Water-driven Wellwood Drum: (4) SC777, NUKE9.13, Max, Frostgiant
Screaming Spear
Once Wellwood Flutes were employed to aid our ambush tactics, it was only a matter of time before the ideas and materials of our Wells would be moved to weapons. Wellwood, harvested and carved with grooves and channels to catch the air like the Flutes, given a small, iron, leaf-bladed spearhead and iron butt cap to balance it, and thrown at the enemy. The grooves produce an unearthly cry (Think Nazgul) as the spear flies, deafening enemies and disorienting them completely, leaving them to flee or charge aimlessly in wrong directions, or run in fear from the flutes and the noise and the terror of an ambush. The scattered enemies running aimlessly into the jungle are easy to pick off.
Silent Helms
A paradox as we are so fond of, the Silent Helm is a regular bronze helm, with a Well-plant crest above it. As the wearer runs, the crest whistles through the air...and stills it. The faster one moves in this helm, the stiller the air around them grows, and the quieter it gets as sound is deadened in stilled air. Halting for a moment will allow the user to hear what's going on around them, before moving on to ambush unsuspecting enemies. Our forces cannot be heard or seen in the deep jungles, ambushes come from everywhere and anywhere, and even our armies are harder to find on the march in the open, as they will raise less dust in the stilled air and make little sound.
Spirit Sparrow Arrows
When the invaders came to the lands of the Embral, They had quickly set about clearing massive tracks of land. Acre upon acre of Plant life was cut down and put to the torch, With the Beds of coal used to burn the Wet Jungle Plants said to smolder for Weeks, even after the Palisades and towers of the Fortress’s were fully completed.
The cleared terrain served to hinder the usual tactics of the Embral, making jungle ambushes useless for taking back the lands from the determined and heavily fortified samnites.
Pure luck facilitated the destruction of the initial forts, Commanders turning on one another and hundreds of other, small, lucky incidents.
However, if the Embral were to truly push against the massive samnite empire, foraying from the jungles of their home they would need to do as a good hunter does, and adapt to their new prey.
This led to the adoption of the samnite bows among many of the Embral warriors and scouts that participated in the counter Invasion. Impractical at best due to the very conditions of their homeland, in the Samnites territory, made up of much different terrain then the flourishing jungles of home it was a weapon to be feared, especially when fired from the walls and palisades of forts, cities, and villages that the embral people were quick to capture and convert to there own use.
In an effort to fully Claim the new weapon, and make it not just a weapon claimed from the hands of a felled enemy but into something made by and for embral warriors many Scouts and craftsmen took up the craft of bow and arrow making, taught to then from captured samnite Army Quartermasters and village Tradesmen before venturing into the wells for further inspiration, just as their ancestors who created both the Wellwood war masks and the Wellwood drums had.
In the Wells, a species of bird was found by those that managed to survive the trials, Clad in bountifully coloured plumage, the sparrow-esque birds would dart through the air, leaving a sounds not unlike the unsettling mask of the Embral Scouts, albeit higher in pitch. Such was the sound that many small well creatures would scatter in fear as the sparrow flew over head, granting it good hunting as its prey scattered in all directions.
By taking the Feathers of the so Named Spirit sparrow, The pioneering hunters were able to modify the fletching of their arrows. The new fletching would give the arrows a similar screech as it flew through the air as the spirit sparrow, disorientating and demoralization the enemy.
These arrows were put to great effect during the samnite war, breaking the will of many Samnite army when they arrived at a fort only to be greeted by it already occupied by an enemy force and a volley of screeching arrows, aligned to the various Evil spirits that were present in Samnite folklore.
Water-driven Wellwood Drum: (4) SC777, NUKE9.13, Max, Frostgiant
Screaming Spears: (1) Madman
Water-driven Wellwood Drum: (5) SC777, NUKE9.13, Max, Frostgiant, DGR
Screaming Spears: (1) Madman
When Ancient Music was discovered, it was believed that only the creator of the instrument, who had faced the trials of a Well, could play it. It soon turned out that anyone could play them with the correct training. Later, it was discovered that it was even possible to have an instrument 'play itself', if set up correctly. In fact, in some cases this turned out to be more effective.
Wellwood Drums were the foundation of Embralish prosperity, but as farms expanded and labour specialised, having people play the drums became less practical. Some flirted with slaves as a way of manning drums, but slave takers & traders tended to have extraordinarily poor life expectancies for some reason, and so an alternative solution was devised. Waterwheels, initially adopted to drive millstones, were adapted to power a rudimentary array of pulleys and levers that would rhythmically strike at massive drums- too big for a human to play, they covered a larger area, and the mechanical precision improved performance over the at times irregular human-operated drums.
To ensure a steady supply of water to drive drum-wheels, dams and channels were built to regulate waterflow, which incidentally helped improve irrigation.
The culmination of this hydraulic expertise was the Flooded Citadel, a towering stone monument to Embralish prosperity. Rising almost 40 meters over the de-facto capital of Embrallia, the step-pyramid shaped structure featured a complex system of interlocking cisterns, pumps, and waterwheels, which pulled water from the Nadi River to the top of the structure, from whence it cascaded down through a series of channels, driving more waterwheels as it went, which in turn powered a variety of instruments. By adjusting floodgates, the masters of the Citadel could direct the flow to different wheels at different speeds, allowing for complex melodies to be played that could be heard for miles around.
Unfortunately, the Flooded Citadel was irreparably damaged by a catastrophic earthquake less than a century after its construction. The same earthquake redirected the Nadi River, dooming the city around it as well. Modern day archaeologists have uncovered what they believe to be the foundation of the Citadel, but disagree as to whether it actually lived up to the stories told of it.
Strings of Motion:
When the First Empire fell, it was in no small part due to the Embral Legions' inability to be everywhere at once. It was to remedy this issue that the Strings of Motion were first adopted. Developed by the philosopher-physician Teza, the Strings allowed the Embral Legions to march tirelessly at high speeds, making it nigh-impossible for their enemies to predict where they would show up. A secondary use was to stabilise wounded soldiers until they could be treated.
Teza was- and remains to this day- an important figure. He is considered the father of medicine, a crucial architect of the Second Empire, and the inventor of the Strings of Motion. To be fair, his title "Father of medicine" is perhaps an exaggeration. There were physicians before him; indeed, the Samnites had been quite skilled at surgery, and developed cures for many ailments. However, Teza made it his life's work to collect and disseminate medical knowledge, and make medical treatment available to all. His magnum opus, "Adhunika Dava'i", was considered the definitive source of medical knowledge for the entirety of the Second Empire, and was only supplanted when the foreigners brought their medical expertise during the Republican Period.
To what extent Teza contributed to the formation of the Second Empire is not entirely clear. Many of the founding documents of the Second Empire appear to have no author, but it is hypothesized that Teza wrote, or contributed to the writing of several. It is certainly true that he was a promoter of the concept, using his fame as a physician to convince people to listen, and give the Second Empire a chance.
The Strings of Motion was one of Teza's most important creations, however. Teza delved several Wells, and studied the possible medical applications of Ancient Music. He experimented many times with Wellwood drums, attempting to induce regeneration in animals, but found that this was either to slow, or resulted in cancerous growths that killed the subject almost as quickly as the injury would've. Giving up on percussion, he tried other instruments. It was actually a Samnite instrument- the cithara, a large stringed instrument- that proved most successful. A Wellwood body, with strings made from the guts of a Wellbeast, tuned with Wellbronze fittings, resulted in an instrument that Teza discovered could influence the heartbeat of a patient. Further study revealed that the instrument was actually slowing down the body's natural rhythm, not only the heartbeat. Teza found that by slowing down a patient in this way, he had more time to perform surgery, although he was only able to slow patients down to half their normal rhythm. It was also possible to accelerate a patient, but though this was marginally useful for accelerating recovery, he observed that patients found it difficult to stay still when accelerated; not conducive to bedrest.
However, when the Sack of Samnium of happened, and Teza evacuated the city together with the surviving Legionaries, he discovered a new use: the instrument was useful in speeding up the movement of the soldiers accompanying him, allowing them to avoid enemy patrols. A Centurion realised the potential of this to alleviate the Legions's difficulty in moving around quickly, and begged Teza to develop his instrument further. Though a pacifist, the horrors of the Sack of Samnium were fresh in Teza's mind, and he reluctantly agreed to share his notes with the Legions.
Legionary musicians quickly honed Teza's invention, discovering that the critical component was the Wellbeast-gut strings, and the body and fixings could be made of normal materials with only minor loss of performance. They developed several instruments, from massive cart-mounted Cithara to small handheld lutes, naming them Strings of Motion. Although physical limitations prevented the the Strings from having a ludicrous effect (no matter the rhythm, the body can only move so fast, and the extra calories required to maintain a greatly enhanced rhythm result in diminishing returns), they were able to enhance the speed of the Embral Legions, allowing them to outpace any enemy not on horseback.
The Strings of Motion were instrumental (no pun intended) in the formation of the Second Empire, as the Embral Legions were able to consistently outmanoeuvre their enemies. They would go on to be a key piece of the Second Empire's arsenal as they faced off against their many enemies, even after their enemies learned to compensate for the Legions' increased speed, as it still presented a significant advantage by allowing fewer Legions to protect larger areas, run down fleeing enemies, or conversely quickly retreat from a stronger enemy.
Samarata 1902:
The latest in a long line of homegrown sniper rifles, the Samarata (named for the first Embral Emperor) 1902 was developed to replace the Kamana 1870, which was the first mass-produced cartridge-using sniper rifle in the Embral Empire. Before the Kamana, the long-serving Sikari rifle was the standard armament for skirmishers, which, though it went through a variety of revisions, was essentially the same rifle that debuted with the dawn of the New Empire in 1799. The Sikari had been an unpleasant surprise to the foreign soldiers occupying the Empire, proving to be superior in effective range to their own rifles (and obviously considerably outranging smoothbore muskets).
The Samarata was a 7mm, bolt-action, 5-round-magazine rifle, with mountings for a variety of sights over the barrel. It was not designed to be a service rifle- it was intended for use by the Sikari, elite skirmishers, and as such was of a higher quality of craftsmanship. The use of telescopic sights, hardened to resist constant use, allowed for the Sikari units in the Embral Legions to effectively pick off targets at ranges that other armies of the time- most of which did not even have dedicated snipers- could only dream of.
Best pre-WW1 weapon:
Samarata 1902 (1): Max
Defining Advancement:
Strings of Motion (1): Max
Best pre-WW1 weapon:
Samarata 1902 (2): Max, Jilladilla
Defining Advancement:
Strings of Motion (2): Max, Jilladilla
Best pre-WW1 weapon:
Samarata 1902 (3): Max, Jilladilla, Frostgiant
Defining Advancement:
Strings of Motion (3): Max, Jilladilla, Frostgiant
Best pre-WW1 weapon:
Samarata 1902 (4): Max, Jilladilla, Frostgiant, NUKE9.13
Defining Advancement:
Strings of Motion (4): Max, Jilladilla, Frostgiant, NUKE9.13
When the First Empire fell, it was in no small part due to the Embral Legions' inability to be everywhere at once. It was to remedy this issue that the Strings of Motion were first adopted. Developed by the philosopher-physician Teza, the Strings allowed the Embral Legions to march tirelessly at high speeds, making it nigh-impossible for their enemies to predict where they would show up. A secondary use was to stabilise wounded soldiers until they could be treated.
Teza was- and remains to this day- an important figure. He is considered the father of medicine, a crucial architect of the Second Empire, and the inventor of the Strings of Motion. To be fair, his title "Father of medicine" is perhaps an exaggeration. There were physicians before him; indeed, the Samnites had been quite skilled at surgery, and developed cures for many ailments. However, Teza made it his life's work to collect and disseminate medical knowledge, and make medical treatment available to all. His magnum opus, "Adhunika Dava'i", was considered the definitive source of medical knowledge for the entirety of the Second Empire, and was only supplanted when the foreigners brought their medical expertise during the Republican Period.
To what extent Teza contributed to the formation of the Second Empire is not entirely clear. Many of the founding documents of the Second Empire appear to have no author, but it is hypothesized that Teza wrote, or contributed to the writing of several. It is certainly true that he was a promoter of the concept, using his fame as a physician to convince people to listen, and give the Second Empire a chance.
The Strings of Motion was one of Teza's most important creations, however. Teza delved several Wells, and studied the possible medical applications of Ancient Music. He experimented many times with Wellwood drums, attempting to induce regeneration in animals, but found that this was either to slow, or resulted in cancerous growths that killed the subject almost as quickly as the injury would've. Giving up on percussion, he tried other instruments. It was actually a Samnite instrument- the cithara, a large stringed instrument- that proved most successful. A Wellwood body, with strings made from the guts of a Wellbeast, tuned with Wellbronze fittings, resulted in an instrument that Teza discovered could influence the heartbeat of a patient. Further study revealed that the instrument was actually slowing down the body's natural rhythm, not only the heartbeat. Teza found that by slowing down a patient in this way, he had more time to perform surgery, although he was only able to slow patients down to half their normal rhythm. It was also possible to accelerate a patient, but though this was marginally useful for accelerating recovery, he observed that patients found it difficult to stay still when accelerated; not conducive to bedrest.
However, when the Sack of Samnium of happened, and Teza evacuated the city together with the surviving Legionaries, he discovered a new use: the instrument was useful in speeding up the movement of the soldiers accompanying him, allowing them to avoid enemy patrols. A Centurion realised the potential of this to alleviate the Legions's difficulty in moving around quickly, and begged Teza to develop his instrument further. Though a pacifist, the horrors of the Sack of Samnium were fresh in Teza's mind, and he reluctantly agreed to share his notes with the Legions.
Legionary musicians quickly honed Teza's invention, discovering that the critical component was the Wellbeast-gut strings, and the body and fixings could be made of normal materials with only minor loss of performance. They developed several instruments, from massive cart-mounted Cithara to small handheld lutes, naming them Strings of Motion. Although physical limitations prevented the the Strings from having a ludicrous effect (no matter the rhythm, the body can only move so fast, and the extra calories required to maintain a greatly enhanced rhythm result in diminishing returns), they were able to enhance the speed of the Embral Legions, allowing them to outpace any enemy not on horseback.
The Strings of Motion were instrumental (no pun intended) in the formation of the Second Empire, as the Embral Legions were able to consistently outmanoeuvre their enemies. They would go on to be a key piece of the Second Empire's arsenal as they faced off against their many enemies, even after their enemies learned to compensate for the Legions' increased speed, as it still presented a significant advantage by allowing fewer Legions to protect larger areas, run down fleeing enemies, or conversely quickly retreat from a stronger enemy.
The latest in a long line of homegrown sniper rifles, the Samarata (named for the first Embral Emperor) 1902 was developed to replace the Kamana 1870, which was the first mass-produced cartridge-using sniper rifle in the Embral Empire. Before the Kamana, the long-serving Sikari rifle was the standard armament for skirmishers, which, though it went through a variety of revisions, was essentially the same rifle that debuted with the dawn of the New Empire in 1799. The Sikari had been an unpleasant surprise to the foreign soldiers occupying the Empire, proving to be superior in effective range to their own rifles (and obviously considerably outranging smoothbore muskets).
The Samarata was a 7mm, bolt-action, 5-round-magazine rifle, with mountings for a variety of sights over the barrel. It was not designed to be a service rifle- it was intended for use by the Sikari, elite skirmishers, and as such was of a higher quality of craftsmanship. The use of telescopic sights, hardened to resist constant use, allowed for the Sikari units in the Embral Legions to effectively pick off targets at ranges that other armies of the time- most of which did not even have dedicated snipers- could only dream of.
Mk2 Sikari Mask
The Wellwood Flute was a key piece of ancient Embrallia's defence. However, following the Samnite War, its use declined. The Embral Legions, who usually fought in formation, and often in open terrain, found it impractical to use. This is not to say it disappeared- whilst the Legions were off fighting wars across the Empire, Embrallia itself was consistently defended from invasion by local skirmishers- not official soldiers, but locals who were used to the jungles, and maintained the ancient traditions. It was from this stock that the Sikari came forth, as the advent of rifles enabled skirmish warfare on a much grander scale than before.
Even so, for many years, the Wellwood Flute remained a sparsely-used item in the Sikari arsenal. It was impractical at long range, dangerous to users, and, in the face of disciplined soldiers who no longer believed in fairy tales, not as effective as it once was. But the rising tensions of the early 20th century led to all avenues of defence being considered. The ancient mask was dusted off and redesigned using modern knowledge, resulting in the Mk2 Sikari Mask.
The Sikari Mask was made of padded steel, capable of withstanding shrapnel and such. Smooth and expressionless, it covered the face, broken up by a visor (sacrificing some defensive strength to minimise field-of-view obstruction) and the external part of the integrated Wellwood Flute (the sides of the mask were open to allow for airflow). The mask was easy to put on and take off, and could be clipped to a Sikari's uniform when not in use.
The flute was very similar in construction to the traditional version, as centuries of refinement had by this point made it very effective. There was a crucial tweak, however- the 'bell' (the part of the instrument which the sound comes out of) had been enhanced with a carefully designed piece of Well-metal, that greatly enhanced the effective range of the instrument, by causing the sound to be projected in a narrow cone with almost no bleed; to those outside the cone (including the user), the sound was all but imperceptible, whereas those within the cone would be assaulted by the full force of the terrifying noise at sufficient range as to make its use practical once more. It was this sound-focusing ability which was considered the most important feature, and received the most attention.
The expressionless masks would come to represent the Sikari in popular imagination. They featured heavily in the propaganda of both the Embral Empire and its enemies; in the Empire, it was a symbol of stoic perseverance against foreign oppression; for their enemies, it was held up as evidence of the inhuman nature of Embralish soldiers.
Indeed, to some extent, the enemy's propaganda was too effective, as it would later be hypothesized that the widespread distribution served to magnify the fear many soldiers felt, rather than galvanising them against an 'evil' enemy. Strangely, after the war, many of the people responsible for creating the propaganda campaign could not be found- in fact, some of them appeared to have never existed.
Frostgiant Today at 9:06 PM
Need to go to work, could you Put my vote down for the Mk 2 sikari mask?
Mk2 Sikari Mask: (2) Frostgiant, NUKE9.13
Wellwood Drum Channels
A network of reservoirs, channels, and even some aqueducts to supply moving and fresh water to the waterwheels that aid our agriculture---every channel powers the drum and waters the fields around it, massively boosting our agricultural output and allowing us to feed much larger populations with much more efficient use of land---crucial when your heartlands are still in the jungle. These water supplies can also conveniently be tapped for other uses as well---drinking water or industrial use and the like.
Khada-Miti Artificial Fertilizer
Crop rotation was discovered in the Embral Empire relatively early on. Perforce, given that the use of Wellwood Drums would otherwise deplete farmland at an unsustainable rate. Basic fertilization was also practised, using manure and bonemeal to revitalise the soil. And, of course, irrigation was widespread- organised by the government, which maintained the channels and reservoirs, and rationed water carefully to protect against drought.
When the Enlightenment-bearing foreigners came, they brought with them- amongst other things- more agricultural knowledge. Seed-drills, scientific breeding, improved fertilizers, and more. Where other aspects of foreign technology were adapted more slowly, the fiercely competitive farmers of the Empire seized on these new innovations. Even as the Empire collapsed around them, they honed the foreign techniques, combining them with domestic customs, and increased farm productivity relentlessly. As farms grew more efficient, a swell of unemployed farmhands emerged, whose discontent was expertly channelled against the foreigners, with many of them joining the Embral Legions, or forming resistance movements of their own.
Following the formation of the New Empire, the unemployed farmhands were given work in modernising other aspects of Embralish society, building roads, schools, hospitals, and- crucially- factories. Within a few decades, the agricultural surplus enabled vast cities to grow, where factories churned out manufactured goods in unheard-of quantities.
Many early factories were powered by waterwheels, though once steam power was introduced, it was quickly adopted. The southern reaches of the Empire proved to be rich in coal, fuelling industry and transport across the Empire.
The farmers, however, did not stand idly by whilst industry grew in importance. Determined to prove that Embralish agricultural expertise could not be beat, they poured money into research, attracting scholars from across the known world. Of particular interest was the chemistry of fertilizers- importing guano, the most effective known fertilizer at the time, was expensive, and it irked some to have to rely on foreign imports.
After many years of work and collaboration between a multitude of chemists, the Embral Fertilizer Company was founded, introducing to the world the fruit of its labour: Khada-Miti Artificial Fertilizer. Cheaper than guano yet still very profitable, stunningly effective with seemingly no downsides, the EFC soon went from a single small factory supplying a few regions of the Empire, to over a dozen, producing thousands upon thousands of tons of fertilizer that was shipped around the world. The EFC would continue to invest in research, continually improving its products, always one step ahead of the competition.
This chemical expertise was not, of course, confined solely to agricultural advances. In the process of developing their fertilizers, the chemists stumbled across a variety of interesting chemical concoctions with explosive applications. These were quietly snapped up by the Embralish government, and developed further into practical military weapons. Though none were especially noteworthy, it was a fact that the Embral Legions could rely on having explosives that were just a little more impressive than those of their adversaries.
Mk2 Sikari Mask: (2) Frostgiant, NUKE9.13
Khada-Miti Artificial Fertilizer: (2) Madman, Nemonole
Mk2 Sikari Mask: (1) Frostgiant
Khada-Miti Artificial Fertilizer: (3) Madman, Nemonole, NUKE9.13
Mk2 Sikari Mask: ()
Khada-Miti Artificial Fertilizer: (4) Madman, Nemonole, NUKE9.13, Frostgiant
Crop rotation was discovered in the Embral Empire relatively early on. Perforce, given that the use of Wellwood Drums would otherwise deplete farmland at an unsustainable rate. Basic fertilization was also practised, using manure and bonemeal to revitalise the soil. And, of course, irrigation was widespread- organised by the government, which maintained the channels and reservoirs, and rationed water carefully to protect against drought.
When the Enlightenment-bearing foreigners came, they brought with them- amongst other things- more agricultural knowledge. Seed-drills, scientific breeding, improved fertilizers, and more. Where other aspects of foreign technology were adapted more slowly, the fiercely competitive farmers of the Empire seized on these new innovations. Even as the Empire collapsed around them, they honed the foreign techniques, combining them with domestic customs, and increased farm productivity relentlessly. As farms grew more efficient, a swell of unemployed farmhands emerged, whose discontent was expertly channelled against the foreigners, with many of them joining the Embral Legions, or forming resistance movements of their own.
Following the formation of the New Empire, the unemployed farmhands were given work in modernising other aspects of Embralish society, building roads, schools, hospitals, and- crucially- factories. Within a few decades, the agricultural surplus enabled vast cities to grow, where factories churned out manufactured goods in unheard-of quantities.
Many early factories were powered by waterwheels, though once steam power was introduced, it was quickly adopted. The southern reaches of the Empire proved to be rich in coal, fuelling industry and transport across the Empire.
The farmers, however, did not stand idly by whilst industry grew in importance. Determined to prove that Embralish agricultural expertise could not be beat, they poured money into research, attracting scholars from across the known world. Of particular interest was the chemistry of fertilizers- importing guano, the most effective known fertilizer at the time, was expensive, and it irked some to have to rely on foreign imports.
After many years of work and collaboration between a multitude of chemists, the Embral Fertilizer Company was founded, introducing to the world the fruit of its labour: Khada-Miti Artificial Fertilizer. Cheaper than guano yet still very profitable, stunningly effective with seemingly no downsides, the EFC soon went from a single small factory supplying a few regions of the Empire, to over a dozen, producing thousands upon thousands of tons of fertilizer that was shipped around the world. The EFC would continue to invest in research, continually improving its products, always one step ahead of the competition.
This chemical expertise was not, of course, confined solely to agricultural advances. In the process of developing their fertilizers, the chemists stumbled across a variety of interesting chemical concoctions with explosive applications. These were quietly snapped up by the Embralish government, and developed further into practical military weapons. Though none were especially noteworthy, it was a fact that the Embral Legions could rely on having explosives that were just a little more impressive than those of their adversaries.
Cikaviga Night Flier:
Like most nations, Embral dabbled in aircraft. However, at the outbreak of the 1911 war, military aircraft were all but non-existent. As the People's Union got its act together, they started to deploy aircraft of their own, which for a short period went all but unopposed, performing devastating bombing raids on Embralish targets. Engineers scrambled to respond, but even when they did deploy combat aircraft of their own, they consistently found themselves overwhelmed by the Union's greater numbers. Attempts at bombing PU targets were rebuffed by enemy fighters and AA guns, which the somewhat makeshift Embralish bombers were unable to break through. It seemed that the Empire was to be defeated in a domain they could not contest.
So, naturally, the engineers turned to the standard Embralish fallback: Ancient Music. Digging through a back catalogue of half-baked proposals for various auditory technologies, one engineer stumbled across a hand-written document from a little-known researcher, living in isolation in Embrallia's heartlands. In fact, they did not so much stumble across it as find it on their desk; furthermore, the researcher in question could not remember submitting the report to the design bureau... well, anyway.
This researcher was an enthusiast of a particular Well-beast, known as the Embralish Hunter Bat. In her report, she detailed observations she had made of the bat's aural and ocular organs. Specifically, she wrote that the Embralish Hunter Bat was almost entirely blind, unlike most bats, and relied almost exclusively on echolocation to find its prey. She went on to describe the bat's curious tendency to feed on a certain mineral found deep within Wells, colloquially known as Well-Quartz. A series of experiments with Well-Quartz indicated that, correctly processed, it produced a potent electrical response to vibrations of a given frequency- she speculated that the Embralish Hunter Bat had evolved to integrate microscopic quantities of Well-Quartz into its ears, giving it a greatly enhanced hearing ability.
This fascinating report had, of course, no immediate military applications. However, Embralish engineers were well known for dedicating time and resources to things with no immediate military applications, and so the researcher was invited to continue experimenting with Well-Quartz at the design bureau. Being a proper patriot, she agreed, and within a few weeks she and her team had managed to create a (cumbersome, rudimentary) prototype of an "artificial bat"; a combination of nascent sonar technology with Well-Quartz, that could be used to create an image of objects in the vicinity of the device. This was, in the words of one engineer "Radical, awesome, delightful and revolutionary". In the words of another engineer, it was "Actually maybe useful, now that I think about it".
Resources were poured into the Artificial Bat project, miniaturising the technology whilst boosting the range. Plans were drawn up for a plane designed to fly at night, using the AB to navigate. The Cikaviga, as it would come to be known, was fairly large, as despite their best efforts, the Artificial Bat was still a fairly bulky device at the time; it ended up as a two-engine biplane, with a machine gun turret and a substantial bomb load. It was slow, not very agile, and underarmed for its size- but thanks to the Artificial Bat, it could fly during even the darkest nights, undetected, and still be able to make out ground-based targets with enough accuracy to bomb them to smithereens.
The People's Union would have no defence against it, the engineers predicted, as even if they managed to scramble fighters, the Cikaviga could detect them far sooner than vice-versa, and either avoid them entirely or open fire at ranges they could not match. With this, the Embral Empire could win the air war- as whilst Union bombers were better and more plentiful, they would still have to contend with some resistance, whereas the Cikaviga could freely bomb Union positions wherever they pleased.
Cikaviga Night Flier: (1) Madman
Cikaviga Night Flier: (2) Madman, Frostgiant
Cikaviga Night Flier: (3) Madman, Frostgiant, Jilladilla
Cikaviga Night Flier: (4) Madman, Frostgiant, Jilladilla, NUKE9.13
Embral's Stagnation
There is a question asked by many when introduced to the history of the Embral Empire: "How did they fall behind the rest of the world in technology?". This is a complex question, with a complex answer, but I will try to summarise. The shortest answer is this: hubris. To expand, the First Empire was so rich and advanced compared to their neighbours, and had so handily defeated their predecessor, that a mindset developed that they were and always would be the best. The Sack of Samnium obviously put an end to that belief, with the Second Empire having a more realistic view.
Realistic, at least, based on what they knew of the world. As can be seen on any modern map, the Embral Empire and its neighbours are somewhat isolated; to their north, steep mountains, with barren desert beyond. To their south and east, a vast and stormy ocean, not navigable by the shallow-keeled ships that ply the inland sea. And to their west, the increasingly dense and inhospitable jungle. As a result, the Second Empire, whilst vaguely aware of the existence of nations beyond these barriers, had little contact with the outside world. In their isolated corner, they were on top, economically (thanks to the miraculous Wellwood Drum, and the hydraulic engineering that went with it), militarily (thanks to the legionary structure inherited from the Samnites and the Strings of Motion), and politically (thanks to their considerable territory and remarkable luck in diplomacy).
Thus, the Second Empire saw no need for drastic improvements. Technology was refined, with engineers constantly competing to build the most effective waterwheel that could power the most effective drum, but did not advance in leaps and bounds. Knowledge of gunpowder made it over the mountains, but it was regarded as a curio, rather than a weapon. Their prosperity was such that they had no drive to trade with the rest of the world, and so shipbuilding was never considered all that important. The federal structure of the Second Empire was stable enough that there was never sufficient impetus for political change.
Hence the Empire's rude awakening when the outside world decided to come for a visit. When Captain Baker's ship first visited the Embral Empire, their technology was in some aspects hundreds of years 'out of date'. As evidenced by their rapid modernisation, the capacity for technological advancement was always there, under the surface, only waiting for the need for innovation to present itself.
Embral folktales and storytelling tradition
Embral, As a country with a flourishing history of music and song stretching far in the past, has a frankly massive tradition of oral storytelling. Even after proper codification of folktales and stories began, the traditions of vocal storytelling remained near untouchable.
Were other cultures would begin to move away from oral storytelling, shortening songs and moving far more into a Culture of literary storytelling the embralish bards seemed more then capable of competing.
While the reasons for this ability to compete with literary storytelling is varied and heavily theorized, ranging from deep cultural roots to the sheer talent of the bards in question, It is a fact that when it comes to oral folk tales/songs, embral is one of the cultural centers of the world.
One of the ancient stories that originate from embral is a story about Barad and his cousin Jasus.
During the course of the story, The two cousins travel across the vast jungles, Deep into unground caverns and back again, Overcoming the obstacles along the way with Beautiful music, Blinding charisma and stunning sleight of hand.
As one of the oldest stories in Embral history, It is telling that even this ancient tale estimated to be 5000-6000 years old, focuses on a Embral musician.
The First Song of the Ballad of Barad and Jasus
Barad was a child, no more then 3~
When he came upon a singing tree~
Grown up tall in a grove of its own~
Poking from the ground~
Not a fern in the grove to accompany the tree~
Turning on his heel, Barad ran home!
Shouting to his cousin,
“Jasus, Jasus, Jasus come see what I’ve found”
“Jasus, Jasus, Jasus. Come see the singing tree,
poking out of the ground”
3 moon Jasus, Met Barad on the way
Followed barad, back to the tree.
“Barad, The tree is singing”
“Jasus, The tree is Singing”
And there in that grove, Barad had a thought.
Jasus Nodded, and ran out to the jungle.
As Barad climbed the tree,
Jasus ran home.
Grabbing a skin, from his fathers hunt.
Jasus turned, back to the Grove.
Barad, Barad, sat on the branches
began to hum a new chord
Barad Barad, Sat on the branches
and ask the tree to give him a cord
Barad Barad, He took the cord and tied it around the branches.
He strummed upon his wooden cord. And the song began again.
Barad Barad, He played the cord, and kindly asked the Tree for a basin.
He was parched and could sing no longer said he.
Born from the tree, came a wooden Bowl, to help the parched boy musician.
Taking the cord and the basin, he jumped from the tree.
To the ground 3 leaks below
Jasus brought the skins, and from the cord, Bowl, and skins Jasus and Barad made A drum.
Barad would travel to the grove every day, With a hum on his lips and the drum on his back.
Singing with the tree.
- Ancient embral Folksong, roughly translated to modern tongue from the original language. More Modern versions with updated syntax and lyrics are a common occurrence in bard guilds and bars.
Like most nations, Embral dabbled in aircraft. However, at the outbreak of the 1911 war, military aircraft were all but non-existent. As the People's Union got its act together, they started to deploy aircraft of their own, which for a short period went all but unopposed, performing devastating bombing raids on Embralish targets. Engineers scrambled to respond, but even when they did deploy combat aircraft of their own, they consistently found themselves overwhelmed by the Union's greater numbers. Attempts at bombing PU targets were rebuffed by enemy fighters and AA guns, which the somewhat makeshift Embralish bombers were unable to break through. It seemed that the Empire was to be defeated in a domain they could not contest.
So, naturally, the engineers turned to the standard Embralish fallback: Ancient Music. Digging through a back catalogue of half-baked proposals for various auditory technologies, one engineer stumbled across a hand-written document from a little-known researcher, living in isolation in Embrallia's heartlands. In fact, they did not so much stumble across it as find it on their desk; furthermore, the researcher in question could not remember submitting the report to the design bureau... well, anyway.
This researcher was an enthusiast of a particular Well-beast, known as the Embralish Hunter Bat. In her report, she detailed observations she had made of the bat's aural and ocular organs. Specifically, she wrote that the Embralish Hunter Bat was almost entirely blind, unlike most bats, and relied almost exclusively on echolocation to find its prey. She went on to describe the bat's curious tendency to feed on a certain mineral found deep within Wells, colloquially known as Well-Quartz. A series of experiments with Well-Quartz indicated that, correctly processed, it produced a potent electrical response to vibrations of a given frequency- she speculated that the Embralish Hunter Bat had evolved to integrate microscopic quantities of Well-Quartz into its ears, giving it a greatly enhanced hearing ability.
This fascinating report had, of course, no immediate military applications. However, Embralish engineers were well known for dedicating time and resources to things with no immediate military applications, and so the researcher was invited to continue experimenting with Well-Quartz at the design bureau. Being a proper patriot, she agreed, and within a few weeks she and her team had managed to create a (cumbersome, rudimentary) prototype of an "artificial bat"; a combination of nascent sonar technology with Well-Quartz, that could be used to create an image of objects in the vicinity of the device. This was, in the words of one engineer "Radical, awesome, delightful and revolutionary". In the words of another engineer, it was "Actually maybe useful, now that I think about it".
Resources were poured into the Artificial Bat project, miniaturising the technology whilst boosting the range. Plans were drawn up for a plane designed to fly at night, using the AB to navigate. The Cikaviga, as it would come to be known, was fairly large, as despite their best efforts, the Artificial Bat was still a fairly bulky device at the time; it ended up as a two-engine biplane, with a machine gun turret and a substantial bomb load. It was slow, not very agile, and underarmed for its size- but thanks to the Artificial Bat, it could fly during even the darkest nights, undetected, and still be able to make out ground-based targets with enough accuracy to bomb them to smithereens.
The People's Union would have no defence against it, the engineers predicted, as even if they managed to scramble fighters, the Cikaviga could detect them far sooner than vice-versa, and either avoid them entirely or open fire at ranges they could not match. With this, the Embral Empire could win the air war- as whilst Union bombers were better and more plentiful, they would still have to contend with some resistance, whereas the Cikaviga could freely bomb Union positions wherever they pleased.
Cikaviga II:
Following the unravelling of the Well-Quartz deception, Embralish engineers found themselves at somewhat of a loss. This sort of thing just didn't happen; everyone knew that the Embralish were the most trustworthy people in the world. The idea that someone would deliberately try to deceive others on such a grand scale... inconceivable.
There followed a debate regarding the way forward. The air-war situation grew more dire by the day, and something had to be done, lest the Empire's heartlands be put at risk. Embrallia itself would be safe, as the jungles surrounding it would render aerial combat a lot less relevant, but if the Union captured the key industrial cities of Chalybeius or Faberum, it would be a crippling blow to the production of war materiel. The Legions had all-but given up hope of winning in the air, and were considering more radical means of turning the tide of the war; there was a request put in for the development of chemical weapons, and plans were being drawn up for a massive assault on a single section of the Union's front line- a risky plan that was certain to be exceedingly costly in terms of lives, essentially just hoping to overwhelm the defences through sheer numbers.
With the fate of millions hanging in the balance, it was determined that there was no time for radical developments. What little progress had been made on the Artificial Bat was stuffed away in a filing cabinet somewhere, and all efforts dedicated towards simply refining the aircraft that had been designed to carry it into a semi-competent combat vehicle. Whilst there was little chance of single-handedly turning the tide overwhelmingly in the Empire's favour, hopefully a competently-put together aircraft would be enough to at least slow the bleeding, and give the Legions a chance to pursue less radical avenues towards victory.
The nose gunner position was the first to go, as whilst it was agreed to be a great idea in theory, it didn't really pan out in practice. The aircraft's structure was given some TLC, making it slightly more stable and aerodynamic- cutting down on carrying capacity somewhat. The most important feature added was a "synchronisation gear", allowing for a machine gun to be mounted that fired forwards, through the propeller. Hopes of using the craft as a bomber were set aside, in favour of just making something that could feasibly fight enemy aircraft.
Tunnel Warfare:
If we can't go over, go under. Even as the Empire floundered in the skies, the Legions- tired of waiting for the arm-chair engineers at the design bureau to get their shit together- had instituted a new tactic. With the Union drawing nearer to the industrial heartlands* of the Empire, hit-and-run tactics had become less desirable- there was only so much land left to surrender before key production centers, such as the cities of Chalybeius and Faberum, would be threatened; their loss would be a crippling blow to the production of war materiel. A defensive line was therefore drawn up, with layers of trenches and fortifications, and the Legions dug in.
Literally. Appointing a cadre of their best combat engineers to the problem, the Legions developed new mining techniques, borrowed equipment from the civilian sector, and formed new units dedicated to the art of tunnelling. Whilst the Union assaulted the trenches above, miners dug out tunnels below, linking together trenches with secret passages (the Union would capture a trench and move forward, only to have legionaries pop up behind them), creating deep bunkers where men and materiel could be kept safe from air raids and artillery, and setting up explosives under Union positions (the largest of which resulted in a crater that can still be viewed today).
*Not to be confused with the ancestral heartland, Embrallia. Whilst it remained a crucial part of the Empire, the dense jungles surrounding it made for awkward logistics, so the heaviest industrial presence was in former Samnite lands.
Cikaviga II (0):
Tunnel Warfare (1) :Frostgiant
Cikaviga II (0):
Tunnel Warfare (2): Frostgiant, TFF
Cikaviga II (0):
Tunnel Warfare (3): Frostgiant, TFF, NUKE9.13
If we can't go over, go under. Even as the Empire floundered in the skies, the Legions- tired of waiting for the arm-chair engineers at the design bureau to get their shit together- had instituted a new tactic. With the Union drawing nearer to the industrial heartlands* of the Empire, hit-and-run tactics had become less desirable- there was only so much land left to surrender before key production centers, such as the cities of Chalybeius and Faberum, would be threatened; their loss would be a crippling blow to the production of war materiel. A defensive line was therefore drawn up, with layers of trenches and fortifications, and the Legions dug in.
Literally. Appointing a cadre of their best combat engineers to the problem, the Legions developed new mining techniques, borrowed equipment from the civilian sector, and formed new units dedicated to the art of tunnelling. Whilst the Union assaulted the trenches above, miners dug out tunnels below, linking together trenches with secret passages (the Union would capture a trench and move forward, only to have legionaries pop up behind them), creating deep bunkers where men and materiel could be kept safe from air raids and artillery, and setting up explosives under Union positions (the largest of which resulted in a crater that can still be viewed today).
*Not to be confused with the ancestral heartland, Embrallia. Whilst it remained a crucial part of the Empire, the dense jungles surrounding it made for awkward logistics, so the heaviest industrial presence was in former Samnite lands.
"Alright, ladies and gentlemen", said the head engineer as he entered the meeting room. "As you may know, we've been asked to design a flagship for the Great Fleet", he explained, as the other engineers nodded. "This will be the linchpin of our overseas operations. The keystone of our strategy in the New World. The crucial shield that stands between us and defeat!" The engineers all nodded. They'd read the briefing, they knew what was at stake.A first draft. Suggest changes or additions as you see fit. Or, suggest a non-submersible flagship design. Please. Somebody stop me.
"Now. When asked to provide preliminary proposals, one of you- not naming any names- suggested a submarine", he continued, as several engineers shifted uncomfortably. "We all know that submarines are an important component of our navy. Their stealthy nature allows us to fight a nominally superior foe on even footing. However, we must recognise that a submersible flagship would be a terrible idea." All the engineers nodded in agreement. "Submarines have less capacity, less firepower, less armour, less speed, less range- I could go on." The nodding continued unabated. "So, I think we can unanimously agree that a submersible flagship would be an impractical and foolish undertaking- raise your hand if you agree." Everyone raised their hands.
"Right. That's settled, then. Now, let's get started. What features do we want on our submersible flagship?" Several engineers started talking at once. Some pulled entire blueprints out of folders. The projector lit up, showing a slide with complicated formulas demonstrating the maximum size for a submarine.
The Leviathan
Old Embralish legends tell of a great beast that lurked beneath the waves of the great ocean. So large was this creature, that it could not enter the inland sea, for it would become stuck upon the shallow seabed. Now, with hindsight, we can recognise that these legends emerged from sailor's tales of spotting the great whales as they migrated from the cold southern waters north and back each year. Nevertheless, there are some who still believe that the Leviathan is out there, lurking in the deeps, its colossal maw just waiting to rise up and swallow ships whole.
Our Leviathan will not be swallowing ships whole. It may, however, send a fair number to a watery grave, and do so just as stealthily as the supposed beast of legend.
175 meters long, 23 meters wide; the Leviathan is a big, big sub. This is made possible partly by the fact that it is, in a way, several subs- there are multiple pressure hulls within, which being smaller in radius require less extreme reinforcement. There are two main hulls running the length of the vessel, as well as a forward hull used primarily for launching torpedoes, a central hull where the bridge and C&C center are located, and a small hull at the back containing the steering gear (and a few more torpedo launchers). The multiple hull setup not only allows for a much larger vessel, it also greatly increases survivability, as even if one hull is breached, backup systems in the other hulls will allow the Leviathan to limp back to port.
Using the latest, greatest, andmost expensivemost advanced alloys allows the one-of-a-kind Leviathan to dive to depths of up to 200 meters relatively safely, although it is recommended to not go below 150m in most situations.
The Leviathan is powered by four diesel generators, which generate electricity while surfaced, charging batteries and powering the electric motors that propel the craft (there are two generators and one motor in each of the two main hulls). A top speed of 18 knots (surfaced) and 9 knots (submerged) is anticipated.
Armament comes in the form of six bow torpedo tubes and two aft torpedo tubes, for use with the Backstab II 530mm torpedo (which uses a wet-heater engine that propels it at 36 knots for 3200 meters, gyroscope stabilised, set depth, contact detonation). Four 25mm autocannons on deck serve as last-ditch anti-air; obviously the main defence against aircraft is diving.
As our flagship, the Leviathan is obviously equipped with a command center that allows for communication with the rest of the fleet. The admiral and his staff occupy a section of the central pressure hull, equipped with multiple radio terminals, a large map table, and a liquor cabinet. A VLF (Very Low Frequency) radio can be used to communicate whilst cruising at a shallow depth, whilst an ELF (Extremely Low Frequency) radio allows for morse-code comms at maximum depth. The VLF antenna is attached to a sphere that can be allowed to float upwards whilst at maximum depth, connected by cable to the sub, allowing for VLF transmissions at max depth (although this is not the most practical). A regular radio mast is also included for surface use.
So far, so normal. Ish. When it comes to sonar, though, we are of course not going to let our audio expertise go to waste. The Leviathan is equipped with both active and passive sonar, both of which feature key components made of well-stuff, greatly enhancing their effective range and resolution. However, the real treat is the sonar defence; the outer hull of the Leviathan is coated in plating made from processed Well-sap (extracted from a variety of well-plant that evolved a mechanism to protect itself from the surrounding auditory madness), which absorbs almost all sound, both from within and without. This makes the Leviathan extremely hard to detect using passive sonar- as almost no noise escapes the outer hull-, and rather tricky to locate using active sonar, as sonar pulses are absorbed rather than reflected; whilst it is possible to detect the absence of returning pulses, this will usually require reconfiguring the sonar system, and even then, it will only give the direction to the Leviathan, not the distance.
Needless to say, the Leviathan also has things like air conditioning & recycling, desalination doodads, and freezers full of... well, military-quality food; everything needed to keep the 240-man crew healthy and happy on extended deployments.
The Embralish Uniform is comprised of three key sections: the main uniform, an outer smock, and cloth and draw string pouch assembly.
-Base uniform: The basic uniform is a simple set of sturdy pants, jacket and boots. The jacket is a simple button down affair, with a short collar. The jacket has 2 sets of pockets at chest and gut height for personal affects or maps. The pants are pants, supported by a belt whose only major feature is the belt buckle being made to resemble a flute mask. The boots are a sturdy set of leather boots able to be tied into the pants to keep out moisture, muck or cold. The pants and jacket are [insert color here] with orange highlights for higher ranking officers. Comes in a deep blue for naval troops.
-Smock: The smock is the main piece of field clothing for our troops, and more concerned with combat functionality than the base uniform. Its basic form is a somewhat large [insert color here] smock meant to fit all our troops with the same production pattern. Draw strings and ties allow it to be tightened to cover different proportions comfortably. It has 2 pockets at waist level meant for random items or the soldiers hands. It has two slit pockets on the upper chest meant for stowing loose ammunition and combat equipment not needed immediately. They open to the side and can be closed with a wooden button(I have no idea what the terminology for clothing is). These pockets have a padded lining so objects stored inside do not harm the soldier when suddenly impacting the earth. There is also a more heavily insulated winter version.
-Outer Pouches: These pouches are a simple assembly of a cross of reasonably strong string that is strung around the arms. Attached to front of the string is a line of cloth with 3 semi-rigid cloth pouches on either side. These are meant for holding equipment needed rapidly in combat, such as medical gauze, rifle cartridges, grenades, etc.
-Helmet/Cap: The Helmet issued to Embral troops is a simple steel dome design with a light rim on potruding on all sides, and slightly farther on the front (IJA Helmet). Along with the helmet, a simple cloth cap with a cloth liner that comes down around the neck is issued.
Legionary "Terra Nova Expedition" Uniform
A new world calls for a new uniform. The Legionary "Terra Nova Expedition" Uniform (abbreviated to TNE) is designed to handle whatever the new world has to offer. We were promised terrible weather, extreme heat, extreme cold, and plenty of hostiles; our soldiers need to be equipped to deal with all of them.
In terms of appearance, the TNE closely resembles the standard Legionary Uniform:QuoteThe Embralish Uniform is comprised of three key sections: the main uniform, an outer smock, and cloth and draw string pouch assembly.Legionary markings are stitched into the uniform, barely perceptible due to the thread used being almost the same colour as the rest of the outfit. "TNE" is stitched below the markings.
-Base uniform: The basic uniform is a simple set of sturdy pants, jacket and boots. The jacket is a simple button down affair, with a short collar. The jacket has 2 sets of pockets at chest and gut height for personal affects or maps. The pants are pants, supported by a belt whose only major feature is the belt buckle being made to resemble a flute mask. The boots are a sturdy set of leather boots able to be tied into the pants to keep out moisture, muck or cold. The pants and jacket are [insert color here] with orange highlights for higher ranking officers. Comes in a deep blue for naval troops.
-Smock: The smock is the main piece of field clothing for our troops, and more concerned with combat functionality than the base uniform. Its basic form is a somewhat large [insert color here] smock meant to fit all our troops with the same production pattern. Draw strings and ties allow it to be tightened to cover different proportions comfortably. It has 2 pockets at waist level meant for random items or the soldiers hands. It has two slit pockets on the upper chest meant for stowing loose ammunition and combat equipment not needed immediately. They open to the side and can be closed with a wooden button(I have no idea what the terminology for clothing is). These pockets have a padded lining so objects stored inside do not harm the soldier when suddenly impacting the earth. There is also a more heavily insulated winter version.
-Outer Pouches: These pouches are a simple assembly of a cross of reasonably strong string that is strung around the arms. Attached to front of the string is a line of cloth with 3 semi-rigid cloth pouches on either side. These are meant for holding equipment needed rapidly in combat, such as medical gauze, rifle cartridges, grenades, etc.
-Helmet/Cap: The Helmet issued to Embral troops is a simple steel dome design with a light rim on potruding on all sides, and slightly farther on the front (IJA Helmet). Along with the helmet, a simple cloth cap with a cloth liner that comes down around the neck is issued.
Other than the basics, there are some notable aspects to the design:
Both the summer and winter versions of the uniform are intended for extreme temperatures, and as such are better ventilated/better insulated than their standard counterpart.
The Legions love boots, so they were a priority. They're good boots; strong, well-insulated, with soles designed for good performance in rugged terrain. They are all-weather equipment, suitable both for trudging through snow and marching over hot sand.
A gas mask is available, with filters for a number of common airborne threats.
Standard kit includes a machete (not an especially large one, but big enough to hack through a jungle (or jugular)), navigation equipment (eg compass, waterproof map case), survival gear (eg matches, dried rations; legionaries are expected to be able to survive independently for a while, even if they get totally cut off from supplies), and a coil of rope (always useful).
A notable addition (not issued to all soldiers, but available for Sikari) is the Mk.III Sikari Mask- the modern version of the Wellwood flute mask, with the mask part made of padded steel, the flute part heavily optimised for maximum range, and the beeswax replaced with
[IF LEVIATHAN ROLLED WELL] more modern earplugs made of the same processed Well-sap as the Leviathan's sonar defence, blocking almost all sound.
[IF LEVIATHAN ROLLED TOILETS] plastic/rubber headphones that block most of the sound.
Which is a lot more practical, as it is a lot easier to insert and remove than beeswax, meaning the user does not have to be deaf for the entirety of an operation.
Finally, and most importantly, all legionaries will be issued a pair of high-quality sunglasses; useful in both sunny and snowy regions, and very fashionable.
The Leviathan: (http://www.bay12forums.com/smf/index.php?topic=174354.msg8040260#msg8040260) (1) NUKE9.13
Legionary "Terra Nova Expedition" Uniform: (http://www.bay12forums.com/smf/index.php?topic=174354.msg8041136#msg8041136) (1) NUKE9.13
The Leviathan: (http://www.bay12forums.com/smf/index.php?topic=174354.msg8040260#msg8040260) (2) NUKE9.13, Jilladilla
Legionary "Terra Nova Expedition" Uniform: (http://www.bay12forums.com/smf/index.php?topic=174354.msg8041136#msg8041136) (2) NUKE9.13, Jilladilla
The Leviathan: (http://www.bay12forums.com/smf/index.php?topic=174354.msg8040260#msg8040260) (3) NUKE9.13, Jilladilla, Madman
Legionary "Terra Nova Expedition" Uniform: (http://www.bay12forums.com/smf/index.php?topic=174354.msg8041136#msg8041136) (3) NUKE9.13, Jilladilla, Madman
The Leviathan: (http://www.bay12forums.com/smf/index.php?topic=174354.msg8040260#msg8040260) (4) NUKE9.13, Jilladilla, Madman,Frostgiant
Legionary "Terra Nova Expedition" Uniform: (http://www.bay12forums.com/smf/index.php?topic=174354.msg8041136#msg8041136) (4) NUKE9.13, Jilladilla, Madman,Frostgiant
Kai Guna Rasata
For whatever reason, deistic religion never really took off in Embrallia. There is evidence that the first tribes worshipped nature spirits and suchlike, but soon after adopting agriculture, even this died out. Some have theorised that there was an organised effort to stamp out such superstitions, based on how quickly it disappeared- but this theory has several holes, most notably the fact that Embrallia had no centralised government capable of pursuing such goals. Regardless of why it happened, the end result was the same: the ancient Embralish had no time for gods.
Nevertheless, people around the world seek out meaning in their lives, and the ancient Embralish were no different. They found this meaning in the Kai Guna Rasata (the Manifold Path). The Rasata philosophy emphasises personal growth, and offers adherents several ways of attaining such growth- in fact, it offers them an infinity of ways, as it is stated that no two people can follow the same path, and so it falls to each of us to find our own way forward. We can be helped on our journey, of course, guided and counselled, but no one can walk your path for you.
Casual adherents of the Kai Guna Rasata may seek guidance from a Guru at a Rasata Temple. Gurus will often address congregations, giving a sermon on some aspect of Rasata philosophy. More serious students may visit a monastery, where the many mysteries of the Rasata may be studied- although it is usually encouraged for adherents not to seclude themselves from the world fully, as one may lose sight of the path that way. Pilgrimage, in the sense of travelling to visit various Rasata temples and monasteries, is also practised, with the emphasis being not on the destination, but the journey.
Those who wish to become a Guru themselves must be able to demonstrate some aspect(s) of their own lives in which they made great progress, a deep knowledge of Rasata philosophy, and a selfless dedication to guiding others. If three senior Gurus acknowledge the candidate, they may take up the orange robes, and join a temple or monastery. There is no strict hierarchy amongst Gurus; advancement, such as it is, is primarily based on the acknowledgement of one's peers. The exception is the rank of 'senior Guru', which requires fifteen years of service, and the approval of seven other seniors.
Most Gurus choose to dedicate their lives to the Kai Guna Rasata, living off of donations, but some prefer to remain in the workforce, believing that to be where their own path lies, or that they will be most capable of helping others there. Gurus are discouraged from taking political or military office, although there is no rule against it per se.
The Kai Guna Rasata was initially confined to Embrallia, but spread rapidly after the Samnite-Embral War. The Embral Empire has no official state religion, but over 70% of the population is a Rasata adherent, and the state often makes donations to Rasata temples. There are some adherents outside of the Empire, but these often find themselves viewed with suspicion by their homeland's government, due to the strong connection between the Embral Empire and the Rasata faith.
Crime & Punishment
The Embralish consider themselves to be a very trusting & trustworthy people. For some reason, many outsiders disagree.
All societies have crime. But the crime rate in the Embral Empire has always been remarkably low, despite relatively lax laws and punishments. Organised crime in particular is all-but non-existent. There are records of foreign crime syndicates attempting to expand into the Empire, only to have their representatives rounded up and arrested within weeks of arrival. Credit for these arrests goes to the Imperial Investigative Institute, a branch of the Imperial Police who- despite low staff and modest funding- always seem to know just where to look when the Empire is threatened by unlawful activity.
Corruption, as a form of crime, is also of minor concern to the Embral Empire. It is, in fact, so slight a concern, that government agencies are not required to publish their budgets, and indeed it is nigh-impossible for the average citizen to track where their taxes end up. International watchdogs have raised concerns about this, pointing out that large-scale corruption could be happening without anyone being aware, yet citizens of the Empire remain confident in the integrity of their institutions. And, to be fair, one would be hard pressed to find an Embralish government employee living in suspicious luxury, or one willing to take a bribe. If money was being siphoned out of the government, then it is unclear where it would be going.
When crime does occur, the offender will be judged in court by government-appointed judges (jury trials are not a thing). Minor cases are held in the open, but serious cases typically happen behind closed doors. This, again, is alarming to international watchdogs, who protest that closed courts are an invitation for government abuse, but again, the Embralish public seem relatively unconcerned.
The Leviathan: (http://www.bay12forums.com/smf/index.php?topic=174354.msg8040260#msg8040260) (5) NUKE9.13, Jilladilla, Madman,Frostgiant, TFF
Legionary "Terra Nova Expedition" Uniform: (http://www.bay12forums.com/smf/index.php?topic=174354.msg8041136#msg8041136) (5) NUKE9.13, Jilladilla, Madman,Frostgiant, TFF
"Alright, ladies and gentlemen", said the head engineer as he entered the meeting room. "As you may know, we've been asked to design a flagship for the Great Fleet", he explained, as the other engineers nodded. "This will be the linchpin of our overseas operations. The keystone of our strategy in the New World. The crucial shield that stands between us and defeat!" The engineers all nodded. They'd read the briefing, they knew what was at stake.
"Now. When asked to provide preliminary proposals, one of you- not naming any names- suggested a submarine", he continued, as several engineers shifted uncomfortably. "We all know that submarines are an important component of our navy. Their stealthy nature allows us to fight a nominally superior foe on even footing. However, we must recognise that a submersible flagship would be a terrible idea." All the engineers nodded in agreement. "Submarines have less capacity, less firepower, less armour, less speed, less range- I could go on." The nodding continued unabated. "So, I think we can unanimously agree that a submersible flagship would be an impractical and foolish undertaking- raise your hand if you agree." Everyone raised their hands.
"Right. That's settled, then. Now, let's get started. What features do we want on our submersible flagship?" Several engineers started talking at once. Some pulled entire blueprints out of folders. The projector lit up, showing a slide with complicated formulas demonstrating the maximum size for a submarine.
The Leviathan
Old Embralish legends tell of a great beast that lurked beneath the waves of the great ocean. So large was this creature, that it could not enter the inland sea, for it would become stuck upon the shallow seabed. Now, with hindsight, we can recognise that these legends emerged from sailor's tales of spotting the great whales as they migrated from the cold southern waters north and back each year. Nevertheless, there are some who still believe that the Leviathan is out there, lurking in the deeps, its colossal maw just waiting to rise up and swallow ships whole.
Our Leviathan will not be swallowing ships whole. It may, however, send a fair number to a watery grave, and do so just as stealthily as the supposed beast of legend.
175 meters long, 23 meters wide; the Leviathan is a big, big sub. This is made possible partly by the fact that it is, in a way, several subs- there are multiple pressure hulls within, which being smaller in radius require less extreme reinforcement. There are two main hulls running the length of the vessel, as well as a forward hull used primarily for launching torpedoes, a central hull where the bridge and C&C center are located, and a small hull at the back containing the steering gear (and a few more torpedo launchers). The multiple hull setup not only allows for a much larger vessel, it also greatly increases survivability, as even if one hull is breached, backup systems in the other hulls will allow the Leviathan to limp back to port.
Using the latest, greatest, andmost expensivemost advanced alloys allows the one-of-a-kind Leviathan to dive to depths of up to 200 meters relatively safely, although it is recommended to not go below 150m in most situations.
The Leviathan is powered by four diesel generators, which generate electricity while surfaced, charging batteries and powering the electric motors that propel the craft (there are two generators and one motor in each of the two main hulls). A top speed of 18 knots (surfaced) and 9 knots (submerged) is anticipated.
Armament comes in the form of six bow torpedo tubes and two aft torpedo tubes, for use with the Backstab II 530mm torpedo (which uses a wet-heater engine that propels it at 36 knots for 3200 meters, gyroscope stabilised, set depth, contact detonation). Four 25mm autocannons on deck serve as last-ditch anti-air; obviously the main defence against aircraft is diving.
As our flagship, the Leviathan is obviously equipped with a command center that allows for communication with the rest of the fleet. The admiral and his staff occupy a section of the central pressure hull, equipped with multiple radio terminals, a large map table, and a liquor cabinet. A VLF (Very Low Frequency) radio can be used to communicate whilst cruising at a shallow depth, whilst an ELF (Extremely Low Frequency) radio allows for morse-code comms at maximum depth. The VLF antenna is attached to a sphere that can be allowed to float upwards whilst at maximum depth, connected by cable to the sub, allowing for VLF transmissions at max depth (although this is not the most practical). A regular radio mast is also included for surface use.
So far, so normal. Ish. When it comes to sonar, though, we are of course not going to let our audio expertise go to waste. The Leviathan is equipped with both active and passive sonar, both of which feature key components made of well-stuff, greatly enhancing their effective range and resolution. However, the real treat is the sonar defence; the outer hull of the Leviathan is coated in plating made from processed Well-sap (extracted from a variety of well-plant that evolved a mechanism to protect itself from the surrounding auditory madness), which absorbs almost all sound, both from within and without. This makes the Leviathan extremely hard to detect using passive sonar- as almost no noise escapes the outer hull-, and rather tricky to locate using active sonar, as sonar pulses are absorbed rather than reflected; whilst it is possible to detect the absence of returning pulses, this will usually require reconfiguring the sonar system, and even then, it will only give the direction to the Leviathan, not the distance.
Needless to say, the Leviathan also has things like air conditioning & recycling, desalination doodads, and freezers full of... well, military-quality food; everything needed to keep the 240-man crew healthy and happy on extended deployments.
A new world calls for a new uniform. The Legionary "Terra Nova Expedition" Uniform (abbreviated to TNE) is designed to handle whatever the new world has to offer. We were promised terrible weather, extreme heat, extreme cold, and plenty of hostiles; our soldiers need to be equipped to deal with all of them.
In terms of appearance, the TNE closely resembles the standard Legionary Uniform:QuoteThe Embralish Uniform is comprised of three key sections: the main uniform, an outer smock, and cloth and draw string pouch assembly.Legionary markings are stitched into the uniform, barely perceptible due to the thread used being almost the same colour as the rest of the outfit. "TNE" is stitched below the markings.
-Base uniform: The basic uniform is a simple set of sturdy pants, jacket and boots. The jacket is a simple button down affair, with a short collar. The jacket has 2 sets of pockets at chest and gut height for personal affects or maps. The pants are pants, supported by a belt whose only major feature is the belt buckle being made to resemble a flute mask. The boots are a sturdy set of leather boots able to be tied into the pants to keep out moisture, muck or cold. The pants and jacket are [insert color here] with orange highlights for higher ranking officers. Comes in a deep blue for naval troops.
-Smock: The smock is the main piece of field clothing for our troops, and more concerned with combat functionality than the base uniform. Its basic form is a somewhat large [insert color here] smock meant to fit all our troops with the same production pattern. Draw strings and ties allow it to be tightened to cover different proportions comfortably. It has 2 pockets at waist level meant for random items or the soldiers hands. It has two slit pockets on the upper chest meant for stowing loose ammunition and combat equipment not needed immediately. They open to the side and can be closed with a wooden button(I have no idea what the terminology for clothing is). These pockets have a padded lining so objects stored inside do not harm the soldier when suddenly impacting the earth. There is also a more heavily insulated winter version.
-Outer Pouches: These pouches are a simple assembly of a cross of reasonably strong string that is strung around the arms. Attached to front of the string is a line of cloth with 3 semi-rigid cloth pouches on either side. These are meant for holding equipment needed rapidly in combat, such as medical gauze, rifle cartridges, grenades, etc.
-Helmet/Cap: The Helmet issued to Embral troops is a simple steel dome design with a light rim on potruding on all sides, and slightly farther on the front (IJA Helmet). Along with the helmet, a simple cloth cap with a cloth liner that comes down around the neck is issued.
Other than the basics, there are some notable aspects to the design:
Both the summer and winter versions of the uniform are intended for extreme temperatures, and as such are better ventilated/better insulated than their standard counterpart.
The Legions love boots, so they were a priority. They're good boots; strong, well-insulated, with soles designed for good performance in rugged terrain. They are all-weather equipment, suitable both for trudging through snow and marching over hot sand.
A gas mask is available, with filters for a number of common airborne threats.
Standard kit includes a machete (not an especially large one, but big enough to hack through a jungle (or jugular)), navigation equipment (eg compass, waterproof map case), survival gear (eg matches, dried rations; legionaries are expected to be able to survive independently for a while, even if they get totally cut off from supplies), and a coil of rope (always useful).
A notable addition (not issued to all soldiers, but available for Sikari) is the Mk.III Sikari Mask- the modern version of the Wellwood flute mask, with the mask part made of padded steel, the flute part heavily optimised for maximum range, and the beeswax replaced with
[IF LEVIATHAN ROLLED WELL] more modern earplugs made of the same processed Well-sap as the Leviathan's sonar defence, blocking almost all sound.
[IF LEVIATHAN ROLLED TOILETS] plastic/rubber headphones that block most of the sound.
Which is a lot more practical, as it is a lot easier to insert and remove than beeswax, meaning the user does not have to be deaf for the entirety of an operation.
Finally, and most importantly, all legionaries will be issued a pair of high-quality sunglasses; useful in both sunny and snowy regions, and very fashionable.
Mk.II Jovi 4x4:
Screw it. The Mk.II Jovi 4x4 is a simple, sturdy, reliable vehicle. It's a jeep. It's not interesting at all, but it is a very important piece of kit to have, especially if you want to make your forces as manoeuvrable as possible. It's a jeep. Its small size, powerful engine, and four-wheel drive mean it can go pretty much anywhere. Up a mountain, across a desert, through a jungle- it can even navigate some tunnels. It's a jeep. It can be used to tow artillery, supplies, or other vehicles. It can be used to scout, ambush, transport. Even stationary, it can be used to provide power to a variety of equipment. It's a jeep.
BUT WAIT! Whilst it is a jeep, the Mk.II Jovi 4x4 also has some interesting features. For instance, there are panels of Wellvine resin around the engine block- thin, low-quality ones, but they should muffle engine noise a fair amount. There is also the option for a Wellwood Horn (essentially just a powerful Wellwood Flute mounted to the vehicle). Also, needless to say, mounting a machine gun is a fairly trivial operation. It's still a jeep.
The Screaming Bells of Ruination:
IFV 1, The Mole Rat:
Mk.II Jovi 4x4: (1) NUKE9.13
Boradiga Siege Tower (Bronze Age)
A design created during the bronze age, the well tower is a large “Siege Tower” Designed to help bring down the walls of enemy cities during the counter-invasion of sombralish territory. Before the design of the tower and siegecraft became a true art in embral territory, many of the initial invasions succeeded purely through luck and fate. In fact, many scholars believe that if the initial counterattack had failed, the war would have been much longer and bloodier due to a lack of supply lines and the heavily fortified nature of the outer sombralish border cities.
The Well tower, Was created to bypass the enemy walls, Being a large wooden structure on wheels, designed to be rolled up to the lip of the wall from which the soldiers within the tower and the surrounding army can use it to travel onto the wall with relative safety from the projectiles of the defenders.
This concept is not new, and in fact, the use of siege towers was relatively commonplace in the world of siege warfare, However the Embrals unique twist n this common siege weapon proved to be all the more effective.
Mounting a Large Well bronze horn, etched with a series of channels and grooves into the thick bronze metal, This horn was used to clear the wall of defenders, presenting a ripe target for the soldiers inside of the tower, protected by the bee’s wax in their ears and their location behind the horn.
When the Horn maestro would use the horn, a powerful soundwave would originate from the massive metal horn. Those caught inside of the shockwave would feel as though they were being shoved by a man, And the longer the shockwaves would continue the more painful and debilitating it would be as more and more blood vessels and internal structures would begin to rupture and sustain damage from the soundwaves. The effect would become especially deadly on those wearing metal helmets with insuffienct padding, as it because like a bell, concentrating the soundwaves directly on the poor soldiers brain meat.
By the time the boarding ramp has lowered onto the lip of the wall, the previously tough defenders will have been reduced to the dead or heavily injured, as the soundwaves would have plenty of time to take effect. With the initial landing cleared, Warriors in sikari masks would leap unto the wall in order to combat the incoming defenders who would respond.
The Well towers wooden structure would be assembled on the site of the siege, and torn down after with the only pieces being brought from battlefield to battlefield was the large bronze horns. The Horn maestro’s would be assigned a horn, and that horn would remain with them until either the horn was damaged beyond repair, or more likely, the horn maestro fell. It is said that a horn maestro would spend days and even years perfecting their techniques every day for hours on end, only to ply their craft during the next siege battle.
There are many myth of Embral Horn maestro's doing things that exceed possibility, from blowing enemies straight off the wall, to cracking the very stone that they were laying siege to. As of now, however, these are myths and are likely just tall tales told by the Sikari Attackers that are held inside of the Siege tower.
Some of these horns exist to this day, with their multi-ton bulks being cared for in central embral museums and serve as important cultural artifacts.
The Screaming Bells of Ruination:
IFV 1, The Mole Rat:
Mk.II Jovi 4x4: (1) NUKE9.13
Boridiga Siege Tower: (1) Frostgiant
Bhucala (Earthquake)
The Earthquake Machine, as it is sometimes called, is made of a strange rock from some rather rare Wells. When hollowed out very carefully into the shape of a large horn, it can be, well, used like a horn. Not like a normal "sound the charge" sort of horn, oh no. These are far too large and expensive for that. They can only be moved on large, permanent carts with expensive metal wheels and axles, because wooden axles will not hold the weight of the rock. The rock itself is rare and the skill necessary to craft it rendered these ancient horns terribly expensive, but whenever Imperial forces could use one, well, it was terrifyingly effect.
When blown, this Well rock vibrates such that the earth cannot help but vibrate with it. It is a sound too low to be heard by a person, but it can be felt. The air seems to shake, and the ground becomes less and less solid as the vibration grows. Entire armies have been known to sink up to their knees or drown in formerly solid ground, lost in a quicksand-like soup of earth. The highly-directional nature of the horn means the effect is usually confined to a narrowish cone, and the expense means that only rarely could sufficient numbers be amassed.
Their most prominent use was as siege weapons, being covered by a roof of shields and wheeled close enough to an enemy's walls to soften the very foundations of the walls, and cause them to split as portions began to sink into the earth, often removing causing multiple sections of wall to just crumble into the ground, swallowed up as if the Great Sea itself had come to devour them. This weapon changed Embralish siege warfare forever, as it was much, much faster than even dozens of siege weapons and unimaginably quick compared to starving out prepared defenders.
Saruga Bhalu (Tunnel Bear)
Twenty years. Twenty years of tunneling, of hiding, of striking when unexpected, of fighting a horrendous war. We developed a few tricks over that time. The "Tunnel Bear" is a very light vehicle meant to squeeze through tunnels just barely bigger than it, dug painstakingly over many years of fighting. It is light, fast, inexpensive, and capable of carrying a handful of troops or a heavy weapon through the tunnels. The Tunnel Bear is not, itself, armed, being a logistics implement only.
It does, however, carrying an advantage crucial for underground combat: Using the development work on the Cikaviga as well as what would go into producing the Leviathan's advanced sonar system, we have engineered an underground navigation "sonar" or echolocation device. The sound it produces is outside human hearing, but propagates fairly well through dirt. It is reflected by rock and metal and such, allowing Tunnel Bears to be used to direct tunneling efforts for maximum tunneling speed and minimum dead ends, as well as pointing the way to large hardened structures closer to the surface....such as some pesky bunkers that have been holding up advances or anchoring strongpoints we wish to remove. Use a Tunnel Bear to get close, then plant some very large bombs, light fuse, and run away.
Seeing the need for a mobile and stealthy vehicle able to engage a variety of ground targets, the Rōgī was developed.
The Rōgī is a turretless hunter vehicle, meant to pick its targets off at range and then reposition as necessary. The primary weapon is a 50mm long barrel gun developed alongside HE, AP, and APHE shells. It is mounted in a fixed casemate with 30mm of armor and 35 degrees of traverse from side to side. The gun supports a simple 4x optic for use at all ranges.
It is open topped, with the driver sitting in the hull, the commander behind and to the right. To his left and separated by the breech block of the cannon is the gunner who is assisted by a loader sitting behind and to the left of the breech block. Ammunition is stored inside the hull as well as in ready racks on the lower parts of the casemate, with an additional 5mm of armor out of paranoia. On the top of the casemate is pintle mount with gun shield for a machine gun. Unfortunately, the design had not yet been allocated to production at the time. The commander also has access to a periscope for target spotting.
The hull itself is a squat cast box with a slight amount of sloping on the front to improve protection, 15mm of steel armor on the sides and 20mm of steel on the front. It is a non turreted design with a rear mounted 120hp engine able to propel the vehicle at speeds around 30 to 40 km/h. Its exhaust includes Well-Sap insulation to reduce sound while repositioning.
Overall, it is a short, squat design with armor proof against heavy machine gun and light cannon fire. It is small enough to be maneuvered through tunnels in a pinch, and light on armor.
The Screaming Bells of Ruination:
IFV 1, The Mole Rat:
Mk.II Jovi 4x4:
Boridiga Siege Tower: (1) Frostgiant
Bhucala:
Saruga Bhalu:
Rogi Hunter-Killer Vehicle: (1) NUKE9.13
The Screaming Bells of Ruination:
IFV 1, The Mole Rat:
Mk.II Jovi 4x4:
Boridiga Siege Tower: (1) Frostgiant
Bhucala:
Saruga Bhalu:
Rogi Hunter-Killer Vehicle: (2) NUKE9.13, Jilladilla
The Screaming Bells of Ruination:
IFV 1, The Mole Rat:
Mk.II Jovi 4x4:
Boridiga Siege Tower: (1) Frostgiant
Bhucala:
Saruga Bhalu:
Rogi Hunter-Killer Vehicle: (3) NUKE9.13, Jilladilla, DGR
The Screaming Bells of Ruination:
IFV 1, The Mole Rat:
Mk.II Jovi 4x4:
Boridiga Siege Tower: (1) Frostgiant
Bhucala:
Saruga Bhalu:
Rogi Hunter-Killer Vehicle: (4) NUKE9.13, TFF, Jilladilla, DGR
Seeing the need for a mobile and stealthy vehicle able to engage a variety of ground targets, the Rōgī was developed.
The Rōgī is a turretless hunter vehicle, meant to pick its targets off at range and then reposition as necessary. The primary weapon is a 50mm long barrel gun developed alongside HE, AP, and APHE shells. It is mounted in a fixed casemate with 30mm of armor and 35 degrees of traverse from side to side. The gun supports a simple 4x optic for use at all ranges.
It is open topped, with the driver sitting in the hull, the commander behind and to the right. To his left and separated by the breech block of the cannon is the gunner who is assisted by a loader sitting behind and to the left of the breech block. Ammunition is stored inside the hull as well as in ready racks on the lower parts of the casemate, with an additional 5mm of armor out of paranoia. On the top of the casemate is pintle mount with gun shield for a machine gun. Unfortunately, the design had not yet been allocated to production at the time. The commander also has access to a periscope for target spotting.
The hull itself is a squat cast box with a slight amount of sloping on the front to improve protection, 15mm of steel armor on the sides and 20mm of steel on the front. It is a non turreted design with a rear mounted 120hp engine able to propel the vehicle at speeds around 30 to 40 km/h. Its exhaust includes Well-Sap insulation to reduce sound while repositioning.
Overall, it is a short, squat design with armor proof against heavy machine gun and light cannon fire. It is small enough to be maneuvered through tunnels in a pinch, and light on armor.
Ship #1
Destroyer:
Submarine: (1) SC777
Ship #2
Light Cruiser: (1) SC777
Heavy Cruiser:
Aircraft
Light Fighter: (1) SC777
Scout Craft:
Infantry Weapon
Samarata 1902: (1) SC777
Samarata 1915:
Support Weapon:
LMG: (1) SC777
Anti-Tank Weapon:
National Bonus:
Tunnel Rats:
Well of Knowledge: (1) SC777
Renaming:
“Nautilus” Submarine: (1) SC777
Ship 1: Submarine - "Nautilus" Submarine
Ship 2: Light Cruiser
Aircraft: Light Fighter
Infantry Weapon: Samarata 1902
Support Weapon: LMG
National Bonus: Well of Knowledge
Ship 1: Submarine - Hetham-Class Submarine
Ship 2: Heavy Cruiser - Mukebaza-Class Heavy Cruiser
Aircraft: Light Fighter - Mk.II Baza Fighter
Infantry Weapon: Samarata 1902
Support Weapon: LMG - Mk.III Musakila LMG
National Bonus: Well of Knowledge
Shadowclaw's Proposal: (1) SC777
NUKE's Proposal: (1) NUKE9.13
Shadowclaw's Proposal: (1) SC777
NUKE's Proposal: (2) NUKE9.13, Frostgiant
Shadowclaw's Proposal: (1) SC777
NUKE's Proposal: (3) NUKE9.13, Frostgiant, Madman
Shadowclaw's Proposal: (1) SC777
NUKE's Proposal: (4) NUKE9.13, Frostgiant, Madman, Jilladilla
Shadowclaw's Proposal: (1) SC777
NUKE's Proposal: (5) NUKE9.13, Frostgiant, Madman, Jilladilla, TFF
NUKE's Proposal: (5) NUKE9.13, Frostgiant, Madman, Jilladilla, TFF, SC777
Havezara-108 Mk.IV:
It is a fact well known to those who know it well that you can't fight a modern war without artillery. It is, in fact, a catastrophic blunder that we didn't have any Havezara-108s ready for duty when first landing on Harren. I blame Dave. He accidentally locked the cargo hatches on every single ship carrying them, then slipped and dropped the keys- all of them- into the ocean. Damnit, Dave.
The Havezara-108 Mk.IV is the latest iteration of field howitzer deployed by the Legions. As the name implies, the gun fires shells with a 108mm calibre (we'll just focus on locating the stores of high-explosive shells for now, before worrying about other varieties). Variable charges can be used to adjust range/velocity as needed. The breech is sealed with a patented "Diagonal sliding block", described as either "best of both worlds" or "worst of both worlds", depending on who you ask. Recoil is managed with a standard hydro-pneumatic system. The carriage is of the split-trail variety, and offers a 36 degree traverse and an elevation of up to 46 degrees. The Mk.III suffered from poor mobility, which is something the Mk.IV focused on fixing, reducing the weight of the carriage where possible, and making it easier to tow.
Of course, these already exist. The fact that picking the locks on the ships carrying them will take an entire design bureau's efforts is a testament to the craftsmanship of Embralish locksmiths, and the mind-boggling incompetence of Dave.
Mk.III Jovi 4x4:
Screw it. The Mk.III Jovi 4x4 is a simple, sturdy, reliable vehicle. It's a jeep. It's not interesting at all, but it is a very important piece of kit to have, especially if you want to make your forces as manoeuvrable as possible. It's a jeep. Its relatively small size, extra powerful engine, and four-wheel drive mean it can go pretty much anywhere. Up a mountain, across a desert, through a jungle- it can even navigate some tunnels. It's a jeep. It can be used to tow even heavy artillery, supplies, or other vehicles. It can be used to scout, ambush, transport. Even stationary, it can be used to provide power to a variety of equipment. It's a jeep.
BUT WAIT! Whilst it is a jeep, the Mk.II Jovi 4x4 also has some interesting features. For instance, there are optional panels of Wellvine resin around the engine block- thin, low-quality ones, but they should muffle engine noise a fair amount. There is also a basic air conditioning system that provides some small amount of cooler(ish) air to the passengers, despite the openness of the vehicle. Also, needless to say, mounting a machine gun or other (with recoil, size, and weight all within reasonable limits) weapon to the back of the vehicle is a fairly trivial operation. It's still a jeep.
120mm/32 Towed Assault Gun Mark I
Copied from secondary guns on the Mukebaza, the 120mm/32 TAG is just what it says on the tin: a 120mm/32 caliber naval gun without autoloader or any other fancy bits and pieces with a basic optical sighting system plus wheeled carriage capable of being towed by a Jovi or truck or whatever else we may have to tow it. It's primarily used for murdering heavily armored vehicles advancing on strongpoints or well-protected positions by long-range fire from stationary positions, before being towed to a new firing position. The high velocity of a naval gun make it powerful at close range against even thick armor, while admittedly rendering it fairly incapable of high-arc firing and thus reducing its ability to use cover at close and middle ranges (plunging fire still allows it to be hidden from long-range targets).
Havezara-108 Mk.IV: (1) NUKE9.13
Mk.III Jovi 4x4:
120mm/32 Caliber Triple Purpose Artillery
Based on the 120mm/32 naval gun on our heavy cruiser, the TPA unit is a modification of that gun to be mounted on a towable mount with no armor except a rifle-caliber-resistant gunshield, with the mount proper adjusted to allow for high-angle elevation and manual traverse instead of powered traverse. Things like autoloaders and powered traverse gearing are left on the ship, while the breech, barrel, and sighting equipment for single mounts. This allows us to get a very capable gun with little ballistic engineering, leaving the engineering time to be spent on producing a sufficiently lightweight yet capable mounting system that the gun can operate in three modes: First up, direct fire, just like it does at sea. Firing heavy armor-piercing and high explosive shells at relatively close-range targets. Second, indirect fire, allowed by the high elevation of the new mounting, using lighter charges to lob shells like a howitzer. Finally, anti-aircraft roles are filled by this gun with lighter fragmentation rounds set to burst on timer, which can be set by the crew. Or, if the enemy flies really heavy aircraft, we just use an armor piercing shell or maybe a naval high explosive shell, which does still have an armor-penetrating capability and would be somewhat lighter than the armor piercing shell and also capable of dealing more damage.
Havezara-108 Mk.IV: (1) NUKE9.13
Mk.III Jovi 4x4: (1) Madman
Havezara-108 Mk.IV: (2) NUKE9.13,Frostgiant
Mk.III Jovi 4x4:(1) Madman
Havezara-108 Mk.IV: (3) NUKE9.13,Frostgiant, TFF
Mk.III Jovi 4x4:(1) Madman
Havezara-108 Mk.IV:
It is a fact well known to those who know it well that you can't fight a modern war without artillery. It is, in fact, a catastrophic blunder that we didn't have any Havezara-108s ready for duty when first landing on Harren. I blame Dave. He accidentally locked the cargo hatches on every single ship carrying them, then slipped and dropped the keys- all of them- into the ocean. Damnit, Dave.
The Havezara-108 Mk.IV is the latest iteration of field howitzer deployed by the Legions. As the name implies, the gun fires shells with a 108mm calibre (we'll just focus on locating the stores of high-explosive shells for now, before worrying about other varieties). Variable charges can be used to adjust range/velocity as needed. The breech is sealed with a patented "Diagonal sliding block", described as either "best of both worlds" or "worst of both worlds", depending on who you ask. Recoil is managed with a standard hydro-pneumatic system. The carriage is of the split-trail variety, and offers a 36 degree traverse and an elevation of up to 46 degrees. The Mk.III suffered from poor mobility, which is something the Mk.IV focused on fixing, reducing the weight of the carriage where possible, and making it easier to tow.
Of course, these already exist. The fact that picking the locks on the ships carrying them will take an entire design bureau's efforts is a testament to the craftsmanship of Embralish locksmiths, and the mind-boggling incompetence of Dave.
Legion Issued Explosives
The Legions have a no-nonsense approach to problems. If there is a thing, and you want there to not be a thing, you blow it up; simple problem, simple solution. Sure, sometimes there's merit to using specialised devices, clever toys cooked up by thenutjobsfine folks in Engineering, but the Legions know they can always fall back on just throwing TNT at a problem until it goes away. As such, quartermasters are instructed to always have a supply of Legion Issued Explosives on hand.
Legion Issued Explosives are... well, they're explosives. Not grenades, although you could light a short fuse and throw them. Not mines, although you can cover them with dirt and wire up a basic pressure plate. Not specialised demolition charges, although enough of them will bring down pretty much anything. Not mining equipment, although they are sufficiently reliable that a seasoned tunneller can deploy them with little concern.
Legion Issued Explosives: (1) NUKE9.13
Legion Issued Explosives: (2) NUKE9.13, Madman
Legion Issued Explosives: (3) NUKE9.13, Madman, Jilladilla
Legion Issued Explosives: (4) NUKE9.13, Madman, Jilladilla, TFF
The Legions have a no-nonsense approach to problems. If there is a thing, and you want there to not be a thing, you blow it up; simple problem, simple solution. Sure, sometimes there's merit to using specialised devices, clever toys cooked up by the nutjobs fine folks in Engineering, but the Legions know they can always fall back on just throwing TNT at a problem until it goes away. As such, quartermasters are instructed to always have a supply of Legion Issued Explosives on hand.
Legion Issued Explosives are... well, they're explosives. Not grenades, although you could light a short fuse and throw them. Not mines, although you can cover them with dirt and wire up a basic pressure plate. Not specialised demolition charges, although enough of them will bring down pretty much anything. Not mining equipment, although they are sufficiently reliable that a seasoned tunneller can deploy them with little concern.
Attack!:
East Seas(1): Frostgiant
Eastern Ice plains (1): Frostgiant
Resource:
Ore on the Mesa's (1): Frostgiant
Leviathan:
East lane (1):Frostgiant
Attack!:
East Maelstrom(2): Frostgiant, NUKE9.13
Eastern Ice plains (2): Frostgiant, NUKE9.13
Resource:
Ore on the Mesa's (2): Frostgiant, NUKE9.13
Leviathan:
East lane (2): Frostgiant, NUKE9.13
Attack!:
East Maelstrom (3): Frostgiant, NUKE9.13, Madman
Eastern Ice plains (3): Frostgiant, NUKE9.13, Madman
Resource:
Ore on the Mesa's (3): Frostgiant, NUKE9.13, Madman
Leviathan:
East lane (3): Frostgiant, NUKE9.13, Madman
Autoresonant Siege Horn:
The Siege Horn is something that Embralish engineers have tried many times over the years, but they generally ran into problems: while the principle is sound- blasting a target with noise that matches its resonant frequency, causing it to shake itself apart despite a relatively low energy input-, they found that it was impractical due to the need to tune the horn to match the resonant frequency of the target, which takes time that is not often available. Industrial-era engineering saw the development of autoresonant instruments (in which the frequency played is modulated over a range, until the characteristic feedback of resonance is detected, locking in the frequency), but these proved impractical to mass-produce with the technology of the time.
Well, technology has moved on. The cost of precision engineering has dropped, and the use of advanced electronics (why, I saw a vacuum tube radio the other day that could fit in a woman's handbag!) simplifies the tuning mechanism, to the point where we are fairly certain that the Autoresonant Siege Horn is finally practical.
The Autoresonant Siege Horn is an infantry weapon, about 1.4 meters long- basically a long metal tube with a flared muzzle. It is made of lightweight materials for convenience, weighing less than five kilos. The majority of the weapon is taken up by the 'horn' part, which creates a highly-focused extreme-intensity blast of noise when 'played'. The horn is not played by the user blowing into it, but rather the ASH uses cartridges of compressed gas that are screwed into the end of the weapon, and unscrewed when spent (each cartridge weighing around 400g). As mentioned, the noise blast initially cycles rapidly through frequencies, until a microphone mounted towards the front of the weapon detects a sufficiently strong resonance feedback, at which point the cycling stops, and the frequency is automatically honed in for optimal destructiveness (to the returning resonant frequency, obviously).
The ASH has a fairly short effective range, with effects dropping off quickly when exceeding this range. However, within range, the effects can be devastating; it typically takes less than a second for the autoresonance to hone in, after which the destructive effects will be felt, growing in intensity as the attack continues (which can last up to 5 seconds). The weapon can shake down concrete walls, shatter armoured vehicles (even if the armour itself survives, the more delicate internal machinery will be hopelessly damaged), and generally wreak havoc on any solid structure. More flexible objects- such as human beings- are less vulnerable, so the ASH is not recommended for anti-personnel use, but in a pinch, it can knock people unconscious.
Operators are obviously provided with potent ear protection, as even though the blast is highly constrained into a narrow cone, there is still a somewhat dangerous amount of 'splashback' noise.
Compared to more conventional explosive solutions, the ASH is, on the one hand: lighter, and more thorough in its destructiveness; and on the other has a shorter range and longer firing time.
Lander Design
Mamkirali Naval Lander: (1) NUKE9.13
Regular Design
Autoresonant Siege Horn: (1) NUKE9.13
Lander Design
Mamkirali Naval Lander: (2) NUKE9.13, SC777
Regular Design
Autoresonant Siege Horn: (1) NUKE9.13
Niramātā MK-II(Unmaker) Mortar: (1) SC777
Lander Design
Mamkirali Naval Lander: (3) NUKE9.13, SC777, TFF
Regular Design
Autoresonant Siege Horn: (1) NUKE9.13
Niramātā MK-II(Unmaker) Mortar: (2) SC777, TFF
Lander Design
Mamkirali Naval Lander: (3) NUKE9.13, SC777, TFF
Regular Design
Autoresonant Siege Horn: ()
Niramātā MK-II(Unmaker) Mortar: (3) SC777, TFF, NUKE9.13
Khilavara (Duck) Light Transport Vehicle Mark I
An amphibious wheeled light vehicle capable of seating five soldiers and using Wellsap resin panels to nearly silence the conventional engine, the Khilavara LTV was intended to be utilized in the fast light insertion role, stealthily moving Sikari troops at high speed across all sorts of terrain, including such minor impediments as stretches of ocean, rivers, and lakes. Recent developments have led to it being considered for more widespread deployment amongst the troops for use in the coming maritime assaults.
It uses a dual-drive transmission capable of transferring power from the wheels to a pair of light propeller shafts for aquatic maneuvering, while its primary four-wheel-drive construction and a tire pressure control system allows it unrivalled mobility over any terrain. Its fairly high sides give way to an open top, allowing the vehicle commander (Sitting next to the driver) access to a light machinegun, and the gunner (seated in a "turret", actually just a ring mount suspended above the heads of the other passengers) the ability to fire a heavy weapon from the top of the vehicle. It is, however, unarmored, preferring to utilize speed, stealth, and carrying capacity instead of brute force, as the Sikari tend to do.
When deployed into a beach landing, the LTVs are lowered into the water from any ships nearby, the troops climb down into them, and then set off towards the enemy. Sufficiently calm seas may allow an LTV to make the entire crossing (I can't remember the width of the straits, so maybe this is and maybe this isn't true) though it won't be fast work.
Lander Design
Mamkirali Naval Lander: (4) NUKE9.13, SC777, TFF, Madman
Regular Design
Autoresonant Siege Horn: (1) Madman
Niramātā MK-II(Unmaker) Mortar: (3) SC777, TFF, NUKE9.13
Lander DesignLike the mortar, shore bombardment is great for landings, and there's plenty of utility in other areas as well. I'd personally prefer not getting the chemical warfare trait, as I'm not really that interested in maximum warcrimes. Of course, if other people want it, I'm fine with it.
Mamkirali Naval Lander: (5) NUKE9.13, SC777, TFF, Madman, Strider
Regular Design
Autoresonant Siege Horn: (1) Madman
Niramātā MK-II(Unmaker) Mortar: (4) SC777, TFF, NUKE9.13, Strider
Trait
Chemical Warfare: ()
Sea Wolves: (1) Strider
Saraita I Patrol Boat
The recent encounter in the maelstrom, along with the attempted insertion by the Initharians into the mudflats, has solidified the need for increased military intelligence and a possibility for rapid response in the seas between our territories. The Saraita I torpedo armed patrol boat serves as an adaptable rapid response and scouting force in these waters. At a proposed speed of 45 knots, these will not necessarily be able to outrun Initharian destroyers, but will still be able to provide rapid strikes on landing craft and small vessels, determine and radio out enemy positions, and maneuver above most deep mines layed by Initharian destroyers.
The vehicle is approximately 20 m in length, crewed by 12 men, and is only lightly armored, at 20 mm plating most of the hull of the ship, with a slight increase to 30 mm for the driver's section. Classic wellsap construction is intended to make this speed boat mostly silent save for the splashing of the water, and a 30 degree cone behind the vessel.
Armament consists of two torpedo tubes mounted on each side, and 2x2 20 mm dual purpose guns, a set mounted fore and aft of the ship. It is equipped with the same basic radio and electronic equipment as other vessels.
The purpose of this vehicle is to be a cheap, easily produced vehicle capable of rapid scouting and response to enemy landers and isolated targets.
A successful defense against the Intihar landing attempts have shown us that lacking a suitable lander, as well as heavy support, will be a major hurdle in any attempts to land on their shores we make. Mamkirali (lol fox you missed something here)
Enter the Mamkirali. Inspired by the success of the tracked design of the Rogi, and the need for an actual lander, the Mamkirali is a step forward in the mechanization of the TNE.
Its design is a simple large rhomboid shape segmented into two segments. The command segment is where the driver and commander operate the vehicle from, both protected by 20mm of steel. It is in the centerline of the vehicle, with a RE-37 (Rogi Engine 37) on either side per track. The commander has a small cupola with 180 degree visibility and can button up under heavy weapons fire. The commander has a small hatch that leads into the rear compartment as to facilitate communication with those on board as well as escape. The driver also uses this hatch to escape. Finally, this compartment stands roughly .75 meters above the rear compartment, providing shielding against incoming small-arms fire.
The second compartment is the main troop compartment, and is completely open. Able to hold around 22 fully equipped soldiers or one Havezara with crew, this compartment is protected by 15mm of steel armor. Behind the main crew compartment are two machinegun mounts with 5mm gun shields. They are able to be used by the soldiers in the compartment or dedicated crewmen. To exit, crewman either use hand and foot holds to climb over the side or use the ramp located at the rear of the vehicle. Inside this compartment there are small inserts of well-quartz rigged to the main engine that can be activated by the commander of the vehicle to help calm and prepare the troops for landing.
To propel the vehicle on the land or in the water, it uses a dual system track with simple cups that allow it to gain traction both on land and in the water.
The Niramātā is a simple 105mm mortar tube setup. It has a baseplate, mechanical ranging system and is able to be disassembled rapidly for transport. But that is not the most important part of the Niramātā .
The LIE’s, while unreliable, have provided us with some insight on how to the chemicals themselves function. By changing the chemical formulas involved as well as replacing the blasting caps with military grade detonators and adding a explosive core, we have developed a timed fuse or contact mortar shell filled with the same substance of the LIEs. We also developed some simple Smoke and HE shells, but those are not nearly as shiny.
One final detail is the inclusion of thick gloves for crew, and reinforced ammunition cases for the rounds themselves. Additionally, the manual clearly states that detonators are only to be fitted to the shells immediately before firing.
Legion Issued Explosive Set
Based on the failed LIE deployments that resulted in a lot of unreliable explosives and some chemical mishaps, the new LIES packages are based on the explosives developed for the Niramata mortar, and thus are much less of a war crime. Well, the high explosive and fragmentation options are, strictly speaking, less of a war crime. The Niramata-based chemical explosive is...um....well it's not a crime since we didn't sign any treaties about it?
Regardless of its legality or moral concerns of using it, the new LIES come with reliable electrical detonators, allowing them to be detonated at range or on timer as per LIE (except, actually reliable), or connected to a pair of sensors, one is a simple pressure sensor with two different modes ("Infantry" and "Vehicle") and one is a different sensor that reacts to being pulled, so that tripwires and the like can be connected to the system for traps that don't need to be manually detonated by an observing soldier.
They can be deployed in varying amounts and come in sticks just like LIE, except they're reliable and only chemically kill people when we want them to be dangerous like that.
Legion Issued Explosive Set: (1) NUKE9.13
Legion Issued Explosive Set: (2) NUKE9.13, Madman
Legion Issued Explosive Set: (3) NUKE9.13, Madman,Frostgiant
Legion Issued Explosive Set: (4) NUKE9.13, Madman,Frostgiant, StriderYeah, this seems pretty cut and dry. No need for something more fancy, seems like a solid move.
Resource:
Ore in the badlands (1):Frostgiant
Resources credit
Oil (1):Frostgiant
Attack
Eastern Ocean (1):Frostgiant
Northern Peaks (1): Frostgiant
Based on the failed LIE deployments that resulted in a lot of unreliable explosives and some chemical mishaps, the new LIES packages are based on the explosives developed for the Niramata mortar, and thus are much less of a war crime. Well, the high explosive and fragmentation options are, strictly speaking, less of a war crime. The Niramata-based chemical explosive is...um....well it's not a crime since we didn't sign any treaties about it?
Regardless of its legality or moral concerns of using it, the new LIES come with reliable electrical detonators, allowing them to be detonated at range or on timer as per LIE (except, actually reliable), or connected to a pair of sensors, one is a simple pressure sensor with two different modes ("Infantry" and "Vehicle") and one is a different sensor that reacts to being pulled, so that tripwires and the like can be connected to the system for traps that don't need to be manually detonated by an observing soldier.
They can be deployed in varying amounts and come in sticks just like LIE, except they're reliable and only chemically kill people when we want them to be dangerous like that.
Resource:Right, so. Here's my thinking:
Ore in the badlands (1):Frostgiant
Oil in the Desert: (1) NUKE9.13
Resources credit
Oil (1):Frostgiant
Ore: (1) NUKE9.13
Attack
Eastern Ocean (1):Frostgiant
Western Ocean: (1) NUKE9.13
Northern Peaks (2): Frostgiant, NUKE9.13
Leviathan
Western Maelstrom: (1) NUKE9.13
LIES, because MoP very specifically said to vote for NE deployment even if they are becoming cheaper
Northern Peaks: (1) NUKE9.13
New Trait
Chemical Warfare
Sea Wolves: (1) NUKE9.13
Resource:
Ore in the badlands (1):Frostgiant
Oil in the Desert: (2) NUKE9.13, Madman
Resources credit
Oil (1):Frostgiant
Ore: (2) NUKE9.13, Madman
Attack
Eastern Ocean (1):Frostgiant
Western Ocean: (2) NUKE9.13, Madman
Northern Peaks (3): Frostgiant, NUKE9.13, Madman
Leviathan
Western Maelstrom: (2) NUKE9.13, Madman
LIES, because MoP very specifically said to vote for NE deployment even if they are becoming cheaper
Northern Peaks: (2) NUKE9.13, Madman
New Trait
Chemical Warfare
Sea Wolves: (2) NUKE9.13, Madman
Resource:
Ore in the badlands (1):Frostgiant
Oil in the Desert: (3) NUKE9.13, Madman, TFF
Resources credit
Oil (1):Frostgiant
Ore: (3) NUKE9.13, Madman, TFF
Attack
Eastern Ocean (1):Frostgiant
Western Ocean: (3) NUKE9.13, Madman, TFF
Northern Peaks (4): Frostgiant, NUKE9.13, Madman, TFF
Leviathan
Western Maelstrom: (3) NUKE9.13, Madman, TFF
LIES, because MoP very specifically said to vote for NE deployment even if they are becoming cheaper
Northern Peaks: (3) NUKE9.13, Madman, TFF
New Trait
Chemical Warfare
Sea Wolves: (3) NUKE9.13, Madman, TFF
Resource:[/quote]
Ore in the badlands (1):Frostgiant
Oil in the Desert: (4) NUKE9.13, Madman, TFF, Strider
Resources credit
Oil (1):Frostgiant
Ore: (4) NUKE9.13, Madman, TFF, Strider
Attack
Eastern Ocean (2):Frostgiant, Strider
Western Ocean: (3) NUKE9.13, Madman, TFF
Northern Peaks (5): Frostgiant, NUKE9.13, Madman, TFF, Strider
Leviathan
Western Maelstrom: (4) NUKE9.13, Madman, TFF, Strider
LIES, because MoP very specifically said to vote for NE deployment even if they are becoming cheaper
Northern Peaks: (4) NUKE9.13, Madman, TFF, Strider
New Trait
Chemical Warfare
Sea Wolves: (4) NUKE9.13, Madman, TFF, Strider
The SEAL is a manportable single passenger diver propulsion vehicle with an integrated rebreather system. Able to steathily transport an elite combat swimmer from an offshore vessel to beachside and back again, the SEAL will harbinger a new era combat swimmer special operations. From stealthy reconnaisance of potential landing zones, demolition of obstacles before an assault, infiltration of covert operatives, or even daring sabotage operations far behind enemy lines, the potential for special operations is limitless.
Tech-wise, the SEAL is a shortened Backstab II torpedo, re-engineered to safely transport a combat swimmer who must also manually control said torpedo. Lighter and shorter than a full torpedo, the SEAL is manportable and difficult to spot with its small silhouette. A swimmer being unable to steer a torpedo at full speed, the high speed internal combustion engine has been replaced with a low speed electric engine. (Yes, voltaic cells have limited potential compared to the wonders of fossil fuels, but the lack of gaseous and auditory emissions are an acceptable trade for this application.) The dorsal fins of the torpedo have been modified into a steering yoke. Although the swimmer is also safety tethered to the torpedo, the swimmer is towed by his handholds on the yoke. A small instrument panel including a battery gauge, dive watch, speedometer, and compass are highly visible from this position, allowing navigation via instruments. The asymmetry of the dorsal swimmer is offset by a detachable "dry bag" duffel bag near the ventral fins. The removable water-tight duffel allows a swimmer to bring ashore and back otherwise water-sensitive gear such as small arms, demolitions equipment, maps, documents, or even a full disguise for further infiltration. Of additional utility, an adjustable ballast chamber and retractable anchor allows the SEAL to be safely secured later retrieval once the swimmer hits the beach. Additional tie down points have been added to the exterior of the vehicle to aid in securing the SEAL to the exterior of a mothersub.
Barium hydroxide CO2 scrubbing canister and pressurized oxygen cylinder replace the fuze and warhead in the nose. (Placing the these consumables in this easily removed assembly allows for rapid maintenance and refielding post mission.) A hose with a mouthpiece runs the full interior length of the craft, providing an integrated rebreather for the combat swimmer towards the aft.
Of additional note, the propeller is cast well sap resin composite. Beyond its inherent sound absorbing properties, this synthesized material can further improve the stealth of our vessels. More flexible than metal, high strength well sap resin composite creates a "hydro elastic effect," reducing noisy cavitation at higher propeller speeds. While possibly cost prohibitive on larger vessels, the low material use and power requirements of the SEAL make an idea testbed for experimental materials.
SEAL selected combat swimmers will receive a specialized uniform essential for SEAL operations. Each man will be fitted with a rubbery wet suit, to provide a measure of warmth in cold dark waters. His eyes will be protected with a pair of watertight goggles (aesthetically similar to the Sikari Mask MK.III). His feet will be shod in hard rubber swim fins. Should his rebreather fail, a basic snorkel is attached to the strap of his goggles. When all else fails, a water-proof stainless steel dive knife is strapped to his leg. The serrated dive knife also features a wire-cutting notch.
Assault Diver Vehicle
Effectively a miniature submarine, the ADV carries four demolitions soldiers to and from operations, with spots for many more troopers to just hold on to the outside of the vehicle if it is not travelling too far. The four troopers are partly enclosed and have a rebreather setup contained within the ADV with greater endurance than the units they will still wear on their own backs, with doors that shield them from the outside world, but the inside of the vehicle is not pressurized, being just as full of water as the outside. The doors are there just to aid divers in keeping their body temperatures up and providing some modicum of shielding from things like mid-distance depth charge detonations, which would otherwise overpressure the squishy divers and leave their insides even squishier than they were before. If the vehicle is carrying additional divers, they must rely on their own rebreathers and are completely unsheltered from the elements, holding on to handholds outside the vehicle, leaving such configurations suitable only for short-range deployments such as landings to insert stealth units prior to an amphibious assault, or perhaps a short mission to and from a large enemy target that needs more men than the ADVs can carry.
Powered by electric engines and full of batteries, the ADV is not very fast, but it is very stealthy and capable of travelling from their Hetham motherships (or the Leviathan) for quite a distance. Aiding this stealth are Wellsap resin panels similar to the Leviathan's, muffling any sounds striking the hull. A small WellSonar system allows blind navigation in the dark at short distances and detection of targets in similar conditions, though given that this is meant to be a stealth vehicle its use to find targets is...somewhat discouraged.
For payload, the nose of the vehicle is an empty cargo bay, capable of carrying things like waterproofed packs to deliver supplies to land, limpet mines, LIES in waterproofed containers, and the divers' favorite, up to two full warheads from our torpedoes, using a modified self-destruct timer (all torpedoes have them, otherwise your missed torpedoes turn into nautical hazards that you can't see coming. Torpedoing your allies is already the most embarrassing possible way to lose a ship [except maybe sailing with the Kamchatka], no need to make it even easier) to allow divers half an hour to get clear once they have attached the torpedoes to the hulls of enemy warships or set them up against obstacles or wherever they may need to place them.
(1) Submersible Engineered Aquatic Litter (SEAL) Diver Propulsion Vehicle and Rebreather: ConscriptFive
(0) Assault Diver Vehicle:
(1) Submersible Engineered Aquatic Litter (SEAL) Diver Propulsion Vehicle and Rebreather: ConscriptFive
(1) Assault Diver Vehicle: Madman
(2) Submersible Engineered Aquatic Litter (SEAL) Diver Propulsion Vehicle and Rebreather: ConscriptFive, SC777
(1) Assault Diver Vehicle: Madman
(3) Submersible Engineered Aquatic Litter (SEAL) Diver Propulsion Vehicle and Rebreather: ConscriptFive, SC777, NUKE9.13They both look interesting, but the SEAL looks easier, while the ADV may have a somewhat higher performance on a good roll, I'd rather not risk screwing up.
(1) Assault Diver Vehicle: Madman
(4) Submersible Engineered Aquatic Litter (SEAL) Diver Propulsion Vehicle and Rebreather: ConscriptFive, SC777, NUKE9.13, StriderBoth interesting, but I kinda like the idea of single unit stealth units
(1) Assault Diver Vehicle: Madman
Both interesting, but I kinda like the idea of single unit stealth unitsInefficiency, though.
The SEAL is a manportable single passenger diver propulsion vehicle with an integrated rebreather system. Able to steathily transport an elite combat swimmer from an offshore vessel to beachside and back again, the SEAL will harbinger a new era combat swimmer special operations. From stealthy reconnaisance of potential landing zones, demolition of obstacles before an assault, infiltration of covert operatives, or even daring sabotage operations far behind enemy lines, the potential for special operations is limitless.
Tech-wise, the SEAL is a shortened Backstab II torpedo, re-engineered to safely transport a combat swimmer who must also manually control said torpedo. Lighter and shorter than a full torpedo, the SEAL is manportable and difficult to spot with its small silhouette. A swimmer being unable to steer a torpedo at full speed, the high speed internal combustion engine has been replaced with a low speed electric engine. (Yes, voltaic cells have limited potential compared to the wonders of fossil fuels, but the lack of gaseous and auditory emissions are an acceptable trade for this application.) The dorsal fins of the torpedo have been modified into a steering yoke. Although the swimmer is also safety tethered to the torpedo, the swimmer is towed by his handholds on the yoke. A small instrument panel including a battery gauge, dive watch, speedometer, and compass are highly visible from this position, allowing navigation via instruments. The asymmetry of the dorsal swimmer is offset by a detachable "dry bag" duffel bag near the ventral fins. The removable water-tight duffel allows a swimmer to bring ashore and back otherwise water-sensitive gear such as small arms, demolitions equipment, maps, documents, or even a full disguise for further infiltration. Of additional utility, an adjustable ballast chamber and retractable anchor allows the SEAL to be safely secured later retrieval once the swimmer hits the beach. Additional tie down points have been added to the exterior of the vehicle to aid in securing the SEAL to the exterior of a mothersub.
Barium hydroxide CO2 scrubbing canister and pressurized oxygen cylinder replace the fuze and warhead in the nose. (Placing the these consumables in this easily removed assembly allows for rapid maintenance and refielding post mission.) A hose with a mouthpiece runs the full interior length of the craft, providing an integrated rebreather for the combat swimmer towards the aft.
Of additional note, the propeller is cast well sap resin composite. Beyond its inherent sound absorbing properties, this synthesized material can further improve the stealth of our vessels. More flexible than metal, high strength well sap resin composite creates a "hydro elastic effect," reducing noisy cavitation at higher propeller speeds. While possibly cost prohibitive on larger vessels, the low material use and power requirements of the SEAL make an idea testbed for experimental materials.
SEAL selected combat swimmers will receive a specialized uniform essential for SEAL operations. Each man will be fitted with a rubbery wet suit, to provide a measure of warmth in cold dark waters. His eyes will be protected with a pair of watertight goggles (aesthetically similar to the Sikari Mask MK.III). His feet will be shod in hard rubber swim fins. Should his rebreather fail, a basic snorkel is attached to the strap of his goggles. When all else fails, a water-proof stainless steel dive knife is strapped to his leg. The serrated dive knife also features a wire-cutting notch.
To say development on the SEAL and its associated kit was a disaster is a bit of an understatement. Too much effort was spent experimenting with well resin as a composite material, resulting in horrifically cut corners everywhere else on the weapon system. The SEA LARK Reforms are an attempt to correct the various craftsmanship and general QA/QC issues that plagued the end product.
The faulty SEAL controls, and rebreather system will undergo a durability study, followed by a QA/QC inspection regimen before delivery. The low performance, ill-fitting suit will be fully re-tailored to create protective gear actually worth wearing. The supplier who provided the inexplicably poorly crafted goggle lenses should be investigated for corruption, as failing such a simple order could only be explained by avarice or treason. Fitting not distorted lens to the goggles should not be a tremendous issue.
The Mamkirali-Niramata Amphibious Tracked Mortar Carrier is the highly capable Mamkirali amphibious tracked chassis mated with a Niramata 105mm mortar system. The intent is to recreate highly mobile LIES-capable light artillery for direct support to troops on assault. Having a readily available light artillery system on standby should prove a boon to small unit leaders who must otherwise coordinate with Division HQ for heavier fire support.
The already open-topped cargo bay creates a suitable mortar pit for the mounted Niramata 105mm mortar. Rangefinding optics have been added to the commanders cupola to aid in mortar operation. Appropriate ammunition storage racks should also be added to the interior of the vehicle.
For cost reasons, the now superfluous wellquartz morale system has been removed from the vehicles, as well as one of the Musakila MG's.
Mark II-H Baza Heavy Fighter
Based on the Baza fighter, the Mark II-H adds armor plating and reinforcements in an effort to produce an aircraft capable of working closer to the Maelstrom and in worse wind conditions. It does so mostly by adding armor plates around the cockpit, engine, and a substantial amount of structural reinforcements throughout the plane. This all serves to increase weight, which decreases speed and maneuverability, but also decreases the amount of damage suffered in high winds and storm conditions and lessens the effects of wind on the aircraft's course and speed.
It is hoped that by doing this, we can produce an aircraft capable of operating close enough to the Maelstrom to provide ground attack against hostile landing attempts.
Rogi Infantry Transport Variant
By removing the gun from a Rogi, its associated ammunition and adding some seats, we've managed to create a lightly armored but reasonably quick and agile troop transport for use with regular infantry units that should serve us fairly well in the assault role. The machinegun is retained, the armor is retained, the structure has been lightly modified as there's no more need of all the openings and attachment points or reinforcements necessary to fire a tank gun, but otherwise the vehicle is unchanged.
We expect to be able to carry about a squad's worth of guys in the Rogi, since four men clustered around a 50mm cannon takes up a lot more space than neatly arranged seats. It may be cramped, but being cramped being 20mm of steel is a lot nicer than being able to stretch out in the open, at least when the enemy might be firing on you.
50mm Field Gun, Dismounted
The 50mm weapon from the Rogi placed on a carriage and a set of wheels and with an accompanying cart or two for the ammunition, this new field weapon is intended to provide soldiers with a more mobile support weapon that can (almost) keep up with the infantry, as it can be loaded up in a Mamkirali and manhandled about the battlefield by a team of soldiers, being much faster and easier to set up and use than a Havezara but still capable of doing a reasonable amount of damage to things the enemy would really prefer suffered no reasonable amounts of damage whatsoever.
Hetham II-class Submarine
Based on the outdated Hetham, the Hetham-II is meant to be resistant to sonar. To accomplish this, the engine room's Wellsap plating is removed, and some plating is installed externally, to absorb sonar and make it much more difficult to detect. It is not fully plated with Wellsap and it does not reach the same level of sonar near-immunity as the Leviathan, but by putting the plates around the hull we can both muffle engine noise and incoming sonar waves, we can make the Hetham-II harder to detect, allowing us to regain some amount of surprise against the Initharians.
SEA LARK: (0)
Mamkirali Niramata Amphibious Mortar Carrier: (0)
Rogi Infantry Transport Vehicle: (0)
50mm Field Gun: (0)
Hetham II-class Submarine: (1) Madman
SEA LARK: (1) ConscriptFive
Mamkirali Niramata Amphibious Mortar Carrier: (0)
Rogi Infantry Transport Vehicle: (0)
50mm Field Gun: (0)
Hetham II-class Submarine: (1) Madman
SEA LARK: (1) ConscriptFive
Mamkirali Niramata Amphibious Mortar Carrier: (0)
Rogi Infantry Transport Vehicle: (0)
50mm Field Gun: (0)
Hetham II-class Submarine: (2) Madman, SC777
SEA LARK: (2) ConscriptFive, NUKE9.13
Mamkirali Niramata Amphibious Mortar Carrier: (0)
Rogi Infantry Transport Vehicle: (0)
50mm Field Gun: (0)
Hetham II-class Submarine: (2) Madman, SC777
SEA LARK: (3) ConscriptFive, NUKE9.13, Strider
Mamkirali Niramata Amphibious Mortar Carrier: (0)
Rogi Infantry Transport Vehicle: (0)
50mm Field Gun: (0)
Hetham II-class Submarine: (2) Madman, SC777
SEA LARK: (4) ConscriptFive, NUKE9.13, Strider, TFF
Mamkirali Niramata Amphibious Mortar Carrier: (0)
Rogi Infantry Transport Vehicle: (0)
50mm Field Gun: (0)
Hetham II-class Submarine: (2) Madman, SC777
To say development on the SEAL and its associated kit was a disaster is a bit of an understatement. Too much effort was spent experimenting with well resin as a composite material, resulting in horrifically cut corners everywhere else on the weapon system. The SEA LARK Reforms are an attempt to correct the various craftsmanship and general QA/QC issues that plagued the end product.
The faulty SEAL controls, and rebreather system will undergo a durability study, followed by a QA/QC inspection regimen before delivery. The low performance, ill-fitting suit will be fully re-tailored to create protective gear actually worth wearing. The supplier who provided the inexplicably poorly crafted goggle lenses should be investigated for corruption, as failing such a simple order could only be explained by avarice or treason. Fitting not distorted lens to the goggles should not be a tremendous issue.
Trait:
(1) Old World Blues: ConFive
(0) Lasting Impressions:
Resource:
(1) Ore in Burning Hills: ConFive
Maneuvers:
(1) Full Focus West (W. Maelstrom and Northern Peaks): Confive
Trait:[/quote]
(2) Old World Blues: ConFive, SC777
(0) Lasting Impressions:
Resource:
(1) Ore in Burning Hills: ConFive
(1) Wellmaterial in Burning Hills: SC777
Maneuvers:
(2) Full Focus West (W. Maelstrom and Northern Peaks): Confive, SC777
Leviathan:
(1) W. Maelstrom: SC777
Trait:
(3) Old World Blues: ConFive, SC777, Madman
(0) Lasting Impressions:
Resource:
(2) Ore in Burning Hills: ConFive, Madman
(1) Wellmaterial in Burning Hills: SC777
Maneuvers:
(3) Full Focus West (W. Maelstrom and Northern Peaks): Confive, SC777, Madman
Leviathan:
(2) W. Maelstrom: SC777, Madman
Trait:
(4) Old World Blues: ConFive, SC777, Madman, Strider
(0) Lasting Impressions:
Resource:
(3) Ore in Burning Hills: ConFive, Madman, Strider
(1) Wellmaterial in Burning Hills: SC777
Maneuvers:
(4) Full Focus West (W. Maelstrom and Northern Peaks): Confive, SC777, Madman, Strider
Leviathan:
(3) W. Maelstrom: SC777, Madman, Strider
Trait:
(5) Old World Blues: ConFive, SC777, Madman, Strider, TFF
(0) Lasting Impressions:
Resource:
(4) Ore in Burning Hills: ConFive, Madman, Strider, TFF
(1) Wellmaterial in Burning Hills: SC777
Maneuvers:
(5) Full Focus West (W. Maelstrom and Northern Peaks): Confive, SC777, Madman, Strider, TFF
Leviathan:
(4) W. Maelstrom: SC777, Madman, Strider, TFF
Shock Steel:
New studies of the infusion of the active ingredient of wellvine sap into armor and machine steels allow for the controlled dissipation of shock incident upon the steel. Shockwaves can be uniformly dispersed through the steel, preventing the focus of stress at a point.
If demonstrations prove successful, a method of mass production will be sought, to allow for the incorporation into ship and vehicle armor schemes and drive shafts, one limiting factor on ship speeds. In the future, we hope to possibly utilize this in soldier armor, as thin sheets of hard but brittle steel plate may be useable as armor if the shock of a bullet can be instantly dispersed through the whole plate.
Ultrasonic resonator:
A refinement of the Wellbronze material yielded Wellcopper, capable of oscillating powerfully and directionally upon the impingement of electric current. Our first use was the ultrasonic resonator. This submarine or surface ship mounted weapon, built using Wellcopper nodes on the hull, when activated causes strong pulses to be sent out from the ship. The net effect is the vibration of nearby targets, especially mines or enemy ship hulls. We hope that this intense disruption may preemptively activate mines, damage enemy hull armor for eventual torpedo strikes, and perhaps trigger the release of refocyte force, if not with enemy ship engines, at least on their ramming prows.
Subsonic waterhammer:
A refinement of the Wellbronze material yielded Wellcopper, capable of oscillating powerfully and directionally upon the impingement of electric current. Our first use was the subsonic water hammer. This submarine or surface ship mounted weapon utilizes a concentric array of Wellcopper nodes beneath the hull, and launches a powerful, directional water pulse. It was convenient that we discovered the cavitation resonance effect, which allows these sonic pulses to maintain stability over long distances.
The goal is to form a weapon capable of being utilized repeatedly by submarines, unhindered by the speed and armament limitations of torpedo launchers. For destroyers and cruisers, the system adds underwater weaponry for both general use and so that in the event that the main battery is damaged by shell fire, the ship will not be defenseless.
Universal spaced armor plating:
While not particularly interesting as a concept, our engineers decided that spaced armor might be a most effective tool against our enemy's refocyte tools. The spacing is variant depending upon the vehicle or armor system intended for use. We hope that adding this will preemptively trigger the refocyte force effect on projectiles, allowing our landers, ships, and land vehicles to more effectively shrug off enemy gun hits.
Wellshock trooper kit:
In pursuit of close combat effectiveness, we have attempted to create an effective outfit for trench combat. This includes simple inclusions like a trench knife, pistol, and light armored vest. But more importantly, it includes a back mounted flamethrower, using the same chemicals found in our L.I.E.s to replicate their mucus mutilating effects.
Lezara-Class Submarine:
Recent surveys of our armaments have lead to the growing consensus that the Hetham-class is outdated. A prewar design, it's speed and armament leave much to be desired, as does it's ability to stay fully submerged for long periods of time. The designers set out to accomplish three main tasks:
Increased speed, capable of better trailing surface ships moving at cruising speed (not max speed!). We hope the destroyers to not bog down our cruisers when moving as a convoy, and to be able to better set up ambushes for enemy surface ships, even if they will not be able to pursue something like the Ho'oula. This effect is accomplished in three main ways. Newer diesel and electric engines are equipped, based on designs from Europe. This in theory, should improve both efficiency, and speed both surfaced and submerged. Next, wellvine sap infusion methods dampen engine vibrations at key points. This allows for both our characteristically quiet engines, but more importantly, the ability to run the engines slightly faster and more efficiently. Thirdly, our experiments with sound propagation in water have lead to some fluid dynamics breakthroughs. The engineers hope that reshaping the ships hull will lead to lower water drag.
Increased armament, capable of more effectively engaging surface ships. For this purpose, the 80mm deck gun is removed. We believe that it would be more effectively used in dedicated surface ships, splitting things half and half will not suffice. With the removal of the deck gun, profile again becomes sleeker in the water. But more imporantly, the removal of shells and the gun allows for increased torpedo armament, room for a more versatile loading mechanism capable of more quickly loading torpedo tubes for large fleet engagements. Finally, we attempt to develop basic torpedo homing capabilities. These function with a basic, extremely weak well sonar ping directed forwards, the direction is judged via mechanical computer, and the torpedoes very gently curve towards the ping. This function may easily be deactivated, and will be sacrificed if time and research power is short.
Increased miscellaneous:
This is the further refinement of onboard wellsonar stations, wellsap based sonar absorbing plating, and more effective communications arrays. These will allow for active communication at slightly deeper levels of the ocean, and hopefully slightly decrease the chance of Lezaras being tracked by their communications. There is nothing revolutionary in the methods used, we simply intend to use our better understanding of these materials that comes with time and research on them.
Silada-Class Destroyer:Based on suggestions by Madman, some changes have been made.
The first destroyer built by the Embral navy here. Built in response to the prevalence of Ho'oula class, and to protect our cruisers, these ships eschew (at least ludicrous) speed in favor of survivability, as it is unlikely that we would be able to match enemy speed at present.
In addition, as we hope for our submarine fleet to deal the crippling torpedo strikes, we mount only a single centerline quintuple mount, meant to scare off over-eager enemies or keep capital ships at bay. With this in mind, the ship is designed to mount rapid loading 120mm guns in a 3x2 configuration, taken from our existing cruisers. With low caliber and correspondingly faster rates of fire, we hope to ensure strikes on enemy destroyers even if the individual shells might not be quite so devastating. The 3x2 configuration was chosen to save weight for other purposes:
Firstly, damage control stations, meant to keep even a heavily damaged Silada afloat, shooting, and moving. In the event that it is necessary, the destroyer should be able to interpose itself between enemy destroyers and our cruisers or future capital ships. Additionally, a fairly large number of bulkheads have been added, all with the purpose of ensuring survival as long as possible (survival means more time shooting, and more sailors who can escape and survive to be picked up).
The final consideration for the armoring of this ship was the decision of spaced plating in the hull. The spacing is minimal, not enough to serve much purpose as an armor inherently. However, the hull is packed full of Well-moss. This recently discovered material remains inactive when confined. When given space, and when sound is heard, Wellmoss expands rapidly. The rate of expansion is proportional to the volume of the sound. The net result is that if the armor is punctured by shellfire, a large amount of Wellmoss has both plenty of noise, and plenty of water to allow it to grow and plug the hole in a spongy mass. Water may still leak through, but flooding will be reduced, and time will be given to damage control crews to get in and begin necessary repairs.
Beyond the armament and armoring, the ship is equipped with basic well sonar capacities, basic communications suite, and mine laying cabilities (could be excluded if necessary.)
Design:
() Shock Steel (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Ultrasonic Resonator (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Subsonic Waterhammer (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Universal spaced armor plating (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Wellshock trooper kit (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Lezara-class Submarine (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
(1) Silada-class Destroyer (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870): Strider03
Design:
() Shock Steel (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Ultrasonic Resonator (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Subsonic Waterhammer (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Universal spaced armor plating (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Wellshock trooper kit (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Lezara-class Submarine (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
(2) Silada-class Destroyer (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870): Strider03, Jilladilla
Design:
() Shock Steel (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Ultrasonic Resonator (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Subsonic Waterhammer (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Universal spaced armor plating (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Wellshock trooper kit (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Lezara-class Submarine (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
(3) Silada-class Destroyer (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870): Strider03, Jilladilla, Madman
Design:
() Shock Steel (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Ultrasonic Resonator (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Subsonic Waterhammer (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Universal spaced armor plating (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Wellshock trooper kit (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
() Lezara-class Submarine (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870):
(4) Silada-class Destroyer (http://www.bay12forums.com/smf/index.php?topic=174354.msg8077870#msg8077870): Strider03, Jilladilla, Madman, TFF
Silada-Class Destroyer:
The first destroyer built by the Embral navy here. Built in response to the prevalence of Ho'oula class, and to protect our cruisers, these ships eschew (at least ludicrous) speed in favor of survivability, as it is unlikely that we would be able to match enemy speed at present.
In addition, as we hope for our submarine fleet to deal the crippling torpedo strikes, we mount only a single centerline quintuple mount, meant to scare off over-eager enemies or keep capital ships at bay. With this in mind, the ship is designed to mount rapid loading 120mm guns in a 3x2 configuration, taken from our existing cruisers. With low caliber and correspondingly faster rates of fire, we hope to ensure strikes on enemy destroyers even if the individual shells might not be quite so devastating. The 3x2 configuration was chosen to save weight for other purposes:
Firstly, damage control stations, meant to keep even a heavily damaged Silada afloat, shooting, and moving. In the event that it is necessary, the destroyer should be able to interpose itself between enemy destroyers and our cruisers or future capital ships. Additionally, a fairly large number of bulkheads have been added, all with the purpose of ensuring survival as long as possible (survival means more time shooting, and more sailors who can escape and survive to be picked up).
The final consideration for the armoring of this ship was the decision of spaced plating in the hull. The spacing is minimal, not enough to serve much purpose as an armor inherently. However, the hull is packed full of Well-moss. This recently discovered material remains inactive when confined. When given space, and when sound is heard, Wellmoss expands rapidly. The rate of expansion is proportional to the volume of the sound. The net result is that if the armor is punctured by shellfire, a large amount of Wellmoss has both plenty of noise, and plenty of water to allow it to grow and plug the hole in a spongy mass. Water may still leak through, but flooding will be reduced, and time will be given to damage control crews to get in and begin necessary repairs.
Beyond the armament and armoring, the ship is equipped with basic well sonar capacities, basic communications suite, and mine laying cabilities (could be excluded if necessary.)
Wellshrubbery
After the successful employment of Wellmoss in the warship-sort-of-repair role, a new use was realized for the material: the reshaping of battlefield terrain. By employing a species of Wellmoss that grows into something more accurately described as "Wellshrubberies", we can grow bushes and similar natural-looking concealment overnight or even faster given the success of Wellmoss. The ingredients are simple: Water, seeds, and, of course, noise. This noise can be provided by something like a vehicle engine or a Sikari flute (if you don't mind scaring the life out of anyone in the vicinity who isn't wearing their earplugs), or the children's noisemaking toy that comes with the short list of instructions, entitled "How Not To Be Seen", in the Grow Your Own Concealment kit.
Use cases include: Obstructing sightlines, providing obvious places in which one might hide (where we would of course not be hiding) which we can rig with LIES to make the hiding place into a high explosive lie, providing less obvious places in which to hide (where we might sometimes be hiding, but not always, so as to confuse our opponents), and providing a flammable wall of shrubbery which could at any point just totally spontaneously burst into flames.
Carpet Moss
Based on Wellmoss and Wellmaterial sonar systems, the "Carpet Moss" system is a sort of naval mine, except instead of being used to blow enemy warships up, which denies landing to one vessel, it's used to deny an entire section of beach to the enemies. The system is deployed with packets of Wellmoss that can be blasted open with small charges on command, and a sonar array (powered via shore installation) that blasts noise out into the water of a given area to cause the Wellmoss to grow very, very rapidly.
The enemy might see their first waves cut off from reinforcements, as it's very hard to lug equipment across a waterborne shrub and then swim the rest of the way to beach after your landing craft grounds itself on said shrub.
Wellshrubbery
Carpet Moss: (1) SC777
Kill Dave
Kill Amanvir: (1) SC777
Wellshrubbery: (1) Madman
Carpet Moss: (1) SC777
Kill Dave: (1) Madman
Kill Amanvir: (1) SC777
Wellshrubbery: (2) Madman, TFF
Carpet Moss: (1) SC777
Kill Dave: (2) Madman, TFF
Kill Amanvir: (1) SC777
Wellshrubbery: (3) Madman, TFF, NUKE9.13
Carpet Moss: (1) SC777
Kill Dave: (3) Madman, TFF, NUKE9.13
Kill Amanvir: (1) SC777
Wellshrubbery: (4) Madman, TFF, NUKE9.13, SC777
Carpet Moss: (0)
Kill Dave: (4) Madman, TFF, NUKE9.13, SC777
Kill Amanvir: (0)
Wellshrubbery: (5) Madman, TFF, NUKE9.13, SC777, Strider
Carpet Moss: (0)
Kill Dave: (4) Madman, TFF, NUKE9.13, SC777
Kill Amanvir: (1) Strider
After the successful employment of Wellmoss in the warship-sort-of-repair role, a new use was realized for the material: the reshaping of battlefield terrain. By employing a species of Wellmoss that grows into something more accurately described as "Wellshrubberies", we can grow bushes and similar natural-looking concealment overnight or even faster given the success of Wellmoss. The ingredients are simple: Water, seeds, and, of course, noise. This noise can be provided by something like a vehicle engine or a Sikari flute (if you don't mind scaring the life out of anyone in the vicinity who isn't wearing their earplugs), or the children's noisemaking toy that comes with the short list of instructions, entitled "How Not To Be Seen", in the Grow Your Own Concealment kit.
Use cases include: Obstructing sightlines, providing obvious places in which one might hide (where we would of course not be hiding) which we can rig with LIES to make the hiding place into a high explosive lie, providing less obvious places in which to hide (where we might sometimes be hiding, but not always, so as to confuse our opponents), and providing a flammable wall of shrubbery which could at any point just totally spontaneously burst into flames.
Attacks
Badlands Gavrillium Node: (1) Madman
Eastern Lane (Mudflats): (1) Madman
Deploy The Leviathan (it's our only NE):
Eastern Maelstrom: (1) Madman
Kill Dave: (4) Madman, TFF, NUKE9.13, SC777
Kill Amanvir: (1) Strider
Attacks
Badlands Gavrillium Node: (1) Madman
Eastern Lane (Mudflats): (1) Madman
Eastern Maelstrom: (1) Nemonole
Deploy The Leviathan (it's our only NE):
Eastern Maelstrom: (2) Madman, Nemonole
Kill Dave: (5) Madman, TFF, NUKE9.13, SC777, Nemonole
Kill Amanvir: (1) Strider
Attacks (vote for 2)
Badlands Gavrillium Node: (1) Madman
Eastern Lane (Mudflats): (0)
Eastern Maelstrom: (2) Nemonole, Madman
Deploy The Leviathan (it's our only NE):
Eastern Maelstrom: (2) Madman, Nemonole
Kill Dave: (5) Madman, TFF, NUKE9.13, SC777, Nemonole
Kill Amanvir: (1) Strider
Attacks (vote for 2)
Badlands Gavrillium Node: (2) Madman, Nemonole
Eastern Lane (Mudflats): (0)
Eastern Maelstrom: (2) Nemonole, Madman
Deploy The Leviathan (it's our only NE):
Eastern Maelstrom: (2) Madman, Nemonole
Kill Dave: (5) Madman, TFF, NUKE9.13, SC777, Nemonole
Kill Amanvir: (1) Strider
Attacks (vote for 2)
Badlands Gavrillium Node: (3) Madman, Nemonole, SC777
Eastern Lane (Mudflats): (0)
Eastern Maelstrom: (3) Nemonole, Madman, SC777
Deploy The Leviathan (it's our only NE):
Eastern Maelstrom: (3) Madman, Nemonole, SC777
Resource:
(1) Wellmaterial in Badlands
Kill Dave: (4) Madman, TFF, NUKE9.13, Nemonole
Kill Amanvir: (2) Strider, SC777
Attacks (vote for 2)
Badlands Gavrillium Node: (3) Madman, Nemonole, SC777
Eastern Lane (Mudflats): (0)
Eastern Maelstrom: (3) Nemonole, Madman, SC777
Western Maelstrom: (1) NUKE9.13
Western Lane (North Peaks): (1) NUKE9.13
Deploy The Leviathan (it's our only NE):
Eastern Maelstrom: (3) Madman, Nemonole, SC777
Western Maelstrom: (1) NUKE9.13
Resource:
Wellmaterial in Badlands: (2) SC777, NUKE9.13
Kill Dave: (4) Madman, TFF, NUKE9.13, Nemonole
Kill Amanvir: (2) Strider, SC777
Attacks (vote for 2)
Badlands Gavrillium Node: (2) Nemonole, SC777
Eastern Lane (Mudflats): (0)
Eastern Maelstrom: (2) Nemonole, SC777
Western Maelstrom: (2) NUKE9.13, Madman
Western Lane (North Peaks): (2) NUKE9.13, Madman
Deploy The Leviathan (it's our only NE):
Eastern Maelstrom: (2) Nemonole, SC777
Western Maelstrom: (2) NUKE9.13, Madman
Resource:
Wellmaterial in Badlands: (3) SC777, NUKE9.13, Madman
Kill Dave: (4) Madman, TFF, NUKE9.13, Nemonole
Kill Amanvir: (2) Strider, SC777
Attacks (vote for 2)
Badlands Gavrillium Node: (1) SC777
Eastern Lane (Mudflats): (0)
Eastern Maelstrom: (1) SC777
Western Maelstrom: (3) NUKE9.13, Madman, Nemonole
Western Lane (North Peaks): (3) NUKE9.13, Madman, Nemonole
Deploy The Leviathan (it's our only NE):
Eastern Maelstrom: (1) SC777
Western Maelstrom: (3) NUKE9.13, Madman, Nemonole
Resource:
Wellmaterial in Badlands: (4) SC777, NUKE9.13, Madman, Nemonole
Kill Dave: (4) Madman, TFF, NUKE9.13, Nemonole
Kill Amanvir: (2) Strider, SC777
Attacks (vote for 2)
Badlands Gavrillium Node: (2) SC777, Strider03
Eastern Lane (Mudflats): (0)
Eastern Maelstrom: (1) SC777
Western Maelstrom: (4) NUKE9.13, Madman, Nemonole, Strider03
Western Lane (North Peaks): (3) NUKE9.13, Madman, Nemonole
Deploy The Leviathan (it's our only NE):
Eastern Maelstrom: (1) SC777
Western Maelstrom: (4) NUKE9.13, Madman, Nemonole, Strider03
Resource:
Wellmaterial in Badlands: (5) SC777, NUKE9.13, Madman, Nemonole, Strider03
Kill Dave: (4) Madman, TFF, NUKE9.13, Nemonole
Kill Amanvir: (2) Strider, SC777
Attacks (vote for 2)
Badlands Gavrillium Node: (1) Strider03
Eastern Lane (Mudflats): (0)
Eastern Maelstrom: (1) SC777
Western Maelstrom: (4) NUKE9.13, Madman, Nemonole, Strider03
Western Lane (North Peaks): (4) NUKE9.13, Madman, Nemonole, SC777
Deploy The Leviathan (it's our only NE):
Eastern Maelstrom: (0)
Western Maelstrom: (5) NUKE9.13, Madman, Nemonole, Strider03, SC777
Resource:
Wellmaterial in Badlands: (5) SC777, NUKE9.13, Madman, Nemonole, Strider03
Kill Dave: (4) Madman, TFF, NUKE9.13, Nemonole
Kill Amanvir: (2) Strider, SC777
Earsplitter Sonic Grenade
In some Wells, the very walls will respond to sound. This Wellstone will, when shattered, produce an incredibly loud and high-pitched sound that is very, very dangerous. It is in fact powerful enough to cause damage to walls and kill people too close to the source, if enough of the stone shatters. The effect only lasts for a second or two, normally. We've made use of this stone to produce a variable-yield grenade. Inside the metal casing, there is a set of stone chips surrounding a central casing, holding the detonator and explosive filler, which shatters the stone into shards and produces the absolutely horrifying sound. The yield can be altered by altering the amount of explosive filler, which can be done reasonably easily as the explosive in contained in a set of little packets.
The detonator is either a timed fuse from the pin or a contact detonator. An adapter is issued that puts a small rod on the bottom of the grenade, to be put inside an unmodified Samarata barrel and fired with a blank rifle cartridge, with range settings based on how far into the rifle the grenade is inserted.
The end result is a high-power sonic grenade that can either be debilitating or lethal, as necessary, and is widely available to soldiers as both a hand grenade and a rifle grenade.
Autoresonant Siege Horn:
The Siege Horn is something that Embralish engineers have tried many times over the years, but they generally ran into problems: while the principle is sound- blasting a target with noise that matches its resonant frequency, causing it to shake itself apart despite a relatively low energy input-, they found that it was impractical due to the need to tune the horn to match the resonant frequency of the target, which takes time that is not often available. Industrial-era engineering saw the development of autoresonant instruments (in which the frequency played is modulated over a range, until the characteristic feedback of resonance is detected, locking in the frequency), but these proved impractical to mass-produce with the technology of the time.
Well, technology has moved on. The cost of precision engineering has dropped, and the use of advanced electronics (why, I saw a vacuum tube radio the other day that could fit in a woman's handbag!) simplifies the tuning mechanism, to the point where we are fairly certain that the Autoresonant Siege Horn is finally practical.
The Autoresonant Siege Horn is an infantry weapon, about 1.4 meters long- basically a long metal tube with a flared muzzle. It is made of lightweight materials for convenience, weighing less than five kilos. The majority of the weapon is taken up by the 'horn' part, which creates a highly-focused extreme-intensity blast of noise when 'played'. The horn is not played by the user blowing into it, but rather the ASH uses cartridges of compressed gas that are screwed into the end of the weapon, and unscrewed when spent (each cartridge weighing around 400g). As mentioned, the noise blast initially cycles rapidly through frequencies, until a microphone mounted towards the front of the weapon detects a sufficiently strong resonance feedback, at which point the cycling stops, and the frequency is automatically honed in for optimal destructiveness (to the returning resonant frequency, obviously).
The ASH has a moderately short effective range, with effects dropping off quickly when exceeding this range. However, within range, the effects can be devastating; it usually takes less than a second for the autoresonance to hone in (including the time it takes for the sound to get from the horn to the target and back again- the most distant of targets take more than a second for this reason), after which the destructive effects will be felt, growing in intensity as the attack continues (which can last up to 8 seconds, though most targets will only require 4-5 to be destroyed). The weapon can shake down concrete walls, shatter armoured vehicles (even if the armour itself survives, the more delicate internal machinery will be hopelessly damaged), and generally wreak havoc on any solid structure. More flexible objects- such as human beings- are less vulnerable, so the ASH is not recommended for anti-personnel use, but in a pinch, it can knock people unconscious (and leave them permanently deaf).
Operators are obviously provided with potent ear protection, as even though the blast is highly constrained into a narrow cone, there is still a somewhat dangerous amount of 'splashback' noise.
Several kinds of Well-materials are used to achieve the intense effects, including small amounts of Wellbronze in the sensor, and a variety of Wellwoods in the horn.
Compared to more conventional explosive solutions (eg a Bazooka), the ASH is, on the one hand: lighter, and more thorough in its destructiveness; and on the other has a shorter max range (though the effective range is only slightly less) and longer firing time.
Miraca SMG MkII:
The Samarata 1902 is a quality piece of kit. However, the rate of fire is... not great, which can be a problem when getting up close and personal. The intensifying trench/bunker warfare calls for a close-quarters weapon with a high rate of fire, preferably a highly portable one. The Miraca SMG has therefore been dusted off and greenlit for production in Harren, with some minor modifications.
The Miraca is a compact, lightweight piece of kit, made primarily out of machined steel components- with our industry as it is, we do not anticipate significant difficulty producing them in sufficient quantities. It is, of course, fully automatic, with a respectable RoF of 600 rounds/minute (there is no selector to change the mode of fire, although there is a safety). The effective range is around 150 meters. The 9x19mm ammunition is provided in 36-round clipazines, that slot into the underside of the weapon, serving as a forwards grip for two-hand use. The rear pistol-esque grip allows the weapon to be used one-handed if long-range accuracy is not a major concern. A folding stock is used to reduce the size of the weapon, while still allowing for greater stability when needed.
The Miraca MkII has two main modifications. First, in deference to the conditions of Harren, we've ensured it is totally waterproof, and resistant to mud and sand (easy to clean)- it is more important that the weapon be reliable than that it be extremely powerful/long-ranged. Second, an optional Wellresin 'silencer' has been created, drastically reducing the noise generated by firing.
Espionage Credit - Steal Pact SMG
The Pact's weapon technology far exceeds that of both Embral and Inithar. And they ain't sharing.
Voluntarily, that is.
If one were so inclined, it would be possible for a handful of highly-trained operatives to approach one of their outposts under cover of darkness, having scouted the area from a distance for weeks in advance, such that the patrol routes have been memorised and all entrances charted. These hypothetical infiltrators could then break in to the camp, flitting from shadow to shadow as the patrols pass by none the wiser. As guards are called away to deal with a nearby distraction, they could theoretically acquire a few of the Pact's submachine-guns (having determined their storage location thanks to the aforementioned meticulous long-term observation), and carefully make their way back out of the camp, leaving the Pact none the wiser. Of course, this would only be feasible if the operatives were experts at stealth, like if they came from a nation with over a thousand years of history using such tactics.
Kekari Armored Personnel Carrier Mk1:
Designed to safely ferry our troops through the cold plains and tundra of northern Harren. Our engineers were quick to realize that the significant change in climate upon crossing over would cause significant issues for designs that did not incorporate this fact. The APC is built around an advanced cold start 12 piston, 500 HP diesel engine. In cold temperatures, the diesel may be agitated using small resonators. Electricity drives the creation of intense focused vibrations, and this agitation of the fuel helps in the initial cycling of the engine as it warms up.
This engine drives a system of two extra wide treads, meant to aid mobility in muddy and icy terrains. These are driven by a forward located drive sprocket, and non overlapping wheels are used within the tread. Ideally this will prevent ice from clogging the treads in some scenarios.
In terms of armament, we mount a Musakila machinegun on top, to pose a threat to small groups of enemy units. Beyond this, the vehicle is unarmed. The cabin is meant to house 12 troops, for a total of 14 troops when considering the driver and gunner spot. Armament consists of 25 mm steel plate around the vehicle, and bullet proof glass for the cockpit.
A simple, cheap vehicle meant to assist in the mobility of our forces.
Katarani Medium Tank Mk1:
The choice to pursue a medium tank arrived from a need for balance between mobility in the northern peaks and significant armor to stop our enemy's powerful refocyte rounds. The tank is built around an advanced cold start 12 piston, 500 HP diesel engine. In cold temperatures, the diesel may be agitated using small well material resonators. Electricity drives the creation of intense focused vibrations, and this agitation of the fuel helps in the initial cycling of the engine as it warms up.
This engine drives a system of two extra wide treads, meant to aid mobility in muddy and icy terrains. These are driven by a rear located drive sprocket, and non overlapping wheels are used within the tread. Ideally this will prevent ice from clogging the treads in some scenarios. An armored skirt covers the top part of the treads, to hopefully defuse refocyte rounds before impact with the treads.
The tank is armed with a 70mm main gun, and storage space for 35 rounds. On top is mounted a Musakila machinegun. Forward armor consists of a protective skirt over thick, fairly sloped plates. Wellsap damping in the hull reduces shockwaves and muffles the engines. Spaces are left in the design for the addition of a sonic defense system.
The turret is manned by three, a commander, a gunner and a loader. One person can man the machinegun, and there is a spot for a driver.
This tank is designed to serve as a compromise between the need for speed, and for an armored mobile weapons platform that can shrug off hits from refocyte arms.
Designs (pick two)
Earsplitter Sonic Grenade:
Autoresonant Siege Horn (with Research Credit): (1) NUKE9.13
Kekari Armored Personnel Carrier Mk1:
Katarani Medium Tank Mk1: (1) NUKE9.13
Espionage Credit
Steal Pact SMG: (1) NUKE9.13
Do not use:
Designs (pick two)
Earsplitter Sonic Grenade:
Autoresonant Siege Horn (with Research Credit): (2) NUKE9.13, Strider
Kekari Armored Personnel Carrier Mk1:
Katarani Medium Tank Mk1: (2) NUKE9.13, Strider
Espionage Credit
Steal Pact SMG: (2) NUKE9.13, Strider
Do not use:
Designs (pick two)
Earsplitter Sonic Grenade:
Autoresonant Siege Horn (with Research Credit): (3) NUKE9.13, Strider, Madman
Kekari Armored Personnel Carrier Mk1:
Katarani Medium Tank Mk1: (3) NUKE9.13, Strider, Madman
Espionage Credit
Steal Pact SMG: (3) NUKE9.13, Strider, Madman
Do not use:
Designs (pick two)
Earsplitter Sonic Grenade:
Autoresonant Siege Horn (with Research Credit): (4) NUKE9.13, Strider, Madman, TFF
Kekari Armored Personnel Carrier Mk1:
Katarani Medium Tank Mk1: (4) NUKE9.13, Strider, Madman, TFF
Espionage Credit
Steal Pact SMG: (4) NUKE9.13, Strider, Madman, TFF
Do not use:
The Siege Horn is something that Embralish engineers have tried many times over the years, but they generally ran into problems: while the principle is sound- blasting a target with noise that matches its resonant frequency, causing it to shake itself apart despite a relatively low energy input-, they found that it was impractical due to the need to tune the horn to match the resonant frequency of the target, which takes time that is not often available. Industrial-era engineering saw the development of autoresonant instruments (in which the frequency played is modulated over a range, until the characteristic feedback of resonance is detected, locking in the frequency), but these proved impractical to mass-produce with the technology of the time.
Well, technology has moved on. The cost of precision engineering has dropped, and the use of advanced electronics (why, I saw a vacuum tube radio the other day that could fit in a woman's handbag!) simplifies the tuning mechanism, to the point where we are fairly certain that the Autoresonant Siege Horn is finally practical.
The Autoresonant Siege Horn is an infantry weapon, about 1.4 meters long- basically a long metal tube with a flared muzzle. It is made of lightweight materials for convenience, weighing less than five kilos. The majority of the weapon is taken up by the 'horn' part, which creates a highly-focused extreme-intensity blast of noise when 'played'. The horn is not played by the user blowing into it, but rather the ASH uses cartridges of compressed gas that are screwed into the end of the weapon, and unscrewed when spent (each cartridge weighing around 400g). As mentioned, the noise blast initially cycles rapidly through frequencies, until a microphone mounted towards the front of the weapon detects a sufficiently strong resonance feedback, at which point the cycling stops, and the frequency is automatically honed in for optimal destructiveness (to the returning resonant frequency, obviously).
The ASH has a moderately short effective range, with effects dropping off quickly when exceeding this range. However, within range, the effects can be devastating; it usually takes less than a second for the autoresonance to hone in (including the time it takes for the sound to get from the horn to the target and back again- the most distant of targets take more than a second for this reason), after which the destructive effects will be felt, growing in intensity as the attack continues (which can last up to 8 seconds, though most targets will only require 4-5 to be destroyed). The weapon can shake down concrete walls, shatter armoured vehicles (even if the armour itself survives, the more delicate internal machinery will be hopelessly damaged), and generally wreak havoc on any solid structure. More flexible objects- such as human beings- are less vulnerable, so the ASH is not recommended for anti-personnel use, but in a pinch, it can knock people unconscious (and leave them permanently deaf).
Operators are obviously provided with potent ear protection, as even though the blast is highly constrained into a narrow cone, there is still a somewhat dangerous amount of 'splashback' noise.
Several kinds of Well-materials are used to achieve the intense effects, including small amounts of Wellbronze in the sensor, and a variety of Wellwoods in the horn.
Compared to more conventional explosive solutions (eg a Bazooka), the ASH is, on the one hand: lighter, and more thorough in its destructiveness; and on the other has a shorter max range (though the effective range is only slightly less) and longer firing time.
The choice to pursue a medium tank arrived from a need for balance between mobility in the northern peaks and significant armor to stop our enemy's powerful refocyte rounds. The tank is built around an advanced cold start 12 piston, 500 HP diesel engine. In cold temperatures, the diesel may be agitated using small well material resonators. Electricity drives the creation of intense focused vibrations, and this agitation of the fuel helps in the initial cycling of the engine as it warms up.
This engine drives a system of two extra wide treads, meant to aid mobility in muddy and icy terrains. These are driven by a rear located drive sprocket, and non overlapping wheels are used within the tread. Ideally this will prevent ice from clogging the treads in some scenarios. An armored skirt covers the top part of the treads, to hopefully defuse refocyte rounds before impact with the treads.
The tank is armed with a 70mm main gun, and storage space for 35 rounds. On top is mounted a Musakila machinegun. Forward armor consists of a protective skirt over thick, fairly sloped plates. Wellsap damping in the hull reduces shockwaves and muffles the engines. Spaces are left in the design for the addition of a sonic defense system.
The turret is manned by three, a commander, a gunner and a loader. One person can man the machinegun, and there is a spot for a driver.
This tank is designed to serve as a compromise between the need for speed, and for an armored mobile weapons platform that can shrug off hits from refocyte arms.
Abort:
Steal SMG anyway: (1) NUKE9.13
(insert other option here):
Abort: (1) Strider
Steal SMG anyway: (1) NUKE9.13
(insert other option here):
Abort: (1) Strider
Steal SMG anyway: (2) NUKE9.13, TFF
(insert other option here):
Abort: (1) Strider
Steal SMG anyway: (3) NUKE9.13, TFF, Madman
(insert other option here):
Katarani Medium Tank Mk.I-B:
While it is good to be prepared for the icy hell of northern Harren, the 'belt' regions do not strictly require the Katarani's anti-freezing technology. And since said technology is causing the Katarani to suffer from reliability issues while raising the cost, it actually makes more sense to develop a version without it- while keeping the version with it on the books, for when we inevitably reach more northern regions.
Thus, the Katarani Mk.I-B; simply the Katarani with the Wellbronze fuel agitators removed (with any necessary tweaks to accomodate this included). This is intended to increase reliability and reduce the Wellmaterial cost.
Wellshrubbery Mk.II:
It is somewhat odd to speak of a Mk.II version of a plant, but here we are. Wellshrubbery may work just fine in an egghead's lab, but out in the field it borders on useless. As usual, it falls to the Legion Engineers to fix what eccentric designers throw our way. Fortunately, Wellmoss/shrubbery has a very quick life cycle, allowing us to rapidly diversify, crossbreed, graft, and do all that other plant stuff necessary to develop a variant that is: sturdier, with deeper roots and thicker... branches? Does moss have branches? Whatever; dehydration-resistant, capable of storing excess water to keep itself healthy for a few days at least; and easier to grow, due to increased sensitivity to noise.
Special thanks go to Centurion Malik, whose textbook on plant breeding we borrowed for this project. It, uh, may have fallen victim to a particularly aggressive strain of Wellmoss. Sorry, Malik. In our defence, what sort of centurion reads a book about breeding plants for entertainment?
Hetham Pressure Hull Reinforcement
In order to protect our submarines against enemy attack and make them more capable, they need to be able to survive depth charge attacks more reliably. There is a relatively simple solution for this, and that is to simply reinforce the pressure hull. This deepens the crush depth, allowing the submarine to dive deeper to escape depth charge attack, and it also makes the submarines more durable to near misses with depth charges. A hit must be closer to the submarine in order to actually damage the pressure hull and sink the sub.
The reinforcement is done with the simple addition of braces and thickened walls for the pressure vessel wherever appropriate. Most importantly, a central bulkhead is installed to divide the submarine into two watertight compartments. This bulkhead vastly increases the strength of the pressure vessel (by providing a huge amount of structural support to the center of it) and also increases the survivability of the submarine by allowing the crew to quickly contain flooding as much as possible, even if the sections might not quite be big enough in the Hetham to float the submarine if the ballast tanks should be flooded.
Sharak Oxygen-Enriched Submarine Torpedo
Based on the torpedoes presently deployed on our Hethams, the new Sharak (which is apparently what "shark" translates to in Punjabi) is substantially faster, longer ranged, and deadlier, all thanks to a shift to a new oxidizer: oxygen-enriched air. Now, I know you're all thinking "but isn't that highly explosive and thus turn torpedoes into a serious safety hazard should they suffer even minor damage to the fuel system?". And yes, it does, and yes, these sorts of things sink ships. BUT, we have outsmarted the safety problems by deploying them only on submarines, where they are unlikely to explode since submarines rarely take the sorts of damage that result in fires and if they do, well, the submarine was dead anyway so it's all good!
Oxygen-enriched air is much more efficient when burned (with an appropriate propellant like kerosene) than regular air, on account of it containing more oxygen. Wizardry, I know. This allows us to either save weight and tank space for the oxidizer, OR to just bring more oxidizer and have a more powerful engine run for longer on a comparable size of propellant storage. This more powerful engine is installed in our existing torpedo body and gives us a torpedo that is both faster and longer ranged. With the additional power, we can also stretch the warhead a little bit, to make it substantially deadlier.
Wellshrubbery Mk.II: (1) NUKE9.13
Sharak Oxygen-Enriched Submarine Torpedo: (1) NUKE9.13
Katarani Medium Tank Mk.I-B: (1) Strider
Wellshrubbery Mk.II: (1) NUKE9.13
Hetham Pressure Hull Reinforcement:
Sharak Oxygen-Enriched Submarine Torpedo: (2) NUKE9.13, Strider
Katarani Medium Tank Mk.I-B: (1) StriderI just got rid of the hull reinforcement since if we're only going to be getting killed by mine detonations and gunfire anyway, this isn't helping (the enemy apparently doesn't have depth charges).
Wellshrubbery Mk.II: (2) NUKE9.13, Madman
Sharak Oxygen-Enriched Submarine Torpedo: (3) NUKE9.13, Strider, Madman
Katarani Medium Tank Mk.I-B: (1) Strider
Wellshrubbery Mk.II: (3) NUKE9.13, Madman, TFF
Sharak Oxygen-Enriched Submarine Torpedo: (4) NUKE9.13, Strider, Madman, TFF
Xilmal cursed, glancing over the assorted papers ahead of her. These Initharians and their obsession with pastels, so damn garish. To be certain, the reason for her frustration was not the colors themselves, but the fact that they were incomprehensible to her. Central Command hadn't seen fit to give them even a base level training in the written language, and she was quite certain it was because they did not themselves understand it. She had something, but it was small consolation given her situation. She'd studied the phrasebook of the language, written phonetically. Too much was involved in the colors to include in a phrase book, but she'd be able to say a few words. She wouldn't be able to pass in extended conversation, but with the garnish of pure pain decorating her words and disguising her accent, she might gain some few precious seconds.
The only thing she gained from these indecipherable papers was the layout of the bunker, and that she knew already. The room she was in provided a good view of the entrance, thankfully. An intentional element of the design she suspected, for landing soldiers that made it past the beach. She swept the papers aside, utterly useless unless she wanted to light a fire, and that wasn't going to happen in this cavern of metal and concrete. Steeling herself, and steadying her breath, Xilmal approached the three corpses collapsed in the corner of the room. She kicked the bodies apart, a slow ordeal, kicking a slumped dead person to a new location is no easy task. Once she had a good look at them, she selected the smallest of them, and began unbuttoning his uniform. Her left shoulder twinged, and she tried to keep her movements of her body small and steady. She'd need to be prepared to not pass out when the time came. Some awkward tugging, and the first arm of the soldier was freed. It'd be simple to remove the rest now. She only needed the jacket, and the pants. Enough to give her that extra second. The Embral soldier briefly considered taking the dog tags, but the likelihood that those would help her was slim to none.
The jacket was bloody, with a hole in the side, but luckily, the previous owner had fallen in a way that seemed to have prevented staining except in close proximity to the hole. The silk as well, seemed to prevent the staining somewhat. If Xilmal presented her profile in it properly, she suspected she could pass as uninjured. Well, knee pads, then the pants next. Xilmal cautiously stepped over to the window first, checking to see if she'd been noticed yet. There was movement, but none of it seemed to be approaching her. However, it would not be long before the body she'd left outside was discovered, or someone was expected to head to or from this watch post. She returned to her task. Unstrapping the knee pads was significantly easier than the following issue of removing the pants, but she managed it in time. Next, her clothes needed to come off. Pants were simple, she got them off with little trouble, but. . . after a minute of struggling to get them onto the soldier, she gave up. She didn't have the time to waste on this foolish idea of passing his corpse for the Embral intruder. Xilmal instead shoved him back to the corner where he'd died. Now his pants on her. A bit baggy, but she couldn't ask for more.
Now came the hardest part. Xilmal took her trousers, and with her right arm, balled up a section of them to bite down on. Then, she began moving her shoulders, attempting to finding a way to get her arms out. There was no easy way to do this without moving her left shoulder in some manner. She moaned into the cloth, pushing on her jacket with her wounded shoulder so that she could begin slipping her right arm out. A final burst of force, followed a jagged pain lancing down her shoulder and an accompanying muted scream. Her right arm was free. Shaking, she slipped the jacket carefully down her left arm, and onto the floor. She kicked it to the corner with the stripped corpse, and then the remaining corpses were arduously shoved on top of it, to hide the uniform at first glance to anyone who entered the room.
Now the new coat. A motley pattern of beige, rust, and brown adorned it. The silk made it somewhat gentler to slip onto her left arm, but the contortions necessary to put on a coat made it nearly as painful as the removal of her own uniform. It was only as the tears flowed down her face afterwards that she realized that there was a chance she could have gotten away with just keeping her arm out of the sleeve. But now, with this, she might not be shot on sight if she somehow got out of this. And knee pads on last of course.
Now, there was nothing more to do, but to plan her attack. The disguise would show it's value if there came an opportunity to escape the bunker. But for now, this was her best chance helping her comrades preparing to come ashore.
Xilmal brought the rifle up to the concrete slit, along with her ammunition. She had eleven magazines—three each from the men in this room, and two she'd picked up earlier—ten rounds each. She'd emptied one getting into this room. Now, she needed to begin picking her targets. There were a few: machine gun nests about 70 meters off from her in both directions, they seemed about evenly spaced beyond that. Each seemed to have three or four occupants, and there were a number of soldiers swarming up and down to different positions, with a motorcycle passing by occasionally, presumably messengers. Beyond the nearest east nest was a parked tank of some form, behind a sloped barricade leading up to its turret. Damn, she'd not be able to shoot through that. She'd need to bait out the occupants, if she could.
She took careful aim at one of the passing motorcycles. This would be the first target. Interrupt communications, and attract attention all in one go. But what would be the lead? She had only fired in close proximity with these weapons thus far, and their performance diverged significantly from what she was used to. The soldier lined up the iron-sights as she normally would for a low torso shot, knowing that she just had to give it a go. A gentle pull on the trigger, and the click of the round firing. Wait, if they were silent, that meant. . . they weren't supersonic. Not enough velocity, and the round would drop far more than she was used to. Shit. The man on the motorcycle continued forward, unharmed, seeming to notice nothing. And she hadn't even seen where the bullet landed, to adjust her aim.
Yet, within a second, he began to slow, and then came to a stop. Even from this distance, it was clear that the man was confused. That confusion became clear as he stared at his tire. She'd hit the tire, goddamn that was a lot of drop. Not optimal, but. . . that meant she knew the lead, and the drop. She aimed again, higher, iron-sights settling just a little above his head, and pulled the trigger. The man slumped, and fell over. One down, 108 rounds left. A shout rang out from the machine gun nest nearest him, and a soldier ran out, heading over to the courier. He was the next victim, 107. Xilmal was certain that no others would venture out to meet the same fate. Next, the machine gun itself. Three rounds into that and it was put out of working order. If they opened fire on her with that one, she'd be in some real shit, given it's proximity to her.
These nests, while well defended from the front, were not designed to deal with an attack from her vantage point. The occupants of the first nest died quickly under her fire, but the other on the opposite side, seemed to have noticed the commotion as well. They, given more time to react, acted. A colored flare shot out of the nest, yellow to orange smoke trailing into the sky, as she took aim for her next shot. It took 9 shots to take out the soldiers in the nest, for they could manage to hide most of their torso in that position, and she had a very small target to hit. Good practice for the aiming though. Now for the next nest, much further away. The flare had gone up, and they'd know she was here. A burst of machine gun fire from that nest pinged off the outer wall. Good, good, she'd gotten some attention. Also very bad. Xilmal poked her rifle over the edge, and fired the rest of her magazine out in a burst. Had she hit anything? She wasn't sure. Eight magazines left, and as she slammed in a new mag, and yet more of the spitting death from the machine gun. They'd be trying to approach the entrance under that cover. At a break in the machine gun fire, she popped out, took a shot at the approaching group of soldiers, before ducking back down, as bullets flew towards the slit again. Miss, both her shots and the machine gun's bullets. She hadn't had time to aim properly, but that was likely to be the case for the rest of her time here. Another peek, another shot, and another burst of refocyte from the machine gun. She smiled, got one. 78 rounds remaining. This pattern continued, the machine gun fire slowly becoming more concentrated on the slit, as they settled on the aim. A bullet grazed her ear, tearing into it, and with each burst, shards of shattered concrete spalled from the inside of the bunker. Some were minor, losing their speed before harmlessly bouncing off her uniform, others with more velocity tore small gouges into her jacket and arm.
Down to 54, she'd gotten the group of soldiers approaching the bunker entrance. Now she'd need the nest. Deep breaths, she needed to take out the actual machine gun, at 210 meters, without much experience with this weapon at that range. Doable. The low recoil meant that she'd be able to get her shots off in quick succession. . . she just had to go for it. She waited a moment, trying to time it to a lull in the bursts of fire. She popped up and emptied the magazine into the nest. Xilmal was rewarded by a distant set of pings, distinctly louder and sharper than the click of the machine gun firing. Good. And yet, bullets continued to impact the bunker. A nest farther down? The rifles of the soldiers in that nest which she had just crippled? Or. . .Xilmal popped her head up for a quick glance, and was greeted by the sight of a tank turret ponderously turning to face her barrel aligning it's maw directly towards her face.
Shit, shit. Would they shoot the bunker? Xilmal staggered to the back of the room, away from the slit, placing herself as far as possible from the slit where the tank would presumably target. But, after a full minute and a half of waiting, nothing had happened. No concussive thud, no decrease in the sporadic machine gun fire. Perhaps they held out hope to take it back. The tank was equipped with two machine guns, she recalled. Those would be a mess to deal with. Ducking, she tentatively approached the table that had held the useless papers and plans, and tugged on it. Not light, but she might be able to prop it over. She pulled, attempting to lift it up longways, but found herself unable with a single arm. With a sigh, she crawled underneath, and stood, lifting it with her back, to cover the part of the slit looking out at the tank. As soon as the table was up, a burst from the twin machine guns peppered the concrete and splintered the table. But not her. And with the light switched off in the room, and the dawn's glow outside, Xilmal hoped that the table would prevent them from knowing when she popped up to take fire at the entrance to the bunker.
Not cover, but concealment. Either they'd have to waste all their ammunition blowing through the table, or they'd have to resort to sporadically firing and hoping that that was when she poked up. Safer than them firing in reaction to her appearance at least. Wait a few seconds, then. . .she popped up again, and saw a group of a soldiers ducking and sprinting from one covered location to the next in a meandering route towards the bunker entrance. When she opened fire, they responded in kind, but it seemed they'd been relying on the tank's cover fire, and they were easily picked off before they managed to hit her. She ducked down again away from the slit, breathing heavily.
They'd be sending more, probably, and she had. . .four full magazines left, and the rounds in her current mag. She could go silent for a bit, and make them think she was out, or had been hit by the soldiers approaching? That was probably the best—her thoughts were interrupted by an explosion of shards of concrete, the crash deafening after so much muted clicking and pinging. A burst of dust, wood splinters, and concrete shrapnel exploded around her, and flung her against the wall, winding her. The rifle flew from her hand, clattering to the ground. Concrete shards had embedded themselves in her wounded arm, and there was a red cloud spreading over her vision, pain in her left eye. Something had hit her eye. Gasping, she reached up towards her eye with her right hand, and was met by a wooden splinter sticking about an inch out. She flinched back from touching it. Oh god, oh god, the tank had fired, that was all it could be. Why, why hadn't they done it earlier, weren't they sending more soldiers in to take this place back!?
In her shocked state, it took Xilmal few moments to settle on an answer. They'd seen no option when she erected the table up to block their view. She'd forced their hand, and they didn't believe they could protect their approaching troops. They were right. And so they'd decided that they would suffer damage the bunker, if only they could take either her, or at least her table out. It had worked. Shit, this ruined everything, she thought, wiping blood and tears away from her mouth.
She reached up to her eye again. There was no saving it now, and given the imminence of her demise, Xilmal chose a course of action. She gritted her teeth, placed two fingers on the wooden shard, and yanked it free. She need to be able to blink, and to be able to cover the wound to stop the bleeding. If anything happened and that blood got to her other eye, well one hand was useless and the other would be on a gun. She needed to see. Two pieces of fabric she ripped from the deceased's uniforms, both to stifle and to tie off the wound. She had more bullets, she needed to be able to use them. The time to make this makeshift bandage was significant, all the more because of her fumbled attempts to tie it with a single hand, and Xilmal began to hear shouts outside. A new group, approaching the entrance? This guess was proven wrong when a gun poked through the slit, and a fired a burst in wildly. Fate smiled upon her insomuch as this it could in this situation, and the shots missed. Seated, Xilmal grabbed for her rifle, and pulled it up towards the window with an effort, perching the barrel on her knees. She held her fire though, until a female soldier peaked through the slit, to check whether the silence meant that Xilmal had been killed. The negation of this fact traveled through the unwise soldier's brain at high velocity, exiting with a splattering of red.
More assorted shouts, and two more guns poked in through the slit. Xilmal took her shots at the guns, the refocyte rounds punching into the workings of each, rendering one of them silent after a few shots. The other gun, she must have missed the mechanisms. The Initharian managed empty his magazine blindly into the bunker, and a bullet struck Xilmal in the calf. So much for walking. Not that she'd had any hope of that anymore. Damn, she'd really been hoping to use this uniform. What was all that pain with changing for if she was going to end up corned like a fox in its hole here? Xilmal had had such high hopes for that, escaping the bunker after the local gun nests had been cleared, or tricking them into thinking she was a dead Initharian in here, and that the culprit had escaped. Well, that had always been unlikely, she thought, reprimanding herself for the foolishness of thinking it was even possible.
But, now for the last gambit she had. She dragged her self over to the pile of corpses with her good leg and arm, and began to shove herself underneath. Slow painful work. More shouting outside. She understood a fraction, something something got her? How would they know if they'd gotten her? She took a deep breath, and tried to slow her inhalation and shivering. Two minutes passed, and then voices from beyond the reinforced door leading into her room. They were in the bunker, and they'd break through soon.
A grunt from outside, and a dull thud. They were kicking or throwing themselves against the door. It'd be a little while yet. From her prone position, Xilmal grabbed another rifle from her pile of victims, and readied it, set on the floor next to her. She might not get another chance to reload, already difficult with a single hand. A shame that she'd left the last magazine by the destroyed slit. She wouldn't be able to get up and get it, what a waste.
Another five minutes, and there came a colossal crash at the door. Some kind of ram, she didn't know how they were breaching, but it was a certainty that they were. The frame shook and let out a puff of dust, but it and it's door held strong. It would be a moment yet. Xilmal steadied the rifle in it's resting position on the torso of one of the bodies. Another blast, and a crack appeared in the frame, the door bowing slightly. One final burst, and the door swung violently open. In that fraction of a second, she unloaded the rifle's magazine. Ten shots, had she gotten anyone? She didn't know, she couldn't really see through the dust, blood, and shadows of the hallway. The door had opened violently enough that it slammed into the wall next to it, and rebounded almost back to it's closed position. What a nice door, protecting her like that, Xilmal thought dizzily. In that brief moments respite, she grabbed the other gun. The door was pushed open again, and once more she opened fire, emptying the magazine.
Nothing left for her, and the shouts in the corridor continued. She hadn't gotten them all. Some unseen Initharian pulled the door close as cover, pushed their rifle around it, and fired wildly in. Bullets pinged around the bunker, and Xilmal knew this was the end. No more bullets, no more tricks, and a full unused magazine sitting out of reach next to the slit. What a fucking waste.
She couldn't stand, and her backup plan to use her scarce knowledge of the local language to pretend to be a wounded Initharian, well no chance of that. They would have to know that it was her when they came in, and they wouldn't come in before filling this tomb of hers with refocyte. Nothing left to do, but. . . drift into sleep. She'd done what she could. The defeated Embral soldier tugged one of the corpses closer over her, warm. She was closed her good eye, cruor cracking on her makeshift bandage around her other eye. She could rest now. As her consciousness dimmed, a deafening boom sounded, shaking her very skull. She did not see what had occurred, and immediately passed into unconsciousness.
When her eye blinked open, Xilmal's first feeling was surprise. This wasn't supposed to happen, that had been her end. She'd made her final stand. Why could she still see, and more specifically, see the cold smokey sky, and the grey crumbling concrete of the bunker? A thud shook her, not sound, but shock wave. And with that, she knew. The bombardment had begun, and the soldiers were landing. She let out a joyous sob, muted in her ringing ears, and smiled. They might not find her, they probably wouldn't. But, it had begun, and she'd done her part. The dull patternless booms of the shore bombardment, and the foothold they signified made the lullaby that once more dragged her consciousness away. It'd begun, and they would take the beach.
It is somewhat odd to speak of a Mk.II version of a plant, but here we are. Wellshrubbery may work just fine in an egghead's lab, but out in the field it borders on useless. As usual, it falls to the Legion Engineers to fix what eccentric designers throw our way. Fortunately, Wellmoss/shrubbery has a very quick life cycle, allowing us to rapidly diversify, crossbreed, graft, and do all that other plant stuff necessary to develop a variant that is: sturdier, with deeper roots and thicker... branches? Does moss have branches? Whatever; dehydration-resistant, capable of storing excess water to keep itself healthy for a few days at least; and easier to grow, due to increased sensitivity to noise.
Special thanks go to Centurion Malik, whose textbook on plant breeding we borrowed for this project. It, uh, may have fallen victim to a particularly aggressive strain of Wellmoss. Sorry, Malik. In our defence, what sort of centurion reads a book about breeding plants for entertainment?
Based on the torpedoes presently deployed on our Hethams, the new Sharak (which is apparently what "shark" translates to in Punjabi) is substantially faster, longer ranged, and deadlier, all thanks to a shift to a new oxidizer: oxygen-enriched air. Now, I know you're all thinking "but isn't that highly explosive and thus turn torpedoes into a serious safety hazard should they suffer even minor damage to the fuel system?". And yes, it does, and yes, these sorts of things sink ships. BUT, we have outsmarted the safety problems by deploying them only on submarines, where they are unlikely to explode since submarines rarely take the sorts of damage that result in fires and if they do, well, the submarine was dead anyway so it's all good!
Oxygen-enriched air is much more efficient when burned (with an appropriate propellant like kerosene) than regular air, on account of it containing more oxygen. Wizardry, I know. This allows us to either save weight and tank space for the oxidizer, OR to just bring more oxidizer and have a more powerful engine run for longer on a comparable size of propellant storage. This more powerful engine is installed in our existing torpedo body and gives us a torpedo that is both faster and longer ranged. With the additional power, we can also stretch the warhead a little bit, to make it substantially deadlier.
Attacks (vote for 2)
Badlands Gavrillium Node: (1) NUKE9.13
Badlands Caelium Node: (1) NUKE9.13
Deploy The Leviathan (it's our only NE)
Eastern Maelstrom: (0)
Western Maelstrom: (1) NUKE9.13
Resource Development:
Wellmaterial in Desert: (1) NUKE9.13
Lore Contest
Past & Present (NUKE9.13) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8115122#msg8115122): (1) NUKE9.13
untitled (Strider03) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8139321#msg8139321):
Attacks (vote for 2)Completely fair! In the same vein I'm going to support mine because I'm seduced by the "We can rebuild her, we have the technology" possibilities, and I'd like to see it in the main thread.
Badlands Gavrillium Node: (2) NUKE9.13, Strider03
Badlands Caelium Node: (2) NUKE9.13, Strider03
Deploy The Leviathan (it's our only NE)
Eastern Maelstrom: (0)
Western Maelstrom: (2) NUKE9.13, Strider03
Resource Development:
Wellmaterial in Desert: (2) NUKE9.13, Strider03
Lore Contest
Past & Present (NUKE9.13) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8115122#msg8115122): (1) NUKE9.13
untitled (Strider03) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8139321#msg8139321): (1) Strider03
Attacks (vote for 2)I really like the quality and incredibly well-thought-out situation in Strider's lore piece. It's believable and there's a LOT of effort in it.
Badlands Gavrillium Node: (3) NUKE9.13, Strider03, Madman
Badlands Caelium Node: (3) NUKE9.13, Strider03, Madman
Deploy The Leviathan (it's our only NE)
Eastern Maelstrom: (0)
Western Maelstrom: (3) NUKE9.13, Strider03, Madman
Resource Development:
Wellmaterial in Desert: (3) NUKE9.13, Strider03, Madman
Lore Contest
Past & Present (NUKE9.13) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8115122#msg8115122): (1) NUKE9.13
untitled (Strider03) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8139321#msg8139321): (2) Strider03, Madman
Attacks (vote for 2)
Badlands Gavrillium Node: (4) NUKE9.13, Strider03, Madman, TFF
Badlands Caelium Node: (4) NUKE9.13, Strider03, Madman, TFF
Deploy The Leviathan (it's our only NE)
Eastern Maelstrom: (0)
Western Maelstrom: (4) NUKE9.13, Strider03, Madman, TFF
Resource Development:
Wellmaterial in Desert: (4) NUKE9.13, Strider03, Madman, TFF
Lore Contest
Past & Present (NUKE9.13) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8115122#msg8115122): (1) NUKE9.13
untitled (Strider03) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8139321#msg8139321): (3) Strider03, Madman, TFF
Attacks (vote for 2)
Badlands Gavrillium Node: (5) NUKE9.13, Strider03, Madman, TFF, Frostgiant
Badlands Caelium Node: (5) NUKE9.13, Strider03, Madman, TFF, Frostgiant
Deploy The Leviathan (it's our only NE)
Eastern Maelstrom: (0)
Western Maelstrom: (5) NUKE9.13, Strider03, Madman, TFF, Frostgiant
Resource Development:
Wellmaterial in Desert: (5) NUKE9.13, Strider03, Madman, TFF,Frostgiant
Lore Contest
Past & Present (NUKE9.13) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8115122#msg8115122): (1) NUKE9.13
untitled (Strider03) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8139321#msg8139321): (4) Strider03, Madman, TFF,Frostgiant
Sorry nuke, This is a (lore) Coup.
Leviathan Mk.II (Gavreactor & Caelophone):
The Leviathan is a very effective flagsub. But it has its weaknesses. For one, the batteries have a limited charge, limiting how long it can spend submerged. For two, communications while submerged could be better. Fortunately, we have solutions for both these problems, thanks to a generous donation of resources from the Harren locals.
The solution to the first problem is the "Gavreactor". This device uses 'Aligned Gavrilium'; Gavrilium that has been heated to melting point, combined with a number of alloying agents, then cast and cooled under the influence of a strong magnetic field. The result is a material that physicists have dubbed either 'Maxwell's Super-Demon' or 'Fuck This Shit', depending on how flexible their thinking is. Put simply, when in a magnetic field, Aligned Gavrilium generates heat on one side, and cold on the other (proportional to the strength of the field). How? Don't ask. Which is to say, Aligned Gavrilium does eventually 'deplete', but 'sane' physicists assure us that the process is impossible regardless.
Anyway, with rods of Aligned Gavrilium in hand, creating a super-efficient reactor is child's play. One need merely exploit the considerable temperature differential between the two ends of the rods, which in this case we have done by creating a closed-circuit of purified water. The water is turned into super-heated steam on one end, passes through a turbine, and is rapidly cooled into near-freezing water on the other. To modulate the reactor's power, the electromagnets used to generate the magnetic field can be adjusted.
The Leviathan is to be the test-bed for the first practical Gavreactors. Two of the four diesel generators (one in each main hull) will be replaced with large, powerful, expensive prototype reactors. As the Gavreactors require no oxygen to operate, and consume Aligned Gavrilium at a fairly slow rate, this will allow the Leviathan to- in principle- stay submerged for days, if not weeks on end.
The second problem (communications) is solved by the Caelophone. See, Caelium is great and all, but given the difficulty of deploying aircraft in the Maelstrom, we were at a bit of a loss for what to do with it. But then someone pointed out that gravity is an unstoppable force of nature, which travels through air, water, and even solid rock without blinking an eye. What if we could use it to communicate, the way radios use electromagnetism to communicate? This idea led to several physicists in the expeditionary design bureau having mental breakdowns, but we ignored them and gave it a shot.
Turns out that if you alloy Wellbronze with Caelium in the right way, it totally works. We have dubbed the phenomenon 'Gravitational Sound', to the intense frustration of the aforementioned physicists. The Caelophone features a large Vibro-Caelium (the aforementioned Wellbronze/Caelium alloy) dish. This dish creates tiny oscillations in the gravitational field corresponding to an input signal. A second, similarly tuned Vibro-Caelium dish can detect these tiny oscillations, and convert them into a readable output signal.
The Leviathan has been outfitted with a Caelophone Hub, featuring several large Vibro-Caelium dishes. Smaller, simpler Caelophone sets have been produced, featuring two dishes; one receiver and one transmitter. These are slated for distribution amongst the fleet (prioritising squadron leaders, as equipping all ships may not be economical) as well as shore installations, allowing for contact between them and the Leviathan at all times (the Leviathan's Caelophone Hub being able to transmit signals far enough to reach all the seas around Harren, and pick up signals from the same area).
Mutant Rose:
In the desert north of Salvios, we discovered the ruins of greenhouses. The Salviosi evidently invested quite a bit of effort into trying to grow something in those dusty wastes. We can't be totally sure what it was that they were growing, but we have a hunch that it may be related to our latest discovery: the Mutant Rose.
The Mutant Rose can be found growing in a few locations throughout Harren, and we're pretty sure it's not a naturally occurring species. In fact, we suspect that its existence does not predate the Harren Calamity. For the Mutant Rose grows in Rime-scarred soil, but only if the average air temperature exceeds 30 degrees celsius. The combination of frozen soil and baking air is not one typically found anywhere in the world prior to the Calamity.
We also suspect that someone would've noticed if these things were growing in the wild somewhere, given the, uh, extremely noticeable effect it has on the local flora and fauna. The Mutant Rose, you see, is aptly named, as it has a tendency to cause rapid mutation in anything it comes in contact with. Wild animals that graze on the Mutant Rose have been observed to double in size in a matter of days, defying everything we thought we knew about biology (when isolated from the Rose, they gradually return to their original size). Not many plants can eke out an existence in the same environs as the Mutant Rose, but those that do display odd traits such as multi-coloured leaves, prehensile vines, and nigh-impenetrable bark.
Some speculate that whatever the Salviosi were growing was hit by a particularly vicious blast of transdimensional warp energy, causing the already unique plant to mutate wildly. This is nonsense, of course- the whole 'transdimensional' aspect of the Harren Calamity is obviously fictional-, but no one has any better explanation.
Whatever the origin, the potential uses are considerable. We have laid the groundwork for the cultivation and harvesting of the Mutant Rose, as well as a method of refining its nectar into a rudimentary medical gel, that causes rapid regeneration when applied to injured areas.
"Behemoth" Assault Hovercraft (NE)
The recent discovery of Caelium and Gavrillium has given rise to some rather extreme ideas amongst the design teams. One, in particular, has gotten an unfortunate amount of funding. They've transplanted an 8in gun turret, armor and ammunition handling and barbette included, from a crippled Mukebaza heavy cruiser into a..."tank". The turret, with much-reduced ammunition stores and therefore a shortened barbette, sits on top of an oval-shaped body, the main turret mounted slightly above a set of 6 120mm twin enclosed gun turrets off of Silada destroyers, facing in all directions. Cutouts in the lower faces of each turret and alterations to the elevation gear allow the 120mm and 200mm turrets to depress far enough to hit very close ground targets. Lower down on the body, in sponson-esque mounts, are ASH weapons aimed to sweep the ground near the vehicle to destroy infantry or anything that escaped the notice of the other turrets. Also included are numerous MGs aimed to cover every possibly angle. And one armored viewport on the bottom, that allows the crew to ascertain whether anything has taken shelter underneath them. If anything does, the gravity system is slowly powered down and the annoyances are crushed before operations resume.
The vehicle is powered and moved by a combination of a Gavrillium-based power source, the "Gavreactor", and a form of Caelium that counteracts gravity...and causes the entire vehicle to hover a few feet above the ground. The Gavreactor powers the large amount of Caelium necessary for this, it uses 'Aligned Gavrilium'; Gavrilium that has been heated to melting point, combined with a number of alloying agents, then cast and cooled under the influence of a strong magnetic field. Put simply, when in a magnetic field, Aligned Gavrilium generates heat on one side, and cold on the other (proportional to the strength of the field). How? Don't ask. Which is to say, Aligned Gavrilium does eventually 'deplete', but 'sane' physicists assure us that the process is impossible regardless. Anyway, with rods of Aligned Gavrilium in hand, creating a super-efficient reactor is child's play. One need merely exploit the considerable temperature differential between the two ends of the rods, which in this case we have done by creating a closed-circuit of purified water. The water is turned into super-heated steam on one end, passes through a turbine, and is rapidly cooled into near-freezing water on the other. To modulate the reactor's power, the electromagnets used to generate the magnetic field can be adjusted.
The Caelium system is created by alloying Caelium with some iron that was found in a Well, and then blasting sound at it from some direction. This creates a field of directional gravity around the system, which can be influenced and altered in shape by a adding much smaller units of the system in other locations. This field is capable of almost exactly cancelling out the gravitational effect of the Earth on the ship, and can be altered to provide omnidirectional propulsion or turning power for the vessel, not that it normally needs to turn.
This system allows the Behemoth to hover over any terrain and move at a reasonable speed despite its humongous mass. It will be capable of participating in amphibious assault despite being mostly a land vehicle. Internally it can carry many troops in the space left in the hull underneath the 5" guns, which do not need anywhere near the same vertical space as the 8" triple turret.
The Behemoth is heavily armored, with 150mm of armor on the bottom of the vehicle, splinter protection on every magazine, 200mm of armor on the outward faces, and 80mm of armor on the top. A thin layer of 15mm steel is used as spaced armor. The 200mm triple turret is protected by a 200mm turret face and 150mm turret sides and back and an 80mm armored roof, while the exposed portion of the barbette is armored with 200mm again. The internal portions of the barbette have their armor reduced to splinter protection.
There's only one of them, but the "Behemoth" is a large and powerful device we hope to use to break any defensive line, even those located across the straits from us.
Mutant Rose | Xilmal Jagpal
In the desert north of Salvios, we discovered the ruins of greenhouses. The Salviosi evidently invested quite a bit of effort into trying to grow something in those dusty wastes. We can't be totally sure what it was that they were growing, but we have a hunch that it may be related to a recent discovery: the Mutant Rose.
The Mutant Rose can be found growing in a few locations throughout Harren, and we're pretty sure it's not a naturally occurring species. In fact, we suspect that its existence does not predate the Harren Calamity. For the Mutant Rose grows in Rime-scarred soil, but only if the average air temperature exceeds 30 degrees celsius. The combination of frozen soil and baking air is not one typically found anywhere in the world prior to the Calamity.
We also suspect that someone would've noticed if these things were growing in the wild somewhere, given the, uh, extremely noticeable effect it has on the local flora and fauna. The Mutant Rose, you see, is aptly named, as it has a tendency to cause rapid mutation in anything it comes in contact with. Wild animals that graze on the Mutant Rose have been observed to double in size in a matter of days, defying everything we thought we knew about biology (when isolated from the Rose, they gradually return to their original size). Not many plants can eke out an existence in the same environs as the Mutant Rose, but those that do display odd traits such as multi-coloured leaves, prehensile vines, and nigh-impenetrable bark.
Some speculate that whatever the Salviosi were growing was hit by a particularly vicious blast of transdimensional warp energy, causing the already unique plant to mutate wildly. This is nonsense, of course- the whole 'transdimensional' aspect of the Harren Calamity is obviously fictional-, but no one has any better explanation.
Whatever the origin, the potential uses are considerable. We have laid the groundwork for the cultivation and harvesting of the Mutant Rose (thanks, Malik), but as for applications... well, that's a more interesting story.QuoteXilmal Jagpal, female, 26 years old. Sikari commando. Short stature, dark hair, tan skin. Improbably resilient.
Heavily wounded at [REDACTED] Beach. Considered terminal. Assigned to [REDACTED] Programme, case no. 71. Treatment successful.
[REDACTED] observed subject. Mental, physical condition stable.
Recommend continued observation & experimentation.
-[REDACTED] case file.
We can rebuild her. We have the technology.
When medics recovered Xilmal Jagpal, she was almost beyond saving. Lucky her that we were looking for a test subjects to use the newly cultivated Mutant Rose on. She was one of 100 patients to be chosen for the first trials. She was one of 54 to survive them. She was one of 12 to be fully healed. She was one of one to have "optimal biomutative synchronisation".
Which, arguably, was not so lucky, because that meant she was voluntold into our 'supersoldier' program. No expense was spared; she became a testbed for almost every enhancement we could think of. This, of course, required an exorbitant amount of highly purified Mutant Rose nectar, making repeating the process on even a single other soldier almost impossible... but we think it was worth it.
On the outside, Xilmal looks similar to how she did before. Maybe a bit taller, a bit more muscular, and with bright orange irises, but otherwise nothing betrays any notable changes.
It is around the time that she starts juggling 20kg weights with her eyes closed that one might sense something was amiss. Xilmal has been granted a multitude of enhancements. Obviously, she is considerably stronger than a baseline human- twice as strong as a world-class weight-lifter, let's say. She is also faster, easily able to outrun a world-class sprinter. Perhaps more importantly, she also has the stamina and endurance to maintain these feats for hours on end.
Xilmal's senses have also been improved greatly. Especially her eyesight has been bolstered to an incredible- some would say impossible degree. Ophthalmologists inform us that there is simply no way for the human eye to achieve the degree of magnification Xilmal is now capable of. On top of that, her ability to see in low-light conditions is significantly improved, and a translucent secondary eyelid helps prevent sun-blindness; she doesn't even need sunglasses.
Her other senses are also improved, although not to the same degree. Her sense of hearing, touch, even taste and smell- all are at a level higher than humans are normally capable of. Her ears are also hardened to protect against very loud sounds- no burst eardrums for Xilmal, at least not in normal circumstances.
In addition, her reaction speed is considerably improved, allowing her to take action a split second faster than a normal human- and in life or death situations, a split second can be all the time you need.
Her most potent ability, though, is her regeneration. Xilmal's body is capable of almost limitless regeneration, given enough time. Minor lacerations and bruises disappear in seconds; bullet wounds and fractured bones heal in mere minutes; missing limbs and organs regrow over the course of days. Of course, this requires a copious intake of nutrition, but her body will not attempt to regenerate non-vital areas if she is starving.
At this point, Xilmal Jagpal is less a human soldier, and more a force of nature. Fortunately, while she was initially a little annoyed at her lack of options regarding the program, she got over that after realising the almost uniformly beneficial effects (we did make a point to avoid turning her into an inhuman monster). A sixfold increase in salary probably didn't hurt either, nor did the promotion to the unique rank of "Sui Centurio", or "Centurion of herself"- indicating that she ranks equally to a Centurion, but does not have direct command over a Century.
Behemoth Superheavy SPG
The Behemoth is the first attempt to Take the resources recently gained from our assault on the suspiciously empty pact facilities and create a piece of working, Homegrown Embralian war vehicle.
Designed to provide an overwhelming concentration of Artillery fire, the Behemoth mounts very little armour, instead of trading the weight loss to carry even more armaments.
If one were to focus on the armaments of the behemoth, it's likely that one would see little more then a Warship capable of traversing the land and sea both. Mounting 6 200mm Naval guns configured in triple mounted turrets and a number of havezara based howitzers, The behemoths gun load is more than capable of dropping a regiment worth of armaments on a position by its lonesome and tainting the air of an entire front due to the sheer amount of LIE munitions it can drop on target.
Due to the sheer range of the munitions and its purpose as a Superheavy SPG, The Behemoth is designed to engage the enemies far outside of their ability to retaliate without the use of artillery, in which case its own mobility due to its hovering propulsion will safely take it far outside of range before any form of coherent retaliation or counter bombardment can be mounted.
While its number of guns is impressive, the true revolutionary developments behind the newest superweapon of the embral expedition lie in the Hover propulsion based on the recovered cealium and the Reactor created from the Gavriulium. Without these advancements, The Behemoth would be unable to truly exist, crumbling under its own weight as its sheer armament becomes its undoing.
The developement of a system that could utilize the newly recovered crystalline substance that is cealium was a nightmare, with the substance defying every expectation they had from the previous notes they had recovered from the pact facility and the recently stolen "SMG". In the end, a breakthrough came in the form of an evolutionary cousin to the well shrub, with a rather unique property.
The Well-eater tree is interesting, but an ultimately useless offshoot of the Well -shrub, related in its growth but many times lower, working in weeks instead of minutes like its Shrubby cousin. The interesting part of the Well-eater was that as it grew the tree would regularly Incorporate the materials of its environment into its trunk. With enough stone dust or Metal in its surroundings, The tree could create itself a rather burn-proof and metallic shell. The problem with such as thing of course being that such wood would be rather weak even still compared to metal and many times harder to grow.
All in all, The well-eater tree was an interesting footnote in Well ecosystems.
With the advent of Celaium however, a new use was found for this relatively fast-growing tree. Fed a diet of Cealium powder and Silver dust, the Well-eaters roots and trunk were grown around the skeleton of the Behemoth, creating Roots throughout the whole superstructure. When supplied with electricity, These roots Begin to Change the center of Gravity throughout the Behemoth, Lifting the Superstructure of the Behemoth off of the ground.
Through careful planning, the end result is a System of Roots that when supplied with electricity create Gravity wells around the ends of the roots and lifting their surrounding, So heavily intertwined with the superstructure, this allows the behemoth to Hover off of the ground as long as power is supplied. The massive SPG is steered through application of electrical power, Creating Gravity wells around the ship in order to pull the Craft along. They can also be done in order to Stabilize the craft when firing, countering the kickback of its massive array of long guns with calculated applications of Micro formed gravity wells.
However, This Glutonous mass of Gravity Roots and plantlife requires a large amount of electricity, more then we could easily produce before we laid claim to the Gavriullium within the Pact compound. The Behemoth, Mass of living Wood and Metal that it is
requires a rather powerful heart to keep itself "Alive". This heart comes in the form of a Gavrillium engine named the "Gavreactor".
The Gavreactor powers a large number of systems inside of the behemoth, primarily the "Cealium-Eater Roots" as some of teh crewmen have taken to calling them, it uses 'Aligned Gavrilium'; Gavrilium that has been heated to the melting point, combined with a number of alloying agents, then further cast and cooled under the influence of a strong magnetic field. Put simply, when in a magnetic field, Aligned Gavrilium generates heat on one side, and cold on the other, This temperature flux is proportional to the strength of the field. How? Don't ask, many Embral engineers gave up after the first few weeks and began to heavily self-medicate with strong drinks.
Aligned Gavrilium is not Infinite, and does eventually 'deplete', but what few 'sane' physicists were not in the medical bay from liver failure assure us that the process is impossible regardless. Either way, with rods of Aligned Gavrilium in hand, creating a super-efficient reactor is child's play, provided one does not look at the sheer amount of alcohol imbued during said construction.
One need merely exploit the considerable temperature differential between the two ends of the rods, which in this case we have done by creating a closed-circuit of purified water. The water is turned into super-heated steam on one end, passes through a turbine, and is rapidly cooled into near-freezing water on the other. To modulate the reactor's power, the electromagnets used to generate the magnetic field can be adjusted. The rapidly expanding steam Spins the turbine even as it is then supercooled, creating large amounts of power for effectively very little input or output.
The Sheer amounts of electricity produced allow the behemoth to feed the power-hungry Well-roots making the whole vehicle work.
The hull of the behemoth is shaped from a large Oval-Esque hull carrying the main bulk of the systems, guns, ammunition, and crew and 8 "Legs" These legs extend out from the hull, and serve primarily as Stabilizers and Propulsion, Creating Gravity wells Above and below as necessary to maneuver the Behemoth over obstacles.
Due to the legs extending from the main body, The behemoth can create more powerful gravity wels at these points (Due to higher concentrations of roots) without putting the Crew in danger from the effects of gravity.
On your average Combat vehicle, These "Legs" would be an unacceptable structural weakness, Providing thin targets that can be targeted and destroyed with relative ease. However, due to its role as a long-range SPG and the sheer distance from its targets, the danger is considered a minimum, and the effective increase in Maneuvering, Crew safety, and Firing stability is considered worth it.
When the Behemoth is forced to land, for maintenance, refueling or repair. These 8 legs serve to prevent the oval body from tipping over, Providing a wide footprint to keep it safe and balanced.
With its Gavreactor heart, Gravity well Legs, and biological components entwined around the skeletal superstructure, one could compare the Behemoth to a massive Gun-toting beast and be almost correct. Concentrating the sheer firepower of an artillery regiment into one vehicle, and granting t the capability to hiver of near every environment in the world and even the ocean itself, the behemoth is capable of shelling it enemies anywhere they might go, and leave before any hope of coherent retaliation can be mustered.
Mark XIII Supercavitating Torpedo
Everyone who's ever been issued an ASH and told not to waste compressed air canisters knows what happens if you point an ASH at water. The water shakes and froths and starts to bubble as the vibrations force air bubbles out of it and heat the water. However, one enterprising engineer and her team asked an interesting question. "What if we do this, but intentionally?" Naturally this is something of an absurd question, bubbling water is not exactly a useful trait. But they persisted, and after about a dozen requests for more parts they presented us with an apparently functional torpedo. Previously a "Sharak" oxygen-enriched torpedo, it had been extensively modified, the normal propeller-based propulsion system removed and the fuel mixture altered to burn at lower temperatures. The gases resulting from the combustion were fed into ASH-based "horns" spread along the body, with a particularly powerful one facing forwards. The autoresonant horns were tuned to seawater, and would adjust themselves slightly during the torpedo's travel to more effectively resonate with the particular sea conditions of the day. As the torpedo was dropped into the water, it proceed to its assigned depth. After that, however, the torpedo powered up two extremely strong gyroscopes with the waste gases, and the system powered up the autoresonant horns. The water flowing around the device was turned into low-pressure water vapor and steam by the energy the horns were applying reducing friction to comparatively nothing. More of the gas from the reaction was blown backwards out of a nozzle in the rear of the torpedo, effectively turning it into an underwater rocket.
The course and depth are maintained by the powerful gyroscopes, necessary because the cavitations prevents a normal depth reading from being taken. Altering the power going to the horns that maintain the low-pressure bubble around the rest of the torpedo will alter its direction and can be used for good enough steering. This torpedo runs at incredible underwater speeds because of the low friction, and could conceivably be useful even against the enemy's ultra-fast destroyers due to its high speed. The principle weakness of the device is that despite using the same oxygen-enriched air supply as the Sharak the new torpedo has a shorter range, due to the increased power requirements of the higher speeds and the ASH horns.
Mutant Rose | Xilmal Jagpal (NE): (1) Madman
"Behemoth" Assault Hovercraft (NE): (1) Madman
Mutant Rose | Xilmal Jagpal (NE): (2) Madman, Frostgiant
"Behemoth" Assault Hovercraft (NE): (2) Madman, Frostgiant
Mutant Rose | Xilmal Jagpal (NE): (3) Madman, Frostgiant, NUKE9.13
"Behemoth" Assault Hovercraft (NE): (3) Madman, Frostgiant, NUKE9.13
Mutant Rose | Xilmal Jagpal (NE): (4) Madman, Frostgiant, NUKE9.13, TheFantasticMsFox
"Behemoth" Assault Hovercraft (NE): (4) Madman, Frostgiant, NUKE9.13, TheFantasticMsFox
Mutant Rose | Xilmal Jagpal (NE): (5) Madman, Frostgiant, NUKE9.13, TheFantasticMsFox, Strider03
"Behemoth" Assault Hovercraft (NE): (5) Madman, Frostgiant, NUKE9.13, TheFantasticMsFox, Strider03
The recent discovery of Caelium and Gavrillium has given rise to some rather extreme ideas amongst the design teams. One, in particular, has gotten an unfortunate amount of funding. They've transplanted an 8in gun turret, armor and ammunition handling and barbette included, from a crippled Mukebaza heavy cruiser into a..."tank". The turret, with much-reduced ammunition stores and therefore a shortened barbette, sits on top of an oval-shaped body, the main turret mounted slightly above a set of 6 120mm twin enclosed gun turrets off of Silada destroyers, facing in all directions. Cutouts in the lower faces of each turret and alterations to the elevation gear allow the 120mm and 200mm turrets to depress far enough to hit very close ground targets. Lower down on the body, in sponson-esque mounts, are ASH weapons aimed to sweep the ground near the vehicle to destroy infantry or anything that escaped the notice of the other turrets. Also included are numerous MGs aimed to cover every possibly angle. And one armored viewport on the bottom, that allows the crew to ascertain whether anything has taken shelter underneath them. If anything does, the gravity system is slowly powered down and the annoyances are crushed before operations resume.
The vehicle is powered and moved by a combination of a Gavrillium-based power source, the "Gavreactor", and a form of Caelium that counteracts gravity...and causes the entire vehicle to hover a few feet above the ground. The Gavreactor powers the large amount of Caelium necessary for this, it uses 'Aligned Gavrilium'; Gavrilium that has been heated to melting point, combined with a number of alloying agents, then cast and cooled under the influence of a strong magnetic field. Put simply, when in a magnetic field, Aligned Gavrilium generates heat on one side, and cold on the other (proportional to the strength of the field). How? Don't ask. Which is to say, Aligned Gavrilium does eventually 'deplete', but 'sane' physicists assure us that the process is impossible regardless. Anyway, with rods of Aligned Gavrilium in hand, creating a super-efficient reactor is child's play. One need merely exploit the considerable temperature differential between the two ends of the rods, which in this case we have done by creating a closed-circuit of purified water. The water is turned into super-heated steam on one end, passes through a turbine, and is rapidly cooled into near-freezing water on the other. To modulate the reactor's power, the electromagnets used to generate the magnetic field can be adjusted.
The Caelium system is created by alloying Caelium with some iron that was found in a Well, and then blasting sound at it from some direction. This creates a field of directional gravity around the system, which can be influenced and altered in shape by a adding much smaller units of the system in other locations. This field is capable of almost exactly cancelling out the gravitational effect of the Earth on the ship, and can be altered to provide omnidirectional propulsion or turning power for the vessel, not that it normally needs to turn.
This system allows the Behemoth to hover over any terrain and move at a reasonable speed despite its humongous mass. It will be capable of participating in amphibious assault despite being mostly a land vehicle. Internally it can carry many troops in the space left in the hull underneath the 5" guns, which do not need anywhere near the same vertical space as the 8" triple turret.
The Behemoth is heavily armored, with 150mm of armor on the bottom of the vehicle, splinter protection on every magazine, 200mm of armor on the outward faces, and 80mm of armor on the top. A thin layer of 15mm steel is used as spaced armor. The 200mm triple turret is protected by a 200mm turret face and 150mm turret sides and back and an 80mm armored roof, while the exposed portion of the barbette is armored with 200mm again. The internal portions of the barbette have their armor reduced to splinter protection.
There's only one of them, but the "Behemoth" is a large and powerful device we hope to use to break any defensive line, even those located across the straits from us.
Sorry Nuke, I had to cut it to meet the character limit and I didn't feel like opening up another tab. Looks like I have to start separating the armories from the updates now. Here's the link tho (http://www.bay12forums.com/smf/index.php?topic=174354.msg8155574#msg8155574)
Sharak Torpedo Mk.II:
Dave was a resourceful guy. His sabotage endures to this day, as evidenced by the ineffectual Sharak. He managed to replace our torpedo-fuze blueprints without anyone noticing, and we only recently uncovered the originals. Now that we have the right documentation, fixing the fuzes in the Sharak (that is, making the contact fuze less finicky, and making the magnetic fuze functional) should be a piece of cake. The problem of the torpedo running too deep is an even more trivial fix.
In fact, while the Sharak is severely crippled by these issues, fixing them is so little work, that we're also taking the time to create a modified surface-vessel-launched version: the Sharak Mk.IIb. Given the increased risk of nearby explosions, the IIb has been made slightly less volatile, by way of using a 80:20 mix of oxygen:nitrogen instead of the 98:2 mix used in the standard version. This does reduce the speed and range of the torpedo, but still results in a far superior product to the seriously outdated Backstab torpedo.
Legion-Issued Explosives Set Lightweight Individual Thrown Explosives
LIEs are used as highly unreliable grenades at present, while LIESes are issued as reliable and capable demolition devices. LIES LITE is a grenade version of the LIE throwable pipe bombs, which comes in high explosive, fragmentation, and chemical forms. These are smaller than a LIES bomb and altered to a more standard grenade form for better throwing. A much more reliable five-second fuse is fitted to the grenades to replace the malfunction-prone LIE timer system or remote detonation of the LIES.
Katarani Medium Tank Mk.II
Despite initial issues, the Katarani has proved itself on the battlefield as a solid and dangerous combatant. However, it does still have some problems with reliability and rectifying those will provide us with a much superior vehicle. First up, the Wellbronze agitators. These are presently a source of additional motion in the engine and can cause damage to it. This is fixed by adding a mechanical disconnect switch, so that when the vehicle has warmed up the crew can disconnect the Wellbronze system from electrical power, thus stopping the vibrations. A small battery is likewise installed to get the Wellbronze moving before engine startup, so we don't have a chicken-and-egg problem with needing the agitators to be running to start the engine which powers the agitators.
The Wellbronze system also constitutes additional deadweight whenever temperatures are not freezing cold. It is mostly external to the fuel system, which makes it possible for it to be made removable for operations in climates that don't freeze the Katarani's fuel.
The side and rear armor is reduced to a uniform 40mm instead of 50mm and the frontal armor is reduced to 70mm, since the enemy's weaponry is at present extremely lackluster at piercing spaced armor. The spaced armor sections are strengthened somewhat since they have been noted to be somewhat weak and easily damaged by smaller-caliber munitions.
Sharak Torpedo Mk.II: (1) Madman
Legion-Issued Explosives Set Lightweight Individual Thrown Explosives: (1) Madman
Health Augmenter (eXperimental):
War is actually quite dangerous. Workplace injuries happen all the time. We have medics, of course, but there's only so much they can do, especially on the front lines. A legionary might bleed out in the couple of minutes it takes for a medic to reach him, if a medic is even available. Some in the Legions have told us that that's just the way war is. You can't cheat death, they said. Well, tell that to Xilmal Jagpal.
Xilmal's augmentations are not feasible for reproduction on a large scale, but we don't need to match her power level to have a major impact on legionary survival rates. The common or garden Mutant Rose can also be used to make regenerative medicine, which is strong enough to heal small wounds, alleviate pain, and stabilise more serious injuries until professional care is available. The substance, referred to as "Health Augmenter (eXperimental)" is a light pink ointment, provided to legionaries in small squeeze tubes, like toothpaste (do not actually use as toothpaste).
Inithar will surely curse the shadows when they realise our soldiers are using HAX to cheat death.
Sharak Torpedo Mk.II: (2) Madman, NUKE9.13
Legion-Issued Explosives Set Lightweight Individual Thrown Explosives: (1) Madman
Health Augmenter (eXperimental): (1) NUKE9.13
Sharak Torpedo Mk.II: (3) Madman, NUKE9.13, Frostgiant
Legion-Issued Explosives Set Lightweight Individual Thrown Explosives: (1) Madman
Health Augmenter (eXperimental): (2) NUKE9.13, Frostgiant
Sharak Torpedo Mk.II: (4) Madman, NUKE9.13, Frostgiant, TFF
Legion-Issued Explosives Set Lightweight Individual Thrown Explosives: (1) Madman
Health Augmenter (eXperimental): (3) NUKE9.13, Frostgiant, TFF
Dave was a resourceful guy. His sabotage endures to this day, as evidenced by the ineffectual Sharak. He managed to replace our torpedo-fuze blueprints without anyone noticing, and we only recently uncovered the originals. Now that we have the right documentation, fixing the fuzes in the Sharak (that is, making the contact fuze less finicky, and making the magnetic fuze functional) should be a piece of cake. The problem of the torpedo running too deep is an even more trivial fix.
In fact, while the Sharak is severely crippled by these issues, fixing them is so little work, that we're also taking the time to create a modified surface-vessel-launched version: the Sharak Mk.IIb. Given the increased risk of nearby explosions, the IIb has been made slightly less volatile, by way of using a 80:20 mix of oxygen:nitrogen instead of the 98:2 mix used in the standard version. This does reduce the speed and range of the torpedo, but still results in a far superior product to the seriously outdated Backstab torpedo.
War is actually quite dangerous. Workplace injuries happen all the time. We have medics, of course, but there's only so much they can do, especially on the front lines. A legionary might bleed out in the couple of minutes it takes for a medic to reach him, if a medic is even available. Some in the Legions have told us that that's just the way war is. You can't cheat death, they said. Well, tell that to Xilmal Jagpal.
Xilmal's augmentations are not feasible for reproduction on a large scale, but we don't need to match her power level to have a major impact on legionary survival rates. The common or garden Mutant Rose can also be used to make regenerative medicine, which is strong enough to heal small wounds, alleviate pain, and stabilise more serious injuries until professional care is available. The substance, referred to as "Health Augmenter (eXperimental)" is a light pink ointment, provided to legionaries in small squeeze tubes, like toothpaste (do not actually use as toothpaste).
Inithar will surely curse the shadows when they realise our soldiers are using HAX to cheat death.
Attack (pick two)
Mesas Caelium Node: (1) NUKE9.13
Desert Gavrilium Node: (1) NUKE9.13
Leviathan
Western Maelstrom: (1) NUKE9.13
Xilmal Jagpal, Sui Centurio
North Peaks: (1) NUKE9.13
Behemoth
Mudflats: (1) NUKE9.13
Resource Development
Mutant Rose in Mesas: (1) NUKE9.13
Harresources distribution
Keep Both: (1) NUKE9.13
Glas Bolg Transporters
Maintain: (1) NUKE9.13
Attack (pick two)
Mesas Caelium Node: (2) NUKE9.13, Frostgiant
Desert Gavrilium Node: (2) NUKE9.13, Frostgiant
Leviathan
Western Maelstrom: (1) NUKE9.13
Eastern Maelstrom (1) Frostgiant
Xilmal Jagpal, Sui Centurio
North Peaks: (2) NUKE9.13, Frostgiant
Behemoth
Mudflats: (2) NUKE9.13,Frostgiant
Resource Development
Mutant Rose in Mesas: (2) NUKE9.13, frostgiant
Harresources distribution
Keep Both: (2) NUKE9.13,Frostgiant
Glas Bolg Transporters
Maintain: (2) NUKE9.13, Frostgiant
Attack (pick two)
Mesas Caelium Node: (3) NUKE9.13, Frostgiant, Madman
Desert Gavrilium Node: (3) NUKE9.13, Frostgiant, Madman
Leviathan
Western Maelstrom: (2) NUKE9.13, Madman
Eastern Maelstrom (1) Frostgiant
Xilmal Jagpal, Sui Centurio
North Peaks: (3) NUKE9.13, Frostgiant, Madman
Behemoth
Mudflats: (3) NUKE9.13, Frostgiant, Madman
Resource Development
Mutant Rose in Mesas: (3) NUKE9.13, Frostgiant, Madman
Harresources distribution
Keep Both: (3) NUKE9.13, Frostgiant, Madman
Glas Bolg Transporters
Maintain: (3) NUKE9.13, Frostgiant, Madman
Attack (pick two)
Mesas Caelium Node: (4) NUKE9.13, Frostgiant, Madman, TFF
Desert Gavrilium Node: (4) NUKE9.13, Frostgiant, Madman, TFF
Leviathan
Western Maelstrom: (3) NUKE9.13, Madman, TFF
Eastern Maelstrom (1) Frostgiant
Xilmal Jagpal, Sui Centurio
North Peaks: (4) NUKE9.13, Frostgiant, Madman, TFF
Behemoth
Mudflats: (4) NUKE9.13, Frostgiant, Madman, TFF
Resource Development
Mutant Rose in Mesas: (4) NUKE9.13, Frostgiant, Madman, TFF
Harresources distribution
Keep Both: (4) NUKE9.13, Frostgiant, Madman, TFF
Glas Bolg Transporters
Maintain: (4) NUKE9.13, Frostgiant, Madman, TFF
Attack (pick two)
Mesas Caelium Node: (5) NUKE9.13, Frostgiant, Madman, TFF,Strider03
Desert Gavrilium Node: (5) NUKE9.13, Frostgiant, Madman, TFF, Strider03
Leviathan
Western Maelstrom: (4) NUKE9.13, Madman, TFF, Strider03
Eastern Maelstrom (1) Frostgiant
Xilmal Jagpal, Sui Centurio
North Peaks: (5) NUKE9.13, Frostgiant, Madman, TFF, Strider03
Behemoth
Mudflats: (5) NUKE9.13, Frostgiant, Madman, TFF, Strider03
Resource Development
Mutant Rose in Mesas: (5) NUKE9.13, Frostgiant, Madman, TFF, Strider03
Harresources distribution
Keep Both: (5) NUKE9.13, Frostgiant, Madman, TFF, Strider03
Glas Bolg Transporters
Maintain: (5) NUKE9.13, Frostgiant, Madman, TFF, Strider03
Gupata-Class GR-Submarine
The Gupata is a 99 meter long submarine, approximately 25% longer than the Hetham. The outer hull has a noticeably different shape; not intended to cruise on the surface, it is streamlined for underwater travel, with a more rounded profile and very little deck space. It has 10 torpedo tubes (8 bow, 2 stern), and carries 36 torpedoes. There are no armaments on 'deck'.
The heart of the Gupata is a Mk.II GavReactor. Based on the one used in the Behemoth, it uses a simpler, easier-to-produce design, with a correspondingly lower efficiency (while still being more powerful than an equivalently sized diesel engine, and obviously consuming less fuel and producing less waste). The reactor powers electrical motors that are intended to propel the Gupata at a speed of ~16kn (submerged). A small backup diesel generator is included, to allow the Gupata to limp into port if the GavReactor fails.
A standard suite of Wellsonar, WellSap-damping in the engine room, and radio equipment is included. A reasonable level of comfort is provided- with such luxuries as air conditioning, refrigerators, and individual bunk space- to ensure the crew is capable of performing well even after weeks at sea. The sizeable storage space on board also contributes to this, as the Gupata can carry enough supplies to last the crew for months.
The intended role of the Gupata is to strike fear in the hearts of Embral's enemies, by being everywhere and nowhere at once. The ability to travel submerged and engage in prolonged deployments means that the Gupata can cause trouble almost anywhere. Merchant shipping, unwary convoys, wary convoys- it matters not, all are vulnerable to a volley of torpedoes from the deep. The Gupata can obviously also serve in a more direct combat role, if needed, where the superior firepower and lower risk of getting caught will make it a more formidable adversary than the Hetham.
Additionally, the Gupata serves as a testbed for submarine reactors- if successful, larger examples could be installed in the Leviathan, giving it a similar level of endurance.
Fast Acting breathable Rose-based isntantanous Contact and terror insing ossified Neuraltoxin
FABRICATION
A rose based addition to the standard LIE Poison, The FABRICATION is a Contact Poison developed through the use of Mutant rose and many
poisons taken from the homeland, Including the infamous Blue Wimpering Frog and the Nights Breath flower. Contained within Highly protective
cartilidge shells ,the Poison is designed to act through Bodily contant, Including Skin Contanct. The developement of a Conatct poison is intended to bypass the gas masks of the enemy, ensuring that bypassing our Chemical clouds will require Heavy protecton, that can quickly become either expensive or restrictive.
If all that was required was a Contact poison, we would have easily done such by incorperating chemical byproducts from our fertilizer research,
However, Through the use of a rose based contact poison, we are hoping to deploy an antidote to the toxin.
Applied via a Skin ointment, The rose based counteragent nuetralises the toxic payload of FRABRICATION, And when combined with a gas mask the CLouds of LIE's and FABRICATION's that embral will deploy both on offense and defense will serve no more an obstacle then a regular cloud of smoke.
Iron Lignum Wood carapace armour.
The Iron wood carapace armour is made from specially rose treated hardwood native to embral. The base wood is specially mutated over hundreds of accelerated planting and harvesting's, using mutant rose solutions, thus ensuring that we can carefully direct its evolution on the scale of months instead of the generations that would normally be required for the rapid directed evolution of tree's.
After the new species of wood is harvested,Named Embral Iron Lignum, the Wood is swiftly mulched directy after harvesting so fast that many of the plant cells do't even have time to die before hand, The mulched is then mixed with HAX mush, before being Compressed into molds and electrically treated in a rose water solution.
The end result is a wooden plate, as hard as steel with a tensile strengh beyond the bounds of normal wood. Due to the swift mulching and combination with HAX mush, the wooden plank had caused it to regrow many of its internal plant fibers, all interwoven throught the newly formed plate.
When struck by a heavy blow, the plant fibers within the Steel hard Plate diffuses the force across the whole plate, similar to the old woven armours of day's long past, This makes the powerful wood capable of withsatanidng forces that would shatter a regular steel plate mainly due to its ability to diffuse the point of impact across the whole plate.
This wooden plates are not as heavy as regular steel, and as such a series of plates are used to put togerther a suit of amrour, these plates don't cover the entire body, and are instead set into woven pouches in the cloth undersuit in order to
hold the plates varouis positions around the body. The plates are positioned to provide the most protection to vital parts of the body while not impededing motion as much as possible. The plates are molded to cover as much of the vital area in question as possible, while still being relativly interchangable. This leads to what get termed Core plates whih tend to be thicker and less molded, and Extremity plates, which tend to be slightly curved for the surface they are to sit on and are thinner as not to weigh down the limbs to much.
Locations such as the legs, Chest,and many other vital areas. By dedicateing to protecting the Vital areas with replacable plates, The hope is to keep soldeiers in the fight or at least alive until HAXcan be brought to treat them. This also helps reduce the amount of weight expected for the soldier to carry and prevent it from interfereing with the soldiers moblity.
The armour should be able to increase the chances of surviving inithars refocyte bullets, as the plates nature should make it capable of surviving or at least dampening the impact of the terrifying silent bullets of the inthar expedition.
If need be, a destroyed plate can be removed from the pouch in the undersuit and replaced with a fresh plate.
Even if the Rose modified Iron wood plates are unable to protect from a direct Refocyte bullet injury, it will hopefully be able to protect te vital areas from shrapnel wounds, such as those created by their hand torpedo.
Red Coral Needler
The red coral needler is a arther simple firearm all things considered, being a standard SMG frame, Based off of the inner workings of the Pacts own SMG with many of the Cealium and Gavriulium reliant mechnisms removed and replaced with embral engineering where aplicable, as well as being scaled for a average soldier and not a monster wearing vehicle throwing power armour. The entire frame of the SMG is lined with wellsap, making the SMG near silent. However, This is not the primary purpose of this wellsap sealing. It is actually a safety measure.
The truly interesting part of the REd coral needler is its ammunition, being the first true merging of Well organisms and Mutant rose hyper-evolution.
The originl subspcecies would, when exposed to sound would rapidly begin to produce and release Nitrate Oxide into its surroundings. The Nasty smelling compound would ward away its natural preditor, that being the Sonar realint well-Lindwurm.
Using rose based mutation and breeding practices, we were able to create a variant of Well-red coral that would never naturally come about. The coraexpands planty of energy into forming a thick, Metal hard outer shell to protect the coral microbes within the new Gemstone like coral. When exposed to sound, The coral begins to rapidly produce and Build up NO2 and other organic compounds within its shell. Combat is very much not a quiet place, and something like a speaking voice would be enough to set the Coral off, So the Red coral quickly reachs Critical, Building up to pressures that cannot be containt wthin its metal needle like form, causing it to burst like a water heater going critical. When the coral finnaly burst, The reseluting Heat and release of pressure causes the rapid ignition of the NO2 the varouis other compounds that had been built up, Causing a secondary detonation of heat even as shards of metal hard coral fly through the air.
The Red coral rounds are shaped like a Needle with small barbs during manufacturing, and rest within a wellsap sealed magazine in order to prevent early detonation. When fired, The Sabot Shaped Red coral, Hard like metal will strike the target. Those targets that are slain by the flying Needle of metal hard coral will soon have another problem as the sharp, barbed needle sticks into the surface it strikes and begins to build up pressure for the secondary detonation.
After a fire fight, It is recomended that Embral soldier use their well-moss provided noise makers to detonate any REd Coral needles that may have not yet detonated beofre walking into the prevousi position of the enemy.
The wellsap sealed frame of the Needler should be more then capable of stopping sound from reaching the magazine, Thus rendering the explosive needles of the Needler safe to carry into combat. Embral soldiers equipted with Needlers are required to run maitnence checks every day, looking for breaches in the wellsap seal in order to keep themselves and their fellow soldiers safe.
Salviosi Turquoise Neurotoxic Microbe Gun (STN-M-G)
The waters around the southern half of Harren are graced with a number of beautiful coral reefs. Soldiers on leave have taken to recreational diving around such reefs. An accident during one such dive brought the Salviosi Turquoise Coral to our attention. A diver who scratched himself on said coral soon developed a painful rash, which lasted for several days. A study confirmed that the Salviosi Turquoise Coral harbours a colony of microbes that produce a potent neurotoxin- fortunately, the concentration is fairly low, so a severe dosage is unlikely unless you try to eat the coral. One would have to modify the genetics if one wanted to produce a higher concentration of the toxin. And who would do such a thing?
The Salviosi Turquoise Neurotoxic Microbe Gun is, at heart, a relatively simple SMG. Some design inspiration was taken from the Pact's SMG-32a, but the firing mechanism and scale is more similar to that of a conventional SMG, as might be used in the tunnels back home. The barrel has a coating of Wellvine Sap, and an optional but recommended silencer (likewise Wellvine-Sap coated) is included. The really interesting aspect, however, is the ammunition.
The STN-M-G's 9mm pistol ammunition is tipped with a piece of living Salviosi Turquoise Coral, which has been modified with the aid of Mutant Rose extract to harbour a significantly higher concentration of neurotoxin-producing microbes, and to keep said microbes alive and toxin-rich for extended periods (bullets will be date-stamped so soldiers can be assured of their freshness)('expired' bullets will still function as regular bullets). Handling the bullets by the tip is not recommended, but unlikely to result in more than an annoying itchiness. It is the effect of the coral hitting its target, causing tiny pieces to break off inside the wound, that causes serious injury. With the neurotoxin introduced directly into the bloodstream, victims may expect immediate excruciating pain (compounding the pain of being hit with a bullet), and will quickly develop difficulty moving the affected area as the toxin attacks local nerves. While the dosage is unlikely to be lethal on its own, it should achieve its intended effect of putting the victim out of action for a few hours.
'Iron Legionary' Infantry Fighting Vehicle
Infantry march places. It's what they do. It's what they've always done, and the sweet sound of soldiers complaining about how far they've marched is a time-honored background noise in all military activities. However, it's also slow. And involves exhausting soldiers long before they reach the battlefield. And, perhaps worst of all, it gives soldiers no protection or cover as they move into battle. So we've decided to rectify that, by putting more machineguns on it. Wait, no, that's not it...
The 'Iron Legionary' IFV is a full-tracked vehicle large enough to carry 8 infantrymen in addition to the crew. It has a driver up front, and a pair of armored weapon mounts on top. One is a Musakila mounted with a gun shield for the commander, the other is a partial turret that the gunner fights from and combines an ASH, fed by a compressor mounted in the engine, and a coaxial Musakila. The infantry in back have a rear door and overhead hatches to fight from or get out of the vehicle through. It is armored by 30mm of armor on all facings, with an added skirt of spaced armor covering the body of the vehicle.
The engine is a modified form of the Katarani's engine, keeping the agitator system and diesel fuel but making some of the components sturdier and disengaging the agitator most of the time, to prevent it from causing any damage to the engine. The IFV is meant to move at least as fast as the Katarani, and the engine is scaled appropriately.
'Sharak' Oxygen-Enriched Homing Torpedo Mark III
First up, we paint some stripes on this one so it can't be mistaken for previous ones even if it somehow doesn't change.
That done, we're going to work on developing a sound-based tracking system by using Wellbronze and an electrical current to tightly focus the detection cones. By using a set of four detectors aimed just slightly off of center, we can allow their natural response to sound to automatically trigger a steering response. The more sound any given Wellbronze detector receives, the more it vibrates, and the harder the torpedo attempts to steer in that direction. If all four detectors are receiving the same amount of sound (the object is in the center of the overlapped detection cones) the torpedo will end up steering straight as all the impulses cancel out. Because we can fine-tune the detection cones, the torpedo will be unlikely to be able to double back and sink the submarine or ship firing them, particularly with our soundproofed engines and the like.
The real trick is making the system small enough to fit in a torpedo, but the immense power of the Sharak's engine system and the size of its warhead allow us to cut a bit of the explosive power and add quite a bit of weight without rendering the torpedo too slow or too short-ranged to be useful. The ability to fire a homing torpedo without needing to head to the surface to accurately acquire a target using the periscope is a big enough advantage to sacrifice some range for. The homing torpedoes are also made available in the Mark IIIb surface variant of the torpedo.
Jarha Caelium-Stabilised Shotgun
The Jarha Caelium-Stabilised Shotgun is a pump-action shotgun, with a four-shell tube magazine. The bore is 27mm (roughly 4 gauge), with shot, slug, and saboted armour-piercing slug shells available. Notably, an ordinary shotgun of this size would have a dangerous amount of recoil (or significantly weaker shells, or weigh too much to be practical for military use). This is where the Caelium Stabiliser comes in; using a mechanism based on the firing mechanism of the 32a, it is capable of creating bursts of powerful localised gravity. Not powerful enough to propel the Jarha's shells, but powerful enough to reduce recoil by an appreciable amount. The Stabiliser is located behind the firing chamber of the shotgun, and is automatically activated when fired, creating a burst of gravity centered on itself, opposite to the recoil. This allows the Jarha to be kept at a manageable weight and recoil for regular infantry usage.
As mentioned, the Caelium Stabiliser is less effective than the version used in the 32a, on account of its simpler design. This is mainly due to cost considerations, as the Jarha is intended to be cheaper to produce than the 32a.
It is anticipated that the Jarha will be both capable of significant armour penetration (when firing slugs), and quickly clearing a trench/tunnel/bunker (when firing shot).
Jarha Shotgun (0):
Red Needler explosive(0):
Red needler Toxic(1): Frostgiant
Iron legionary IFV(0):
Sharak torpedo(0):
STN-M-G(0):
FABRICATION(0):
VERS(1): Frostgiant
Iron Lignum Carapace Armour(0):
Gupata-Class Submarine(0):
Jarha Caelium-Stabilised Shotgun (http://www.bay12forums.com/smf/index.php?topic=174354.msg8170953#msg8170953) (1): NUKE9.13
Red Needler (Explosive) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169174#msg8169174) (0):
Red Needler (Toxic) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8170603#msg8170603) (1): Frostgiant
Iron Legionary IFV (http://www.bay12forums.com/smf/index.php?topic=174354.msg8170564#msg8170564) (0):
Sharak Torpedo Mk.III (http://www.bay12forums.com/smf/index.php?topic=174354.msg8170564#msg8170564) (0):
STN-M-G (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169987#msg8169987) (0):
FABRICATION (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169174#msg8169174) (0):
VERS (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169174#msg8169174) (1): Frostgiant
Iron Lignum Carapace Armour (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169174#msg8169174) (0):
Gupata-Class GR-Submarine (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169156#msg8169156) (1): NUKE9.13
Jarha Caelium-Stabilised Shotgun (http://www.bay12forums.com/smf/index.php?topic=174354.msg8170953#msg8170953) (2): NUKE9.13, TFF
Red Needler (Explosive) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169174#msg8169174) (0):
Red Needler (Toxic) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8170603#msg8170603) (1): Frostgiant
Iron Legionary IFV (http://www.bay12forums.com/smf/index.php?topic=174354.msg8170564#msg8170564) (0):
Sharak Torpedo Mk.III (http://www.bay12forums.com/smf/index.php?topic=174354.msg8170564#msg8170564) (0):
STN-M-G (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169987#msg8169987) (0):
FABRICATION (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169174#msg8169174) (0):
VERS (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169174#msg8169174) (1): Frostgiant
Iron Lignum Carapace Armour (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169174#msg8169174) (0):
Gupata-Class GR-Submarine (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169156#msg8169156) (2): NUKE9.13, TFF
Jarha Caelium-Stabilised Shotgun (http://www.bay12forums.com/smf/index.php?topic=174354.msg8170953#msg8170953) (3): NUKE9.13, TFF, Madman
Red Needler (Explosive) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169174#msg8169174) (0):
Red Needler (Toxic) (http://www.bay12forums.com/smf/index.php?topic=174354.msg8170603#msg8170603) (1): Frostgiant
Iron Legionary IFV (http://www.bay12forums.com/smf/index.php?topic=174354.msg8170564#msg8170564) (0):
Sharak Torpedo Mk.III (http://www.bay12forums.com/smf/index.php?topic=174354.msg8170564#msg8170564) (0):
STN-M-G (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169987#msg8169987) (0):
FABRICATION (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169174#msg8169174) (0):
VERS (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169174#msg8169174) (1): Frostgiant
Iron Lignum Carapace Armour (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169174#msg8169174) (0):
Gupata-Class GR-Submarine (http://www.bay12forums.com/smf/index.php?topic=174354.msg8169156#msg8169156) (3): NUKE9.13, TFF, Madman
Varspit-class Battleship
In order to combat the battleships of the enemy, we've engineered our own battleship to counter them, while being better in every conceivable way.
The Varspit is a fast battleship akin to the enemy's, with GavReactor powerplant driving four propellers to give it a top speed of 28 knots, matching the enemy's most prevalent battleships. The use of the GavReactor vastly reduces the size of our engines compared to previous generations of ships. Unlike previous ships, however, soundproofing is omitted from all aspects of the ship (except in places where it's necessary for the function of the engine or sonar system or whatnot).
It carries an extremely powerful Wellsonar system to locate targets even in adverse weather conditions, and a substantial amount of work went into the long-base rangefinders located on the mast, aft superstructure, and on each turret. This ship is meant to have a range advantage over enemy ships in every conceivable condition. The torpedo defense system is also backed with Wellmoss to help seal up any breaches. As undoubtedly expensive vessels, the Varspits are meant to be flagships, and thus carry enhanced communications suites and quarters for an admiral and their staff plus an admiral's bridge to command the fleet from.
For weaponry, the ship is armed with four twin turrets carrying 380mm/15in guns (4x2 380mm, in short), giving it eight substantially longer ranged and more powerful guns capable of dealing meaningful damage to the enemy's battleships. For a secondary battery, it carries 16 twin 120mm dual-purpose mounts, the same gun and turret used in the Silada and Mukebaza (16x2 120mm). There are actually eight torpedo tubes, two on each side aimed about 45 degrees away from the forwards line of travel, two forwards (aimed forwards, surprisingly enough), and two aft, aimed, you guessed it, aft. These torpedo tubes are meant to give the battleship a last-ditch option against, say, quickly-closing enemy suicide destroyers. A battery of our preexisting 20mm autocannon slapped down where there is space rounds out the armament.
The battleship has a 330mm thick armored belt, 250mm thick barbettes, 330mm turret armor, and a 75mm thick armored deck. The torpedo protection system uses space saved by the GavReactor propulsion system to allow the TPS to move inside the hull instead of being comprised of external bulges, reducing drag but requiring significant use of internal space. The conning tower is not armored, and instead a more substantial bridge structure is utilized since most commanders don't use the constricted views and small spaces of armored conning towers anyway...and there are reports that when struck with a heavy shell that detonates without penetrating the armor, everyone inside a conning tower would die anyway due to the blast effects and/or spalling. So we've added enough armor to proof the bridge against splinters and left it at that.
The Jarha Caelium-Stabilised Shotgun is a pump-action shotgun, with a four-shell tube magazine. The bore is 27mm (roughly 4 gauge), with shot, slug, and saboted armour-piercing slug shells available. Notably, an ordinary shotgun of this size would have a dangerous amount of recoil (or significantly weaker shells, or weigh too much to be practical for military use). This is where the Caelium Stabiliser comes in; using a mechanism based on the firing mechanism of the 32a, it is capable of creating bursts of powerful localised gravity. Not powerful enough to propel the Jarha's shells, but powerful enough to reduce recoil by an appreciable amount. The Stabiliser is located behind the firing chamber of the shotgun, and is automatically activated when fired, creating a burst of gravity centered on itself, opposite to the recoil. This allows the Jarha to be kept at a manageable weight and recoil for regular infantry usage.
As mentioned, the Caelium Stabiliser is less effective than the version used in the 32a, on account of its simpler design. This is mainly due to cost considerations, as the Jarha is intended to be cheaper to produce than the 32a.
It is anticipated that the Jarha will be both capable of significant armour penetration (when firing slugs), and quickly clearing a trench/tunnel/bunker (when firing shot).
The Gupata is a 99 meter long submarine, approximately 25% longer than the Hetham. The outer hull has a noticeably different shape; not intended to cruise on the surface, it is streamlined for underwater travel, with a more rounded profile and very little deck space. It has 10 torpedo tubes (8 bow, 2 stern), and carries 36 torpedoes. There are no armaments on 'deck'.
The heart of the Gupata is a Mk.II GavReactor. Based on the one used in the Behemoth, it uses a simpler, easier-to-produce design, with a correspondingly lower efficiency (while still being more powerful than an equivalently sized diesel engine, and obviously consuming less fuel and producing less waste). The reactor powers electrical motors that are intended to propel the Gupata at a speed of ~16kn (submerged). A small backup diesel generator is included, to allow the Gupata to limp into port if the GavReactor fails.
A standard suite of Wellsonar, WellSap-damping in the engine room, and radio equipment is included. A reasonable level of comfort is provided- with such luxuries as air conditioning, refrigerators, and individual bunk space- to ensure the crew is capable of performing well even after weeks at sea. The sizeable storage space on board also contributes to this, as the Gupata can carry enough supplies to last the crew for months.
The intended role of the Gupata is to strike fear in the hearts of Embral's enemies, by being everywhere and nowhere at once. The ability to travel submerged and engage in prolonged deployments means that the Gupata can cause trouble almost anywhere. Merchant shipping, unwary convoys, wary convoys- it matters not, all are vulnerable to a volley of torpedoes from the deep. The Gupata can obviously also serve in a more direct combat role, if needed, where the superior firepower and lower risk of getting caught will make it a more formidable adversary than the Hetham.
Additionally, the Gupata serves as a testbed for submarine reactors- if successful, larger examples could be installed in the Leviathan, giving it a similar level of endurance.
FMJ/GE Distribution:It's simple (I think), and would be quite effective- both versus Inithar and the Pact.
Let's make one thing clear: we were not jealous of Inithar's Refocyte Bullets. That's not the main reason we looked into replicating the SMG-32a's FMJ/GE rounds for other weapons. We clear? Good.
The main engineering challenge here is turning the propellantless rounds used in the SMG-32a into, uh, propellantfull rounds usable in other guns. Once we get that down, the rest is just a question of resizing/reshaping the rounds to fit whatever we decide to cram them into.
FMJ/GE rounds should be available for all small arms, current and future. At present this includes the Samarata 1902, the Mk.III Musakila Machine Gun, and the Jarha Caelium-Stabilised Shotgun (and technically the Mk.II Baza Fighter's integrated machine guns, if they aren't just Musakilas).
Gupata-Class GR-Submarine Internals
So we managed to build the hull of a Gupata. This is excellent. We will now fill everything that was supposed to be inside the hull.
The Gupata is a 99 meter long submarine, approximately 25% longer than the Hetham. The outer hull has a noticeably different shape; not intended to cruise on the surface, it is streamlined for underwater travel, with a more rounded profile and very little deck space. It has 10 torpedo tubes (8 bow, 2 stern), and carries 36 torpedoes. There are no armaments on 'deck'.
The heart of the Gupata is a Mk.II GavReactor. Based on the one used in the Behemoth, it uses a simpler, easier-to-produce design, with a correspondingly lower efficiency (while still being more powerful than an equivalently sized diesel engine, and obviously consuming less fuel and producing less waste). The reactor powers electrical motors that are intended to propel the Gupata at a speed of ~16kn (submerged). A small backup diesel generator is included, to allow the Gupata to limp into port if the GavReactor fails.
A standard suite of Wellsonar, WellSap-damping in the engine room, and radio equipment is included. A reasonable level of comfort is provided- with such luxuries as air conditioning, refrigerators, and individual bunk space- to ensure the crew is capable of performing well even after weeks at sea. The sizeable storage space on board also contributes to this, as the Gupata can carry enough supplies to last the crew for months.
The intended role of the Gupata is to strike fear in the hearts of Embral's enemies, by being everywhere and nowhere at once. The ability to travel submerged and engage in prolonged deployments means that the Gupata can cause trouble almost anywhere. Merchant shipping, unwary convoys, wary convoys- it matters not, all are vulnerable to a volley of torpedoes from the deep. The Gupata can obviously also serve in a more direct combat role, if needed, where the superior firepower and lower risk of getting caught will make it a more formidable adversary than the Hetham.
Additionally, the Gupata serves as a testbed for submarine reactors- if successful, larger examples could be installed in the Leviathan, giving it a similar level of endurance.
FMJ/GE Distribution: (1) Madman
Gupata-class Submarine Internals: (1) Madman
FMJ/GE Distribution: (2) Madman, NUKE9.13
Gupata-class Submarine Internals: (2) Madman, NUKE9.13
FMJ/GE Distribution: (3) Madman, NUKE9.13, Strider03
Gupata-class Submarine Internals: (3) Madman, NUKE9.13, Strider03
Let's make one thing clear: we were not jealous of Inithar's Refocyte Bullets. That's not the main reason we looked into replicating the SMG-32a's FMJ/GE rounds for other weapons. We clear? Good.
The main engineering challenge here is turning the propellantless rounds used in the SMG-32a into, uh, propellantfull rounds usable in other guns. Once we get that down, the rest is just a question of resizing/reshaping the rounds to fit whatever we decide to cram them into.
FMJ/GE rounds should be available for all small arms, current and future. At present this includes the Samarata 1902, the Mk.III Musakila Machine Gun, and the Jarha Caelium-Stabilised Shotgun (and technically the Mk.II Baza Fighter's integrated machine guns, if they aren't just Musakilas).
So we managed to build the hull of a Gupata. This is excellent. We will now fill everything that was supposed to be inside the hull.
The Gupata is a 99 meter long submarine, approximately 25% longer than the Hetham. The outer hull has a noticeably different shape; not intended to cruise on the surface, it is streamlined for underwater travel, with a more rounded profile and very little deck space. It has 10 torpedo tubes (8 bow, 2 stern), and carries 36 torpedoes. There are no armaments on 'deck'.
The heart of the Gupata is a Mk.II GavReactor. Based on the one used in the Behemoth, it uses a simpler, easier-to-produce design, with a correspondingly lower efficiency (while still being more powerful than an equivalently sized diesel engine, and obviously consuming less fuel and producing less waste). The reactor powers electrical motors that are intended to propel the Gupata at a speed of ~16kn (submerged). A small backup diesel generator is included, to allow the Gupata to limp into port if the GavReactor fails.
A standard suite of Wellsonar, WellSap-damping in the engine room, and radio equipment is included. A reasonable level of comfort is provided- with such luxuries as air conditioning, refrigerators, and individual bunk space- to ensure the crew is capable of performing well even after weeks at sea. The sizeable storage space on board also contributes to this, as the Gupata can carry enough supplies to last the crew for months.
The intended role of the Gupata is to strike fear in the hearts of Embral's enemies, by being everywhere and nowhere at once. The ability to travel submerged and engage in prolonged deployments means that the Gupata can cause trouble almost anywhere. Merchant shipping, unwary convoys, wary convoys- it matters not, all are vulnerable to a volley of torpedoes from the deep. The Gupata can obviously also serve in a more direct combat role, if needed, where the superior firepower and lower risk of getting caught will make it a more formidable adversary than the Hetham.
Additionally, the Gupata serves as a testbed for submarine reactors- if successful, larger examples could be installed in the Leviathan, giving it a similar level of endurance.
Attacks (pick two)
Volcanic Range Pact Caelium Node: (1) NUKE9.13
North Peaks: (1) NUKE9.13
NE Deployments
Leviathan
W. Maelstrom: (1) NUKE9.13
Behemoth
Mudflats: (1) NUKE9.13
Xilmal
North Peaks: (1) NUKE9.13
Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (1) NUKE9.13
Local Resource Development
Oil in the Volcanic Range:
Mutant Rose in the Volcanic Range:
Attacks (pick two)
Volcanic Range Pact Caelium Node: (2) NUKE9.13, frostgiant
North Peaks: (2) NUKE9.13, frostgiant
NE Deployments
Leviathan
W. Maelstrom: (2) NUKE9.13,frostgiant
Behemoth
Mudflats: (2) NUKE9.13, frostgiant
Xilmal
North Peaks: (2) NUKE9.13, frostgiant
Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (2) NUKE9.13, Frostgiant
Local Resource Development
Oil in the Volcanic Range(1): Frostgiant
Mutant Rose in the Volcanic Range:
Attacks (pick two)
Volcanic Range Pact Caelium Node: (2) NUKE9.13, frostgiant
North Peaks: (2) NUKE9.13, frostgiant
NE Deployments
Leviathan
W. Maelstrom: (2) NUKE9.13,frostgiant
Behemoth
Mudflats: (2) NUKE9.13, frostgiant
Xilmal
North Peaks: (2) NUKE9.13, frostgiant
Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (2) NUKE9.13, Frostgiant
Local Resource Development
Oil in the Volcanic Range: (1) Frostgiant
Mutant Rose in the Volcanic Range: (1) NUKE9.13
Attacks (pick two)
Volcanic Range Pact Caelium Node: (3) NUKE9.13, Frostgiant, Madman
North Peaks: (3) NUKE9.13, Frostgiant, Madman
NE Deployments
Leviathan
W. Maelstrom: (3) NUKE9.13, Frostgiant, Madman
Behemoth
Mudflats: (3) NUKE9.13, Frostgiant, Madman
Xilmal
North Peaks: (3) NUKE9.13, Frostgiant, Madman
Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (3) NUKE9.13, Frostgiant, Madman
Local Resource Development
Oil in the Volcanic Range: (1) Frostgiant
Mutant Rose in the Volcanic Range: (2) NUKE9.13, Madman
Attacks (pick two)
Volcanic Range Pact Caelium Node: (4) NUKE9.13, Frostgiant, Madman, Strider03
North Peaks: (4) NUKE9.13, Frostgiant, Madman, Strider03
NE Deployments
Leviathan
W. Maelstrom: (4) NUKE9.13, Frostgiant, Madman, Strider03
Behemoth
Mudflats: (4) NUKE9.13, Frostgiant, Madman, Strider03
Xilmal
North Peaks: (4) NUKE9.13, Frostgiant, Madman, Strider03
Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (4) NUKE9.13, Frostgiant, Madman, Strider03
Local Resource Development
Oil in the Volcanic Range: (1) Frostgiant
Mutant Rose in the Volcanic Range: (3) NUKE9.13, Madman, Strider03
Attacks (pick two)
Volcanic Range Pact Caelium Node: (5) NUKE9.13, Frostgiant, Madman, Strider03, TFF
North Peaks: (5) NUKE9.13, Frostgiant, Madman, Strider03, TFF
NE Deployments
Leviathan
W. Maelstrom: (5) NUKE9.13, Frostgiant, Madman, Strider03, TFF
Behemoth
Mudflats: (5) NUKE9.13, Frostgiant, Madman, Strider03, TFF
Xilmal
North Peaks: (5) NUKE9.13, Frostgiant, Madman, Strider03, TFF
Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (5) NUKE9.13, Frostgiant, Madman, Strider03, TFF
Local Resource Development
Oil in the Volcanic Range: (2) Frostgiant, TFF
Mutant Rose in the Volcanic Range: (3) NUKE9.13, Madman, Strider03
Attacks (pick two)
Volcanic Range Pact Caelium Node: (6) NUKE9.13, Frostgiant, Madman, Strider03, TFF, Khaz
North Peaks: (6) NUKE9.13, Frostgiant, Madman, Strider03, TFF, Khaz
NE Deployments
Leviathan
W. Maelstrom: (6) NUKE9.13, Frostgiant, Madman, Strider03, TFF, Khaz
Behemoth
Mudflats: (6) NUKE9.13, Frostgiant, Madman, Strider03, TFF, Khaz
Xilmal
North Peaks: (6) NUKE9.13, Frostgiant, Madman, Strider03, TFF, Khaz
Harresources
Send home 1 Gavrilium and 1 Caelium in exchange for 1 Ore and 1 Wellmaterial: (6) NUKE9.13, Frostgiant, Madman, Strider03, TFF, Khaz
Local Resource Development
Oil in the Volcanic Range: (2) Frostgiant, TFF
Mutant Rose in the Volcanic Range: (4) NUKE9.13, Madman, Strider03, Khaz
[REDACTED]:
It is a fact well known to those who know it well that the weakest part of any encryption system is the human factor. Back home, the Union developed all sorts of intriguing mechanical devices to encode messages, added scramblers to radios, and kept their field headquarters heavily guarded. None of this mattered. Capture one or two Union comms officers- or better yet, have one of your own agents infiltrate their ranks and become a comms officer-, and you can get your hands on every codebook, every descrambler frequency, and every top-secret planning document. The Union can change their codes as often as they like- they still need comms officers to be updated on the codes, or not even their own forces will be able to receive messages (a fact that has also been exploited a few times by delivering falsified codebooks to troops in the field, hindering the relaying of orders).
To be clear, this is not a trivial endeavour. Capturing a commms officer usually requires highly-trained stealth operatives passing through the enemy lines, subduing a trained soldier, and then conveying them to a secure location without being detected. Even if you manage that, there's still the issue that not all comms officers respond equally well to interrogation. Some will sing like a bird with a mere suggestion of a threat; most will spill the beans after losing a toenail or two; but a few will resist sustained torture, only to provide fake intel that further delays things. Infiltrating enemy command structures is even more of a challenge, and requires the infiltrator to be selective in what information they send back, as the enemy will quickly notice if everything a specific officer has access to is leaked.
On Harren, espionage is even harder. Whereas in the Old World agents can enter enemy territory via third party nations, disguising their true nationality, on Harren there are only enemies: one cannot exactly pose as a tourist. There are also little by way of civilian areas where safehouses can be established, or where locals can be persuaded to provide support. Infiltration of Harren City is almost impossible, as gaining sufficient fluency in the local language is a monumental challenge. Inithar's language and culture, while easier to learn (and known to us prior to arrival, to some extent), also presents a challenge due to its bizarre reliance on visual elements.
As a result, it is unfortunately the case that our only option is brute force- storming Inithari command centres, seizing documents, and using them as the basis for our intelligence gathering operations.
...
...
...
Ahahahahahaha, no, I'm messing with you. Don't be ridiculous. While we are grateful to Ms Jagpal for her heroic efforts, her seizure of key intelligence is most useful as a distraction. While Inithar worries about patching the obvious hole in their security, they will be unprepared for our true intentions.
There is a large Well near the Rupture. Unlike those found in the Badlands and Desert, this Well is not harvested for resources. The official line is that the Well has been affected by the unnatural heat that grips the Rupture, turning the depths into a deadly oven. In truth, while the cavern directly at the entrance is rather toasty, things cool down in the deeper regions. The real reason the Well is off-limits is that it houses something more vital to our operations than a motherlode of Wellmats. The Harren chapter of the Sau Cihare.
Since the death of Dave, Amanvir's agents have methodically purged his taint from the island, killing any infected by his Union-sympathising lies. At the same time, they have taken the work that Dave had done on analysing Inithar's expedition and verified it, discarding those sections left as deliberate sabotage, then worked on completing it. Agents have been trained to talk, walk, and think Inithari. Entire sections of the Well are covered in bullshit squiggles which are apparently important to this training. They have breathed deep of the gasses in the Well's depths, and their endarkenment has been reaffirmed.
Nothing exists but the endless dark.
All things are an illusion of the mind.
You are an illusion of your own mind.
Change your mind and change yourself.
And now their work begins. Inserted deep behind the front line by Gupata submarines, dressed in Inithari gear, carrying forged Inithari identification, remembering their lives in Inithar that never happened, they will methodically infiltrate every aspect of the Inithari Expedition. Some will do no more than that, at least for now- just maintain their cover until they are needed. Others will work their way into Inithar's command structure, earning promotion by killing Embralish soldiers- sacrifices must be made, after all. Yet others will have immediate tasks, stealing codebooks and copying documents, delivering these to designated drop points along the coast, where they will be collected by submarine.
The Engineers were surprised to discover that half their budget for the season had disappeared, but Amanvir was able to explain to them the necessity without going into specifics. They don't need to know. They wouldn't understand.
The Legates think they are in control. The Engineers think they are in control of the Legates. We know that control is an illusion- but insofar as it exists, it belongs to us.
Rust Breath
A strain of Flora that shares many of its genetics to Lichen and Moss, and even some similarity to coral Prior to its exposure to the guiding hands of our Expeditions biologist. Mutant rose is truly a miracle of material, In the process of a series of terrarium experiments, Consisting of isolated forms of Biological and non-biological materials in a Perfectly self-contained Capsule.
The Rust breath Started life in one of these terrariums, Isolated with little but Mutant rose extracts, Water, Various metals. The Rust breath soon developed an interesting form of life cycle.
Acting as a living catalyst along with the presence of moisture in the air, The Rust Breath soon began to steel the necessary energy for growth from the Various metals, Secreting acids and promoting outright fantastical rates of rusting, at speeds Visible to the naked eye. Iron oxide would then be consumed by the moss, Promoting further growth and production of acid. This will, Of course lead to the rapid destruction of Iron Compounds and alloys as they become brittle, and, If not Fully cleaned via intense Heat, Chemicals or Well-Sonic Scrubbing, will eventually disintegrate the material interiorly into spores and Rust particulars, Leaving large patches of Rust red dust on the ground that can be kicked up by the wind.
The most applicable use is, of course, Application to enemy machinery in an attempt to Compromise armour or internal mechanisms as the metal it is made from because too brittle to stand up to an incoming fire or its own mechanical operation.
Exposure to skin results in Painful, Non-lethal burns due to the acid it will begin to secrete, Although permanent harm is much harder to come by and require a lack of treatment over the course of many Hours, Or even days if not inhaled into the mucus membrane.
Due to the rapid life cycle and the amounts of Energy such rapid growth consumes, Without Further viable materials, Such as biological matter that it has slowly consumed or the Iron alloys that it consumes voraciously, The main mass will die rapidly as its spores enter Hibernation. The spores will only Wake up and begin growing once again when it comes in contact with iron or similar derivatives
A hibernating Patch of Rust breath spores typically looks similar to a burn circle, Bare soil that has been covered in a thick pile of Rust dust, Like a pimple upon the face of the earth.
Seeing the potential in such a Strain of flora, The biologist behind the Terrarium projects rapidly attempted to develop a delivery method. As of yet, the most effective delivery methods consist of The Gremlins Breath Slug and the Gremlins Fist series of Artillery shells, Allowing the bombardment of the enemy position in advance in order to compromise there vehicles and heavy equipment in an attempt to either blunt an enemy offensive or weaken a position for further offensives.
After combat in theatres where the deployment of Rust breath Rounds has been authorized, Many Vehicles will fill the Logistics bays as they undergo Thuro Sonic cleaning in order to remove any living Rust breath before being covered in a layer of Microbial dust, In fact, in of itself a Distant family strain to the Rust breath, that sticks to the surface of iron alloy in a Synmbitic relationship, Preventing rust build-up. The biological dust prevents spores from recognizing the iron alloy for what it is, Thus rust breath spores remain dormant.
JagPal Stealth suit:
Based on the properties of Xilmals skin, Shown to be capable of changing colours rapidly to allow blending into the environment, The Stealth suit is designed for Skirmishers. The Outer layer of living, Photosythesizing flesh is, If Provided with water either from the soldiers own canteen or locally produced water, Capable of feeding itself.
The suit will automatically attempt to match its surrounding constantly, Projecting similar colours and patterns to what is present on its other side. This allows a soldier wearing it to Blend into the Environment, Bypassing patrols and guards in order to heavily infiltrate the enemy lines and cause havoc, Destroying enemy supplies, Posing Food, Sabotaging logistics and causing general misery.
Underneath the Flesh is a series of Organs, Flush to the outside of the skin and wearer, that keep the suit alive. These organs is typically Formed near the Small of the back, Under the armpits or other, similarly Out of the way areas.
This further enhances the stealth capabilities of the suit.
Depending on the environment, The suit will automatically attempt to regulate its temperature, Either building up Fat reserves in order to protect from Cold weather or flushing the Flesh underneath with Blood in order to rapidly cool both it and the wearer in Hot environments. This makes it possible to Deploy in Locations typically dangerous for bare flesh, even hat of the Mutant rose variety.
During combat, The suits ability to blend into its environment can make it incredibly hard to see, as its blurs and blends even as the wearer moves, Hurting the eyes and making it rather hard to hit at any range beyond point and pray.
While Nowhere as effective or strong, It is the hope of the designers that this suit will Provide a similar purpose to Xilmal, Stalking the back lines and causing General misery among the enemy Troops and logistics, Hence Being named after the individual that makes the possibility of this suit possible in the first place.
Radio eaters.
The radio eater is a... Interesting little vermin. Born from a hybrid of the Cicada, Common cockroach, Cricket and a few other choice specimens, Locked into an Isolated terraium with a variety of Mutant rose extracts and bombarded with High power radio waves, The radio eaters were born in Terrarium 10235.
As their name implies, They survive on Radio waves. A rather marvelous feat in all honestly, Supplementing the energy pull from the Waveform with Other forms of sustenance such as sunlight. When released into the wild, They will search for the strongest and nearest form source of radio waves, almost always some form of radio equipment. at which point they will Using a naturally produced Adhesive of astonishing strength, Glue themselves to the transmitter or receiver as the strongest sources of radiowaves and begin to feed off of it while using a series of long Filter antennae, Used to detect the radio waves in the first place, To collect Moisture from dwan in order to hydrate themselves every day.
A single radio eater, Is truly no problem. It could maybe cause a barely noticeable blip. The problem is, Their is never just one. A swarm of radio eaters will typically Completely cover any form of the transmitter, gluing themselves to any available surface or, lacking such, To each other, creating a large wave dampening shall that prevent receiving or transmitting any form of communications! Any source will do, Whether a Large structure bound transmitter tower or a poor radioman's heavy backpack. If it is a source of Radiowaves, they will stick themselves to it and feast.
Left alone, the radio eater will begin to internally produce eggs until the eggs burst, The parent radio eater dies, and dozens more bady eaters are born to continue feasting.
Any poor radio technician who needs to deal with them will so find it near impossible to remove the infestation as the adhesive chemmically bonds to the surface, making removal without damaging delicate equipment near impossible. Chemical prove difficult to use, as its heritage renders it quite sturdy in the face of such attempts, and even if killed they must then be cleaned off, Most probably before another infection, the next day.
Heaven forbid the angry, frustrated, and most probably in tears, radio technician attempts to use flame or electricity.
Such attempts will be met will a molten bonfire, as the Naturally flammable, Incredible powerful adhesive of the radio eater ignites at the nearest spark, turning expensive equipment into a pyre of molten metal, taking down communications, and possibly setting fire to the base at the same time.
In order to capitalise on their bahvour, Embral Skirmishers will typically infiltrate close to enmey lines Before releaseing Large amounts of radio eaters, Typpically in advance to an offesive, Whether embral or Inithar, Or sometimes if they are just in a particularly bad mood to keep the inithar on their feet.
In order to protect our own embralish equipment from the terror of the Radio-Eaters, Small Well-Material crystals are installed near or in the base of the structure. as the radio waves travel through the transmitter, the Well- Mat will release an incredibly High-pitch, Above human hearing, in fact, Whine, Driving off all radio eaters with prejudice due to a touch of genetic tampering by the biologists.
Embralish Radio technicians call the Radio eater an abomination against all that is holy, The devil's works were created by a cruel and sick madmans mind that should never have been created. Upon hearing such, The embralish Biology team gives themselves a pat on the back.
Dotler Flying jellyfish
Born of Embralish experiments with mutant rose, the Dotler is pale, Near transparent jellyfish tinted green making them near invisible in their natural environment. Similar to their ocean-bound cousins the Dotler will spend their life floating on the currents in peaceful bliss.
The diffrence comes in the natural envrioment and what kind of currents. The dotlers Thin pale membrane body will, naturally produce a form of lighter then air gas, inflatng it and carrying it high in the sky. Once there, The dotler will survive off of sunlght synthesysed from its green tinted skin, Particulates carried on the winds and water from rain and clouds.
If that was all, The dotler, while amazing would serve little to no purpose for the embral expeditionary force execpt as a maizng, but Useless wonde ro fthe biological world. Instead of the Dotler has a very... Unique trait.
The Long strands and tendrals that come from its ballon-like body are strange. They lack any form of stingers. At first, the Biology teams theorized that they were So incredibly long as they were in order to capture particulate. ANd while they do this as well, Their Main use seems to be som form of radio Absorber. The Dotler's tendrals passively seem to drink in Radios waves. While on its own this would be less than useful, when a swarm is present in the upper atmosphere, The dotlers abilities seem to grow exponentially. A Cloud of Dotlers seems capable of completely strangle out transmissions. The transmissions leave, But the receivers remain silent as ever as the energy waveform is quickly devoured by the hungry tendrils.
Jam-Bat Nests
Born of the horror show that is the Embral Biology department after the introduction of mutant rose. The Jam bats are quite similar to regular bats. That is to say, Regular, Well-Bats. Those born and shaped by the wonderful environment and materials of the Blessed wells.
Interestingly, Held in the pouch of the original species, small chunks of well quartz and well-Bronze are found. Small, Gizzard-like marbles located in the base of the throat. Using this, The original species would use an incredibly High pitched sonic scream, Dazing the target with a combination of Strong vibrations and feelings of bliss, leaving them open for the diving attack.
After the biology team got their hands on them they.. CHanged a bit. With the equivalent of poking them with the mutant rose-infused stick, The Team managed to prompt the creation of a different form of stone. Instead of Well bronze, This material that has yet to be named resonates the Increbily loud scream of the bat and released similarly loud radio waves. Every Frequency, Every channel Filled with a massive Scream of white noise suspiciously similar to a bat. The Jam bats use this to communicate.
While some jam-bats have escaped into the wild, This is not predicted to cause too much trouble. The birth of the Jam-bat led to the creation of the jam-bat nest. While no actual jam-bats live in these nests, Instead, living peaceful lives back in the safe embrace of embral territories where they live a long and fulfilling batty life filled with insects and other bats until they die of old age, Typically between 9 months and 2 years, at which point their special throat Materials are harvested by the Bat-keepers.
Instead, The jam-Bat nest is a massive transmitter, build in an embralish base in order to jam all radio communications for the region. Using a combination of the equivalent of a brick in a washer, The Jam-bat nest Turns electricity into Massive amounts of Vibrations, which in turn creates a massive amount of sound wave channeled towards an internal well of the Jam-Bats well mat. These sound waves undergo mutation once more, Becoming an incredibly cacophony of radiowaves, Almost guaranteed to Drown out almost everything in a designated area. Every radio frequency, no matter what you turn to, is filled with a cacophony of radio waves, drowning out any form of message that could be made.
Varspit-class Battleship
In order to combat the battleships of the enemy, we've engineered our own battleship to counter them, while being better in every conceivable way.
The Varspit is a fast battleship akin to the enemy's, with GavReactor powerplant driving four propellers to give it a top speed of 28 knots, matching the enemy's most prevalent battleships. The use of the GavReactor vastly reduces the size of our engines compared to previous generations of ships. Unlike previous ships, however, soundproofing is omitted from all aspects of the ship (except in places where it's necessary for the function of the engine or sonar system or whatnot).
It carries an extremely powerful Wellsonar system to locate targets even in adverse weather conditions, and a substantial amount of work went into the long-base rangefinders located on the mast, aft superstructure, and on each turret. This ship is meant to have a range advantage over enemy ships in every conceivable condition. The torpedo defense system is also backed with Wellmoss to help seal up any breaches. As undoubtedly expensive vessels, the Varspits are meant to be flagships, and thus carry enhanced communications suites and quarters for an admiral and their staff plus an admiral's bridge to command the fleet from.
For weaponry, the ship is armed with four twin turrets carrying 380mm/15in guns (4x2 380mm, in short), giving it eight substantially longer ranged and more powerful guns capable of dealing meaningful damage to the enemy's battleships. For a secondary battery, it carries 16 twin 120mm dual-purpose mounts, the same gun and turret used in the Silada and Mukebaza (16x2 120mm). There are actually eight torpedo tubes, two on each side aimed about 45 degrees away from the forwards line of travel, two forwards (aimed forwards, surprisingly enough), and two aft, aimed, you guessed it, aft. These torpedo tubes are meant to give the battleship a last-ditch option against, say, quickly-closing enemy suicide destroyers. A battery of our preexisting 20mm autocannon slapped down where there is space rounds out the armament.
The battleship has a 330mm thick armored belt, 250mm thick barbettes, 330mm turret armor, and a 75mm thick armored deck. The torpedo protection system uses space saved by the GavReactor propulsion system to allow the TPS to move inside the hull instead of being comprised of external bulges, reducing drag but requiring significant use of internal space. The conning tower is not armored, and instead a more substantial bridge structure is utilized since most commanders don't use the constricted views and small spaces of armored conning towers anyway...and there are reports that when struck with a heavy shell that detonates without penetrating the armor, everyone inside a conning tower would die anyway due to the blast effects and/or spalling. So we've added enough armor to proof the bridge against splinters and left it at that.
Gobe APC
Xinmals body after having undergone the supersoldier process is a veritable Eden of scientific discoveries.
The new Gode apc developed is designed to take advantage of one of these Discoveries that the biology team has been busy attempting to replicate.
Features a fully enclosed passenger compartment meant to fit 10 Embralish soldiers in full gear In relatively protected comfort, a Compartmentalized drivers cab Featuring a set of simple periscopes in order to allow vision at starnge angles along with your standard Armoured vehicle viewports similar to those in the katarani.
The soldier compartment features a Roof hatch allowing access to the Shielded muslika machine gun in order to protect itself from infantry. Aside from the musalika on the roof and the soldiers inside, The Tracked Vehicle relies on speed and armour to keep itself alive on the battlefield as it moves the infantry inside of it in position to engage the enemy and provide cover with its roof-mounted MG.
The main advancement, as many things do these day, are derived from Xinmal. In this case her Unbreakable bones.
Samples were taken via Voluntary and Humane Fnger amputation. This proved neccesary as no matter what was attempted, The biologists of the Expeditionary force proved unable to take samples, Or in fact even damage, The bone thus requiring them to cut it off in places without bone.
The samples taken proved... amazing, Many of the biologists seemed astounded at the material when put through testing. While attempts to replicate Xilmal were impossible, attempts to replicate her bodily funtions are not and are a primary concern these days.
In teh case of Xilmals bone, It's less a case of... Replicate and more a case of Growing. Through the Intrudtuion to of more Mutant rose extract and... after a good deal of experimentation, the introduction of various kind of flora tissue, The Team was capable of promoting a mutation in the still living, and relatively indestructible finger bone. The marrow with the bone began to grow, seemingly using the plant samples to grow itself roots and intake the required nutrients, moisture and sunlight.
The result was a rather gruesome looking "Tree" with branches like fingers and a truck like bone, all stark bone white.
Attempts to take samples were difficult, But unlike the original sample, Possible due to the use of heavy explosives .
Cuttings were taken, and more of the so-called "Dread Trees" after Sui centurion xinmals nickname among the staff and soldiers were grown From the cuttings taken from the tree, WHile the rest would go towards treatment and processing.
Upon harvest, And with the application of various industrial strength solvents, The biology team were capable of curing the Bone and forming it into the shape desired.
The end result is the Gobe APC Internal armouring. Aside from featuring similar armoring to the Katarani, possessing a metal outer layer to prematurely detonate Refocyte rounds, The inner layer is formed out of a Layer of Dread Tree "Bark", which although not
unbreakable like that it originated from, is still many times stronger than the normal armor we still use.
During testing, many soldiers claimed to find it unnerving as their bullet fire and ap weapons tore awway the outer layer of metal spaced armour and revealed the Stark white bone underneath.
The Desired Outcome of the Gobe is a rapid, Decently armoured apc Capable of traversing rough terrain with its tracks, conveying the soldiers inside where they need to be, as well as a test platform for the relatively cheap testing of our new armouring material that has been derived from Xinmals bones and Mutant rose extracts.
[The following message is in poorly translated Embrallish]
"I understand if this message is not trust, there is much blood at this point
Something to understand: Pact spokesman for Inithar say to Inithar that all manpower and all resource and all attention need for Pact own war after our war.
Pact spokesman for Inithar say to Inithar that after war there is no future for Inithar home islands, is not our concern anymore until after they eventually defeat their own strange enemies.
I do not presume to tell you what to do, and I do not think I even suggest much of anything because I do not know that there is an answer here, but be warned that this will almost certainly be the case for you too. There is no come back after and defeat your enemies instead."
Khabha Irregular Traversal Equipment
Dreams of flight have long fascinated mankind. There was a brief dalliance with heavier-than-air vehicles in the earlier parts of the century, but we all know how that turned out. But we need not give up on our dreams. Planes may have broken our hearts, but the Khabha is here to heal our souls, and convince us that the March of Progress can enable flight.
The Khabha is a back-mounted apparatus that broadly speaking consists of two parts: a Caelium device that reduces the effective weight of the user, and a pair of living wings controlled by the user directly.
The Caelium device is "simple"- quotes added on behalf of the Expedition's physicists, who have written a 46-page report on how it actually makes things lighter. It has no settings, just on or off. When on, it reduces the strength of gravity in a spherical radius. It is powered by a battery, the charge of which is displayed by wrist-mounted device with several small lights installed, which progressively turn off as the battery depletes. This is pretty baseline behaviour for Caelium, as we understand it.
The wings are bat-like, capable of folding up when not in use, but stretching to a full 3-meter wingspan when deployed. These are acquired by taking a bat and hooking it up to a series of injectors, electrodes, and a force-feeding device. A Mutant Rose-derived serum is pumped into the bat, which is fed a diet of nutrient-rich slurry (also laced with Mutant Rose extract), and carefully stimulated by electrodes to encourage growth in the right areas (namely the wings). Once the wings reach the appropriate size, most of the bat is redundant, and consequently gets removed and discarded. The remaining organs and spinal tissue are placed in a life-support vessel which keeps them alive using a modified form of HAX. The wings are now ready, and can be attached to the Khabha. A port connects the bat's spine to the user's (through a previously installed access point), allowing the user (after some training) to manipulate the wings as if they were their own limbs.
The Khabha can be taken off, although it is recommended that this only be done in the presence of a medic, just to be safe.
The end result is, well, flying soldiers. Though not capable of long-distance or sustained flight, the Khabha allows soldiers to leap incredibly high, slow their descent to easily survivable speeds, and glide across large gaps- along with many other short aerial manoeuvres. It requires both battery power and the HAX-derivative as fuel, likely rendering its use restricted to a select number, but those lucky few will have their mobility increased by an inconceivable amount.
Skinsuit? What post is that?
'Second Skin' Stealth Suit
Unquestionably the creepiest thing Embral has ever (admitted to having) done, the 'Second Skin' is, uh, well, y'see, it's a skin. That you wear. Making it a second skin, unless you're part of a very strange minority who for some reason doesn't have a first skin. Oh, right, on with the design.
So we took a chameleon-like creature we found out in the wastes, right, and then we poked at it and prodded it and tested different things that come out of the Mutant Rose on it. And eventually we made a "creature" that came with no brain and few organs and lives entirely off of a processed "food" that is effectively pre-digested and therefore it needs no stomach and, well, suffice to say it's basically a skin with a circulatory system and a heart, no lungs, it's thin enough to get its oxygen through osmosis and yes, it's really creepy.
And tiny eyes. Did I mention the tiny eyes?
These tiny eyes no longer occur in one definable place because the creature is basically just a repeating pattern of sections of skin, and they serve to provide control over the chameleon properties of the, y'know, skin, your second one not your first one, so that it matches the patterns around you. They can't see very far, I mean, they are tiny after all, so they only ever mimic things within a few feet of the user.
So this suit is basically a living skin that does very little except get delivered a solution of """food""" and change colors, but because of our Mutant Rose shenanigans it changes colors very quickly, requires relatively minimal energy or effort to grow (it IS, after all, nothing but some skin in the shape of a cloak with a heart and a hole poked in it), and stays alive so long as you give it the """""""food""""""" it eats. If you want it to live in colder temperatures, make the food warm so it doesn't get any ice crystals inside its cells. Other than that, whatever, it doesn't have a brain or most of its sensory neurons anyway, it doesn't feel things.
That sounded psychopathic, actually, can we delete this record?
I kind of wanted to play with the stealth suit concept and also make it sound like the ramblings of a perhaps slightly less-than-sane mad scientist, so here we go. I was going to come up with something else to do but it's really late, actually. Maybe tomorrow. Er, later today. Whatever.+1 to the living skinQuote'Second Skin' Stealth Suit
Unquestionably the creepiest thing Embral has ever (admitted to having) done, the 'Second Skin' is, uh, well, y'see, it's a skin. That you wear. Making it a second skin, unless you're part of a very strange minority who for some reason doesn't have a first skin. Oh, right, on with the design.
So we took a chameleon-like creature we found out in the wastes, right, and then we poked at it and prodded it and tested different things that come out of the Mutant Rose on it. And eventually we made a "creature" that came with no brain and few organs and lives entirely off of a processed "food" that is effectively pre-digested and therefore it needs no stomach and, well, suffice to say it's basically a skin with a circulatory system and a heart, no lungs, it's thin enough to get its oxygen through osmosis and yes, it's really creepy.
And tiny eyes. Did I mention the tiny eyes?
These tiny eyes no longer occur in one definable place because the creature is basically just a repeating pattern of sections of skin, and they serve to provide control over the chameleon properties of the, y'know, skin, your second one not your first one, so that it matches the patterns around you. They can't see very far, I mean, they are tiny after all, so they only ever mimic things within a few feet of the user.
So this suit is basically a living skin that does very little except get delivered a solution of """food""" and change colors, but because of our Mutant Rose shenanigans it changes colors very quickly, requires relatively minimal energy or effort to grow (it IS, after all, nothing but some skin in the shape of a cloak with a heart and a hole poked in it), and stays alive so long as you give it the """""""food""""""" it eats. If you want it to live in colder temperatures, make the food warm so it doesn't get any ice crystals inside its cells. Other than that, whatever, it doesn't have a brain or most of its sensory neurons anyway, it doesn't feel things.
That sounded psychopathic, actually, can we delete this record?
Caelophone
Potential uses for Caelium were being discussed when someone pointed out that gravity is an unstoppable force of nature, which travels through air, water, and even solid rock without blinking an eye. What if we could use it to communicate, the way radios use electromagnetism to communicate? This idea led to several physicists in the expeditionary design bureau having mental breakdowns, but we ignored them and gave it a shot.
Turns out that if you alloy WellBronze with Caelium in the right way, it totally works. We have dubbed the phenomenon 'Gravitational Sound', to the intense frustration of the aforementioned physicists. The Caelophone features a Vibro-Caelium (the aforementioned WellBronze/Caelium alloy) sphere. This sphere creates tiny oscillations in the gravitational field corresponding to an input signal. A second, similarly tuned Vibro-Caelium sphere can detect these tiny oscillations, and convert them into a readable output signal.
Okay, cool. Why bother with this when we could just make better radios? Well, two reasons.
First, as mentioned above, gravity is unstoppable. Where radio signals cannot pass through solid rock, deep water, or faraday cages, Gravitational Sound can do so with literally no effort (though the signal is diluted as it travels further). The only exception to this is Caelium- Gravitational Sound can be blocked or distorted by sufficient quantities of the material. This shouldn't be too much of an issue to deal with, though.
Second, opsec. Initially, neither Inithar nor the Pact will even possess the technology to receive our messages (well, the Pact might, actually- who knows what sort of secrets those monsters are hiding). Even if they do get their hands on it, here's the kicker: Gravitational Sound 'echoes' when it hits a Vibro-Caelium sphere tuned to its frequency. While not present on smaller kits, large Caelophone stations will have a specialised receiver that is connected to a sonar-esque piece of kit that can count the number of returning signals, thereby letting us quickly detect any attempts at listening in. If such an eavesdropping attempt is noticed, a seemingly innocuous codeword lets all (authorised) users know the frequency is compromised- they will subsequently tune their kits to the next frequency in their codebook. False info will continue to be broadcast over the compromised frequency.
Of course, this security system is not foolproof- a captured kit could be used to eavesdrop for a period before we realise it has been captured, and perhaps there is some way of creating a non-echoing receiver that could be developed, so baseline encoding of messages will still be performed.
Caelophones will be produced in several sizes. Large facilities with many Caelophones (and intruder-trackers) will be established across our territory. The Leviathan will also be equipped with a respectable array, allowing it to remain in contact even at max dive. Versions for installation on board normal ships and submarines will be created also. Most importantly, 'man-portable' kits (portable when broken down into several pieces, but easily reassembled in the field) will allow orders and information to be exchanged much more rapidly than before.
In summary:
-Combination of Caelium and WellBronze
-Better coverage than radio
-Better security than radio
-Ship, stationary, and field versions
Vespertilio Auxiliary
Medical Tribune Vaitara likes bats. Like, an unhealthy amount. Almost as soon as Mutant Rose became available, she started pestering us to let her try it out on some of her pets. However, with no actual proposed use for a mutant bat, we prioritised using our limited supplies on human test subjects.
So she started to send us proposals. The idea of attack bats... even a huge bat would be no match for a gun. Scout bats... it'd be hard to teach a bat how to draw a map. Bats with embedded WellQuartz, acting as mobile morale boosters... not everyone is as big a fan of bats as you, Vaitara. A giant bat with embedded Caelium to allow it to lift heavy loads... hang on, this one has some promise.
So, take a bat. What species of bat? Well, Vaitara has quite the selection. For our purposes, we've gone with the Greater Flying Fox, as they start out quite large already.
Now then. Strap this bat down, and inject it with a Mutant Rose extract named "Biology Expansion Elixir (Green)" (as the name suggests, it is rendered from green Mutant Rose petals). Watch in abject terror as the bat begins to grow before your eyes (slowly, but noticeably). Apply electrodes to certain areas of the bat's body to encourage growth in those areas (primarily the wings and flight muscles).
Next, stick a tube down the bat's throat to force-feed it with highly nutritious slurry to fuel this growth. Also mixed in is the Mutant-Rose/Caelium compound [NAME], which uses blue Mutant Rose petals to allow the uptake of Caelium into the body, where it will integrate with cells giving the bat gravity-defying abilities (not especially strong ones, especially as the bat will have minimal to no control over them, but tests suggest the bat will be able to instinctually generate an anti-grav field around itself when flying).
Keep the bat constrained (periodically adjusting the bindings as it grows) until its growth stops, having reached the limit of what our current Mutant Rose technology can achieve (Painted Rose aside). Now with a wingspan of over four meters and a mass of 50kg (the weight is for obvious reasons a lot harder to pin down), the newly-minted Greatest Flying Fox is a true monster- with a serious grudge against the scientists responsible for tormenting it for several days.
Thus the final step: a group of Embralish soldiers burst into the lab, and "kill" (read:shoot with blanks) the evil scientists (who have been wearing Inithari uniforms the whole time), rescuing the poor bat and bringing it to safety. The grateful bat can subsequently be trained to accompany Embralish soldiers, and follow orders from handlers- "pick me up", "fly over there", "put me down on the ground", for example. The bat is officially considered an Auxiliary, because classifying it as equipment seems a bit weird.
These monster bats provide a unique boost to mobility, as they can carry soldiers up (or down) sheer cliffs, across large gaps, and even (in dire circumstances) just fly them across flat terrain faster than soldiers can run.
Hulara Autocannon
While Embralish tactics tend to shy away from "More Dakka" as an answer to all problems, there comes a time when you just need Dakka. That time is now.
The Hulara is a belt-fed 17mm autocannon with a target RPM of 360. The firing mechanism is entirely ordinary- as is almost everything else about the weapon itself. It does borrow the Caelium-based weight-reduction system from the Jarha, making it surprisingly portable.
The real fun is in the ammunition. While the option for bog-standard explosive rounds is included for low-cost deployments, the more favoured type is the Thagava shellet. These contain a Gavrilium-based explosive (triggered on impact) to really ruin the day of the target. The explosive force of a Thagava shellet is equivalent to a conventional HE shell twice the calibre, and is certainly sufficient to wreck the armour of Wikiwikis or Pact flying soldiers.
(While our attempts to reproduce FMJ/GE went nowhere, dissecting the bullets (carefully) and analysing the components is at least a point of reference for this project)
PACT DECISION
A (Total Submission):
B (Meek Surrender):
C (Honourable Resistance, The Only Option That Lets Us Truly Defend The Homeland And Our Way Of Life): (1) NUKE9.13
DESIGNS (pick 2)
JagPal Stealth suit: (1) NUKE9.13
Hulara Autocannon: (1) NUKE9.13
PACT DECISION
A (Total Submission): (1) Strider03
B (Meek Surrender):
C (Honourable Resistance, The Only Option That Lets Us Truly Defend The Homeland And Our Way Of Life): (1) NUKE9.13
DESIGNS (pick 2)
JagPal Stealth suit: (2) NUKE9.13, Strider03
Hulara Autocannon: (1) NUKE9.13
Caelophone: (1) Strider03
PACT DECISION
A (Total Submission): (1) Strider03
B (Meek Surrender):
C (Honourable Resistance, The Only Option That Lets Us Truly Defend The Homeland And Our Way Of Life): (2) NUKE9.13,Frostgiant
DESIGNS (pick 2)
JagPal Stealth suit: (3) NUKE9.13, Strider03, Frostgiant
Hulara Autocannon: (1) NUKE9.13
Caelophone: (1) Strider03
Gobe APC: (1) Frostgiant
PACT DECISION
A (Total Submission): (1) Strider03
B (Meek Surrender):
C (Honourable Resistance, The Only Option That Lets Us Truly Defend The Homeland And Our Way Of Life): (2) NUKE9.13,Frostgiant
DESIGNS (pick 2)
JagPal Stealth suit: (3) NUKE9.13, Strider03, Frostgiant
Hulara Autocannon: ()
Caelophone: (1) Strider03
Gobe APC: (2) Frostgiant, NUKE9.13
PACT DECISION
A (Total Submission): (1) Strider03
B (Meek Surrender):
C (Honourable Resistance, The Only Option That Lets Us Truly Defend The Homeland And Our Way Of Life): (3) NUKE9.13,Frostgiant,Khaz
DESIGNS (pick 2)
JagPal Stealth suit: (4) NUKE9.13, Strider03, Frostgiant,Khaz
Hulara Autocannon: ()
Caelophone: (1) Strider03
Gobe APC: (3) Frostgiant, NUKE9.13,Khaz